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11:14, 30th April 2024 (GMT+0)

Rise of the Privateer.

Posted by FateFor group 0
Fate
GM, 3088 posts
Roll for dodge!
Sun 2 Feb 2020
at 10:46
  • msg #1

Rise of the Privateer

Captain "Patch" Flint had been a successful captain of a modified Pirate Gashidda through several major engagements, including the last run where, under Silverbeard, they had broken the siege at Kardardiir and then gone on with the Madame Fourcade to capture a major shipment of arms, as well as an Aasha class cruiser!

As a result, Jack has been promoted to command his own modified Shamshir, which he gets to name as it is launched from the Lone Pine Shipyards.
Jack 'Patch' Flint
Pirate CO, 2 posts
Sun 2 Feb 2020
at 18:30
  • msg #2

Rise of the Privateer

Jack strolled along the decks of his new Shamshir with a smug grin on his face and occasionally adjusting the patch over his eye to get a better look at the bulkheads and general quality of the craft. He was very satisfied.

"Glorious beast isn't she... the scourge of the sector, she'll be and no doubt our star will rise to infamous record. he mused aloud to those nearby. "Though, it is tradition... he cringed at his own use of the word, having always been radically opposed to the Vilani notion of 'keep everything the same and steeped in tradition'. He was a pirate of mind as well as body; enlightened one might say. … to name the vessel before it conducts its first cruise. While it may have already had a name, I think i'll name her Starshine - as she'll shine brightly after her namesake" he said with a sigh of satisfied resolve.

Starshine  A good name.
Silverbeard
NPC, 17 posts
Pirate Lord
Sun 2 Feb 2020
at 19:57
  • msg #3

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 2):

"Starshine it is"

You needed no introduction to the speaker. Indeed, you did not even have to turn to see who it was. He had led this particular group of pirates since they had set out and armed their first Hero, pennant number 609723654. Did not even have a name till they gave it an unofficial one. Silverbeard had remained in charge as they grew, and eventually, with Terran help, gotten their own planet. Now he was the planetary Governor, and recognized by Girii no less!

There have been reservation in accepting Girii authority though. Especially now.

"We are sending a force to break the blockade near Girii. It looks like a great chance to take some ships. I want you in on it. There will be the new modified Merishmerr, two other Shamshirs and Starshine, plus all our escorts and a few other Gashiddas. You will not be in charge of the whole fleet, since this is your first mission, but it should give you a feel for what your ship can and cannot do. Any thoughts on that?"
Jack 'Patch' Flint
Pirate CO, 3 posts
Sun 2 Feb 2020
at 20:05
  • msg #4

Rise of the Privateer

Jack didn't look at Silverbeard, instead he considered the question and thought about the ramifications of the conflict in both victory and defeat.

"It'll be good to see what she can do. Girii has helped us a lot, so it seems a wise move. Plus, it should deter other attempts against the planet.

Are there any specific requirements other than to capture as many ships as possible and break the blockade?
he asked.
Fate
GM, 3090 posts
Roll for dodge!
Mon 3 Feb 2020
at 05:20
  • msg #5

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 4):

"Bring yourself and the ship back in one piece. That would be the main thing...anything else is a bonus. of course, we all like a bonus. Once we hit Arsha, there is no need to come back directly...you can go off raiding too...but watch your targets. We want to specifically target those opposed to Girii."
Jack 'Patch' Flint
Pirate CO, 4 posts
Mon 3 Feb 2020
at 10:50
  • msg #6

Rise of the Privateer

"If I didn't know better Silverbeard, I'd swear that was some paternal affection for me... he joked and then nodded "I'll be back in one piece, no doubt. And I'll make any ships in my vicinity wish they were not opposed to Girii afterwards. he said knowingly.

He'd always loved the aftermath of a ship capture. It was his opportunity to show his enemies just what the cost was of opposing him. Though, as part of his strategic plan he'd always offer "minimal casualties surrender", as a way to lose a ship without bloodshed.
Silverbeard
NPC, 18 posts
Pirate Lord
Mon 3 Feb 2020
at 19:25
  • msg #7

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 6):

"Looking after my investment. Not just in terms of the ship, either but stuff up and you will see it is nothing personal! Off with you now we have a deadline to meet."
Jack 'Patch' Flint
Pirate CO, 5 posts
Mon 3 Feb 2020
at 20:29
  • msg #8

Rise of the Privateer

Jack nodded and laughed and then made his way to the bridge of the ship "We'll do alright, don't worry...
Silverbeard
NPC, 19 posts
Pirate Lord
Tue 4 Feb 2020
at 05:53
  • msg #9

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 8):

"Just get to Girii by the 19th, then fall in under one of their new old design cruisers. Be glad Shululsish does not want to make any of these old designs...I had a look over it when I was in Girii last."

With that, he bid you farewell and went to some of the other warships planning on leaving with you.

The flight to Girii was uiet, though the fleet felt spectacular. Headed by the most recent renovation, the 4,000 dTon Executive was a heavily modified Merishmerr class, with a long range heavy particle cannon and the deadly Bay Plasma weapon. There was pretty much no weapon in the Imperium that did more damage than the Bay Plasma, though it's range was short. A long cylinder, the twelve heavy ball fighters, a slightly smaller and significantly cheaper design than the original heavy fighters, could be seen in two rings just forward of the massive twin engines.

The three modified Shamshirs, Starshine, Sabre and Destiny formed a reargaurd with the 9 smaller Gashiddas, all heavily modified, between you and the lead warship. It was a spectacular sight as you entered hyperspace.

Coming out at Girii five weeks later, you plan to spend a day there. Unlike most Vilani ships, the Terran computers you have purchased for the pirate capital ships can have jump points reprogrammed, but the Gashiddas still operate with the old Vilani nav computers, so you arrive punctually on the 19th of October 2177. Directed to a position in orbit, you take up formation with a distinctly Vilani cruiser bigger than any you have seen. At 6,000 dTons, this heavy cruiser has armour like a battleship. You are given a days, respite, before being asked to be ready to leave the next morning.
Jack 'Patch' Flint
Pirate CO, 6 posts
Tue 4 Feb 2020
at 10:04
  • msg #10

Rise of the Privateer

It's a glorious sight isn't it? Flint announced to the room. "A tactical fleet with single purpose to remove a blockade from our allies... he said with false zeal and emotion. The truth was, he didn't care at all about Girii or the people, or the fleet or Silverbeard but knew their value as allies.

The trip, was uneventful other than enjoying the spectacle of the fleet, and feeling the new ship, his own domain, move to his whim and command. To keep the tides of boredom from flowing too freely, he'd ordered his men train daily to keep their edges sharp, with the notion that every sharpened point can cut deeper and bleed an enemy of more. He'd hoped that the metaphorical spin had inspired the rest of the crew. That, or at least made them aware of his intolerance of slack pirates onboard his ship.

He took his pleasures also.




Weeks later they came upon Girii and Jack felt his face momentarily slacken at the sight of the heavy cruiser. "That ship has had some work done to it...." he commented aloud, as he looked over its armour and size in comparison to their fleet proper.

"Signal we're ready to leave whenever the fleet is ready. Make preparations



OOC: In between command and 'pleasure seeking'. Jack will study for the upcoming engagement (learning strategy) and keep shooting things with his gun, 'keeping his edge' (pistol).

OOC2: Is the heavy cruiser (battleship - 6000dTons) an ally or enemy? From the text, i'd presume an ally, but I'm just asking to make sure I understood correctly.
Fate
GM, 3099 posts
Roll for dodge!
Tue 4 Feb 2020
at 11:25
  • msg #11

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 10):

The heavy cruiser is a Kidashi design, but made and crewed by Girii. There are three of the vessels, each to lead an attack on the three Gas Giants at Seru. Only one of the fleets is from Girii, with the other two fleets hired guns.

To be truthful, most of the crew are not particularly loyal to Girii, or even to Silverbeard. But he has led well, and they have prospered under him, and the prospect of getting paid to go raiding is encouraging for all.

You take on provisions, then form up around the massive warship. Your fleet is the first to jump, and it is critical that you get your calculations right to all arrive at the same time. As such, there is a lot of coming and going from the major ships of specialists to make sure the jump points and times all line up exactly.

Then you form up carefully, and all jump together. It seems to go as planned.

A week and an hour later, you all exit hyperspace. Immediately ahead of you is the expected Imperial fleet: 1 Merishmerr, 10 Kargash and 30 Gashiddas! Normally, this fleet would have spelt death, but then, you have never been part of any action this big before.

Both sides take a moment to form up, with directions to all get in close together, about 30 miles apart, so that you can share point defences together, since both sides are launching fighters and missiles. The range is just 100,000 miles. Your navigators have done their part...

[OOC: Battlecruisers can be up to 20,000 dTons. Battleships, over 20,000 dTon warships, are not permitted by the Empire, and such are only found in the Imperial fleet. The first two fights are a bit scripted to help get you back into the swing of things.

You can feel free to roll as many attacks (and even enemy dodges, though I will decide how effective they are as I know their skills. Usually a dodge of 8 or 9 is the target for Vilani military). If you are rolling for others, you can do one roll per class, ie for all Gashidda Beam turrets, 1 roll for all heavy fighters, 1 roll for all Shamshir Beam turrets etc, or one roll per turret if you prefer. Your call!

HPC: Target 7 for precision attacks (1/2 DR) or 16 for regular attacks (full DR), optimal range is 35,000 miles, which is just out of reach of the considerable number of deadly plasma cannons on the Kargash. The Kidashi will want to close to that range and hold it there...until the Kargash and Merishmirr are dealt with.]

Jack 'Patch' Flint
Pirate CO, 7 posts
Tue 4 Feb 2020
at 13:34
  • msg #12

Rise of the Privateer

Jack sat looking at the spectacle ahead of him and commanded to the crew once they had left hyperspace "Sound the alert, everybody to battle stations. Scramble our point defences and fall in line to the flank. he said as he sat back in his chair.

"Our fleet will be wanting to close to thirty-five thousand ready to deploy the big weapons, so keep up. he ordered again.





OOC: ALright, i'll try to navigate through this battle as well as I can - though i'm really quite unfamiliar with this type of space battle.

Are there any options for attacking ships directly with crew-to-crew engagements?


For now, i'll roll for my ship, and let you fill in the others. We have:
- beams x12
- plasma guns x4 ( ig uess these are shorter range?)
- heavy ball fighters x3

13:33, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,1,5.  Beams .
13:33, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 3,1,2.  Beams .
13:33, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 4,4,6.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,5,1.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 2,1,4.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 5,4,1.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 6,1,4.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,5,4.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 5,2,6.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 4,3,1.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,4,2.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,4,2.  Beams .


13:33, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 5,3,4.  plasma.
13:33, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,1,5.  plasma.
13:33, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,4,5.  plasma.
13:33, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 1,1,2.  plasma.


13:34, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 2,1,1.  fighters.
13:34, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 2,1,2.  fighters.
13:34, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,6,2.  fighters.

// fighters did well!
// not a bad set of rolls.
Vilani Warship
NPC, 14 posts
Tue 4 Feb 2020
at 20:02
  • msg #13

Rise of the Privateer

In reply to Fate (msg # 5):

For the first round, the heavy Vilani ships maneuvre with unusual skill, avoiding the big guns as they try to bring the Kargash Plasma cannons to bear, since the first wave of missiles is wiped out by the combined point defence firepower of your fleet. Nearly a thousand missiles are destroyed as you approached, but in the next 20 minutes your beams are turned upon their fighters, with much more devastating results. All are hit, and most are destroyed or disabled.

K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8,
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-, d,  hits, damage per turret
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d6
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r7, d13, 5x3 hits, 24 damage per turret
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 12, r16
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d6
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r9, d13, 8x2 hits, 24 damage per turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r, d,  hits, damage per turret
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r9, d13, 9 hits, 8 damage
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r, d,  hits, damage per turret
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 6, r4, 5, 12, d, 2 hits, 24 damage per fighter
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r10, d13, 26x1 hits, 24 damage per turret
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r, d,  hits, damage per turret
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r10, d13, 51 hits, 24 damage per fighter
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 44m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter , 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 846m, 3x3B, 90P, 20x2P (516)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:139/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 120, 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 30@70
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (7 dest, 51 disabled)
(6G/Move:2650, dDR:33, dHP:1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 40 min, 0% refined fuel)
This message was last edited by the player at 08:25, Wed 05 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 8 posts
Tue 4 Feb 2020
at 21:08
  • msg #14

Rise of the Privateer

"Alright, that wasn't so bad for a first round, lets pull in and tighten up along the line and then fire another volley of missiles at their Big ones there, before they can bring them plasma cannons to bear... Now that their point defence is much diminished, I think we'll stand a good chance of punching through.

Reserve our beams to keep overly zealous captains at a distance.
he said, hoping that the maneuver would gain them some small advantage, and a touch of glory should it workout.
Fate
GM, 3104 posts
Roll for dodge!
Wed 5 Feb 2020
at 07:35
  • msg #15

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 14):

You want to roll? It might be easier to roll once per turret, but given the current situation, we can roll 2 rounds at once. Plasma cannons are currently out of range, and it is suggested to keep it that way until the capital ships are dealt with.
Jack 'Patch' Flint
Pirate CO, 9 posts
Wed 5 Feb 2020
at 09:09
  • msg #16

Rise of the Privateer

OOC: are they out of range of missiles too?
Fate
GM, 3105 posts
Roll for dodge!
Wed 5 Feb 2020
at 09:36
  • msg #17

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 16):

No, but your whole fleet only has 20 missiles, and they can shoot down that many easily...they could shoot down the fighters just as fast if the Kidashi was silly enough to launch them from here!
Jack 'Patch' Flint
Pirate CO, 10 posts
Wed 5 Feb 2020
at 09:42
  • msg #18

Rise of the Privateer

OOC: even with their fighters mostly decimated? are the beams used for Point defence or the fighers?)
Fate
GM, 3106 posts
Roll for dodge!
Wed 5 Feb 2020
at 09:45
  • msg #19

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 18):

Beams and Pulse lasers are used for point defence. Fighters equipped with such are good for that too, but most Imperial fighters are equipped with missiles to enlarge the swarm. Generally, 20 missiles would be dealt with by as few as 5 pulse lasers or Beam weapons. The Merishmerr alone could deal with that tiny swarm.
Jack 'Patch' Flint
Pirate CO, 12 posts
Wed 5 Feb 2020
at 11:02
  • msg #20

Rise of the Privateer

OOC: Okay, I see, thank you.

Presumably missiles are used to deal with the fighters too?

"Hmm, we'd need to disable  the weapon systems too to get a full attack on those plasma cannons.

Alright, focus fire on one of the smaller vessel's engines, that one, next to the bigger ship. Concentrate fire on its outside, port, hull after that. Tell our adjacent friend to concentrate fire on its port side also."


He said, not elaborating further on his idea.




OOC:

Ill make rolls as needed
l11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,1,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,4,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,1,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,1,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,5,3.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,3,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,6,3.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 3,6,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 17 using 3d6 with rolls of 6,5,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 18 using 3d6 with rolls of 6,6,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 4,2,1.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 1,3,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,6,2.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,6,2.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 2,3,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,3,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,5,3.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,5,2.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 1,3,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,3,5.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,4,2.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 3,6,5.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 4,6,5.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 3,4,1.  Beams.

11:01, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 4,3,1.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 1,4,6.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 2,3,3.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,1,5.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,2,2.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 6,4,5.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,2,6.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,2,2.  plasma.

11:02, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 6,3,2.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 5,1,3.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,5,3.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 1,5,6.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,1,5.  fighters.
11:01, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  fighters.

Fate
GM, 3108 posts
Roll for dodge!
Wed 5 Feb 2020
at 11:24
  • msg #21

Rise of the Privateer

In reply to Fate (msg # 15):

The only missiles you have are the 10 Dissident fighters from the Girii warship, and the volley of 20 is dealt with easily.

The first round sees moderate damage, however, as the Particle Cannon tear out two of the heavy turrets from one Gashidda, though the bay plasma is much less effective. The Heavy fighters manage to dispense with the Vilani fighters, seemingly doing the minimal damage possible to disable them.

The capital ships take doding to new levels after thatwith astonishing maneuvers you have not seen before, and you are unable to hit them in the second round. However, the beams find their targets despite firing very precisly at the Gashiddas' turrets. Two have all their turrets destroyed, and the rest have two of their turrets, all containing one Pulse laser, shot out. The fleet, now with far fewer defences against missiles, is now looking vulnerable, and you find yourself cursing that you have so few missiles!

Meanwhile, at the third Gas Giant, the Girii force of a Kidashi, 10 Kargash and 20 Escort Gashiddas arrive.

K, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d13, 4 hits, 36 damage
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d13, 3 hits, 27 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r5, d13, 4 hits, 0 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, d11, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r6, 12, 12, d11, 3 hits, 24 damage
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d11, 51 hits, 1 damage per fighter
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9, d12, 5 hits, 10 damage per turret
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r6, d3
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r16
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d3
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d3
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d12, 8 hits, 10 damage per turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, d12, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12, 9, 11, d12, 0 hits
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d12, 51 hits, 10 damage per fighter
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter , 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 716m, 3x3B, 28P, 19x2P (229)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:139/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 57/120 (-2Plas), 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 28@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 60 min, 0% refined fuel)

[OOC: Yeah, the idea of being part of a larger force is to help you get familiar with the ways thing can work. Disabling engines is a good way to disable a ship and to break up the formation. However, any precise shot looses the benefit of the size modifier, but also halves the effectiveness of armour and only ever has one hit. However, against a well armoured opponent, it is very useful, especially to take out key systems such as engines. Of course, when you take out the engines, it is much harder to do anything with it if you capture it too...

However, the idea of getting it to crash into the ship beside it is unlikely. Even if the explosions were done just right, the other ship would likely be able to maneuvre. They would have to be at 500m before that became likely to happen too fast to be able to respond, and even at that range it would be pushing it.

The point defences assume all ships are within 100 miles of each other, something quite likely, so unfortunately overwhelming a local point defence is unliklely, unless you can break up the formation. Targeting smaller ships engines would for well for that, however, so precision attacks are probably the way to go for smaller weapons, and perhaps even larger ones with critical targets, but with heavy armour even then you need to roll pretty well in the damage roll as well as the targeting roll! This last round demonstrated how effective it could be against Gashiddas with armour of 90 dDR, but the cruisers with armour of 220 dDR and 240 dDR are goung to be almost impossibly to hit even with precision attacks. The big guns can slowly wear away at them, however, taking out their cannon until you will be able to rush in and finish the job. Fortunately, you are still out of plasma cannon range, so both yours and theirs are not used. Be glad of that, they have a lot of them!]

Jack 'Patch' Flint
Pirate CO, 14 posts
Wed 5 Feb 2020
at 12:03
  • msg #22

Rise of the Privateer

He cursed aloud to the room and then shouted angrily at the helms man "Keep us out of the range of their plasma cannons! We are going to go around and sweep off their Gashiddas. Let them expend their missiles and our need for point defence first, however." he said.

Thinking best to leave the big armoured ships to the heavier class of vessels, Jack contentded with breaking to pieces the smaller ships first and reducing their numbers, so that the fleet could then focus down the bigger vessels.

"MOve us to the end of the line, where we can safely engage the smaller edge vessels and still be out of direct range of the bigger enemy vessels!" he said with urgency that belied his need for blood.

"When I command it, move out wide to their flank so that their line is right down out sights, that should stop all but the end vessel firing upon us. Relay this information to the ship on the other flank now!

We'll take these fucks, and we'll make them pay for even daring to stand against us



OOC:

So, the idea is now this:

Move to the edge of the line, so we can safely engage the smaller vessles (I assume that smaller faster vessels are on the flank while bigger/badder ships are in the middle of their line).

The purpose of this is that he can safely get closer, without incurring the might of the bigger ships plasma cannons. But a direct close-range matchup of Starshine versus smaller ships means we're likely to win out without taking too much damage.

After we've thinned out that line a little bit, and when Flint thinks it's the best time to do so (Tactics(SPACE)) he will break lines and move out around the enemy line. The purpose of this is to engage them directly in the flank, but keeping the enemy ships as 'in-line' as possible, so that they will obstruct fire from all but the end vessel.

From this perspective, the end vessel will be incurring fire from the front and side, and unable to really receive any help against the 'side firing (starshine) vessel.

https://sketch.io/render/sk-99...6083a6ddc719c73.jpeg

I guess this might work...

12:02, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 1,6,6.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,3,3.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 1,6,5.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 1,1,2.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 5,6,5.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 3,4,1.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 5,4,3.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,2,6.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,4,3.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 5,6,5.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 5,5,4.  Beams.

I think my plasma cannons are out?

Let the fighters engage solely on the 'safe' side of the enemy ship.

12:03, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 1,2,5.  Strategy.
Fate
GM, 3110 posts
Roll for dodge!
Wed 5 Feb 2020
at 19:39
  • msg #23

Rise of the Privateer

In reply to Fate (msg # 21):

The next series of engagements was not as spectacular as the earlier ones. The small fighters now dealt with, you try to target the Gashiddas, but now they are ready for it, and the damage is limited. To make matters worse, the heavy pirate cruiser overloaded their power circuits, shutting down the weapons sysyem for nearly half an hour while they tried to fix it, and the enemy cruiser was able to hit the engines of three fighters. Fortunately, they were able to dock before being forced to fall back, and the pirate cruiser that was repairing the power circuits dropped temporarily out of line to catch them, before moving back up.

Starshine was able to move to the end of the enemy fleet, though they are more of a ball than a line. Patch realized that the Kargash, with their two light missile batteries, and the Merishmerr with it's heavy missile batteries, were the real danger, and any vessel falling out of formation would be vulnerable. Dealing with the escorts was going to be easy once the cruisers were dealt with, but the cruisers had to be ended first, and the long range weapons needed to do that. So for now, he was a little frustrated as he was almost on the sidelines while the big boys with long range weapons did the damage. But his time would come...

Yes, plasmas would not be used just yet. Functional, but out of range.

K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r7, d8, 4 hits, 24 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r17,
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r17,
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14, 16, 13, 6, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10, 12, 8, 0 hits
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d10, 2 hits, 12 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r-
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r-, d
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r-, d
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8, 16, 4, 12, d, 1 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12, 13, 7, 0 hits
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 716m, 3x3B, 28P, 19x2P (229)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:103/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 57/120 (-2Plas), 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 1@46, 27@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 1 hr 40 min, 0% refined fuel)
Jack 'Patch' Flint
Pirate CO, 15 posts
Wed 5 Feb 2020
at 20:12
  • msg #24

Rise of the Privateer

OOC: I would hope that 'rolling a stragey roll' and passing it by 5, in general would give me a heads up warning before I maneuvered into a rather unfortunate situation!

:D
Fate
GM, 3113 posts
Roll for dodge!
Thu 6 Feb 2020
at 06:34
  • msg #25

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 24):

It did. You are currently in a good situation. Moving to the edge of the group has not diminished your situation, and because of the roll I stopped you from going further, which WOULD have put you in a dangerous situation, and explained why.

You are currently beyond range of their most second most dangerous weapons (Plasmas) and in tight enough bunch to negate their most dangerous weapons (missiles), while able to deal out damage yourself.

They did roll a critical success on the Beam attack, though, and all they could do with it was put three fighters into dock! You, by contrast, have dealt with all the light fighters and seriously inhibited their Gashiddas...as well as taking the plasmas out of one Kargash!
Jack 'Patch' Flint
Pirate CO, 16 posts
Thu 6 Feb 2020
at 08:34
  • msg #26

Rise of the Privateer

OOC:

Fantastic!

When you say "Put fighters to dock" do you mean they've returned to the mother ship for repairs?
Fate
GM, 3114 posts
Roll for dodge!
Thu 6 Feb 2020
at 08:46
  • msg #27

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 26):

Exactly! Roll 2 more rounds?
Jack 'Patch' Flint
Pirate CO, 18 posts
Thu 6 Feb 2020
at 10:28
  • msg #28

Rise of the Privateer

He had moved where he wanted but it wasn't quite as effective as he wished but still enough to make him dangerous.

"Fire on those ships!" he said, hoping at least to some degree the confusion would help their cause. Breaking up their flank could leave their bigger ships open for a flank of their own and he was intending to cause that hole!

"As much damage as possible! Make sure you hit them"







OOC: Even if they're a sphere, I suspect that the 'range' can be managed so that little ships are in range while the bigger ones aren't.

Am I correct in thinking that a successful leadership roll (especially on ship-level stuff) can grant a bonus to actions?

I know for a fact that in 'martial arts'. Leadership (or perhaps it's tactics roll) can bestow a re-roll pool on the people benefiting from the command.

For example, "Roll tactics, pass by 5, there are then 5 possible rerolls for that engagement". If there's not a parallel to that for leadership, (though I really think there is) then maybe I could try the tactics one?


<i><small>
I presume that the skill of my gunners is 'at least' - 12 (and a 12 to hit)

10:09, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 5,1,2.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 3,3,5.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 6,4,6.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 1,4,1.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 4,1,1.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,3,3.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,4,2.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,4,5.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,1,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,2,4.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,1,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,3,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 5,1,4.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 2,4,2.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 5,4,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 2,4,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 2,2,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 1,4,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,5,2.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 1,5,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 4,3,4.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,2,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,2,2.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,4,3.  Beams.


Am i actually correct in thinking my plasma cannons are offline?


10:28, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,5,3.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 4,5,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 3 using 3d6 with rolls of 1,1,1.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 17 using 3d6 with rolls of 6,6,5.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 2,6,5.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 5,6,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 5,1,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 3,6,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 5,6,3.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,3,6.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 5,5,6.  fighters.


The one that got a 3 and an 8 - is likely to be promoted to squad leader. :)
</small>
</i>

Fate
GM, 3116 posts
Roll for dodge!
Thu 6 Feb 2020
at 10:52
  • msg #29

Rise of the Privateer

In reply to Fate (msg # 25):

I have not heard of those rules where tactics rolls add to, say attack rolls. If you can find them for me, and they make sense, then I am happy for it. But I think you are thinking of Mass Combat, where they do apply similar rules. If you board a ship, then the mass combat rules will apply, including risk you take adding to the strategy roll.

The gunners skill is shown below, generally 16, but modified by various bonii and penalties, including range, as shown below. Skill is in bold, but not specifically called, well, anything!
quote:
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5


PLasmas are online but out of range at the moment, hence not being used. Be glad, the enemy has 18 of them and heavier armour. You have 16 of them, and long range weaponry!

In a couple of rather underwhelming rounds, the damage done by both sides seems minimal, though one fighter manages to take out another Gashidda turret.

"We are trying, Sir, but at this range we are just chipping away at them. Is there a hurry to risk our lives, or can we do it the slow safe way the Kidashi is directing? At least the gunners get plenty of target practice..."

[ie, you both rolled pretty poorly, either in targeting or in the damage rolls where the attacks were reasonable! In one roll for damage, all 6 dice were 3 or less! They also rolled well in a dodge, the only time your damage was reasonable!]

K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r6, d6, 2 hits, 10 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12, d6
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r15, d6
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d6
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many , 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 1 critical hit, 13 damage
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d12, 3 hits, 3 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d12, 4 hits, 4 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d12, 1 hit, 0 dmage
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 0 hits
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 716m, 3x3B, 28P, 19x2P (229)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:86/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 57/120 (-2Plas), 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 1@33, (-3 turrets, 3x Missile), 27@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 2 hr 20 min, 0% refined fuel)
Jack 'Patch' Flint
Pirate CO, 20 posts
Fri 7 Feb 2020
at 00:18
  • msg #30

Rise of the Privateer

OOC:

5!!!! Oh wow that is some massive massive penalty - I didn't realise that was the end result.

http://forums.sjgames.com/showthread.php?t=141048 <-------- about leadership.

http://www.sjgames.com/gurps/b...Arts/img/tactics.pdf  <<<<------- Tactics,

I was slightly off point about the leadership thing. But it might work for this kind of engagement, the 'encouragement to fire better' could possibly add a bonus to the gunners' targeting skill?

I'll post something more substantial tomorrow.
Jack 'Patch' Flint
Pirate CO, 21 posts
Fri 7 Feb 2020
at 11:33
  • msg #31

Rise of the Privateer

He looked at the crew member, and momentarily imagined putting his belt knife through his eye socket and then checked himself.

"Keep on the fringes, do your best he said, sitting back in his chair, considering an appropriate 'task' he could send the outspoken man on as appropriate punishment for his belly-whining.

"Wait until the forward fleet engages before we fully commit" he said, having donned a still-water demeanour.


OOC: I'm not precisely sure what to do about this, other than sit out and wait the battle.

// 1 Critical, 2 hits (3 total)
11:29, Today: Goran rolled 12 using 3d6 with rolls of 3,5,4.  Beams.
11:29, Today: Goran rolled 8 using 3d6 with rolls of 2,4,2.  Beams.
11:29, Today: Goran rolled 11 using 3d6 with rolls of 3,5,3.  Beams.
11:29, Today: Goran rolled 7 using 3d6 with rolls of 3,3,1.  Beams.
11:29, Today: Goran rolled 12 using 3d6 with rolls of 6,3,3.  Beams.
11:29, Today: Goran rolled 8 using 3d6 with rolls of 4,3,1.  Beams.
11:29, Today: Goran rolled 13 using 3d6 with rolls of 1,6,6.  Beams.
11:29, Today: Goran rolled 5 using 3d6 with rolls of 1,2,2.  Beams.
11:29, Today: Goran rolled 10 using 3d6 with rolls of 3,6,1.  Beams.
11:29, Today: Goran rolled 12 using 3d6 with rolls of 6,3,3.  Beams.
11:29, Today: Goran rolled 5 using 3d6 with rolls of 1,1,3.  Beams.
11:29, Today: Goran rolled 10 using 3d6 with rolls of 2,2,6.  Beams.
11:29, Today: Goran rolled 13 using 3d6 with rolls of 6,4,3.  Beams.
11:29, Today: Goran rolled 14 using 3d6 with rolls of 5,4,5.  Beams.
11:29, Today: Goran rolled 13 using 3d6 with rolls of 5,3,5.  Beams.
11:29, Today: Goran rolled 10 using 3d6 with rolls of 1,3,6.  Beams.
11:29, Today: Goran rolled 14 using 3d6 with rolls of 5,5,4.  Beams.
11:29, Today: Goran rolled 7 using 3d6 with rolls of 1,4,2.  Beams.
11:29, Today: Goran rolled 10 using 3d6 with rolls of 6,3,1.  Beams.
11:29, Today: Goran rolled 3 using 3d6 with rolls of 1,1,1.  Beams.
11:28, Today: Goran rolled 15 using 3d6 with rolls of 5,6,4.  Beams.
11:28, Today: Goran rolled 8 using 3d6 with rolls of 1,1,6.  Beams.
11:28, Today: Goran rolled 13 using 3d6 with rolls of 6,6,1.  Beams.
11:28, Today: Goran rolled 9 using 3d6 with rolls of 2,2,5.  Beams.


// What's the usual pass rate for this? I presume not '5'
11:33, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 6,6,4.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,4,3.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 3,3,1.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 4,3,1.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 4,1,6.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 1,6,4.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,3,4.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,3,6.  fighters.
11:33, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,1,3.  fighters.
11:32, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,3,5.  fighters.
Fate
GM, 3120 posts
Roll for dodge!
Fri 7 Feb 2020
at 21:58
  • msg #32

Rise of the Privateer

This seems to be just another day at the office...until the enemy cruiser misreads the attack entirely, and leads them INTO the path of the incoming volley from your heavy guns! Smashed by multiple direct hits, the Merismerr is disabled and leaking air, while one of the Kargash cruisers is beaten even worse. In the following round, a second cruiser, badly mauled earlier, is hit again and begins leaking fuel. Your patience seems to be paying off...

[OOC: All targets are shown below. Heavy fighters need 5 or less as well. Just one thing I notice, you had a couple of hits, but not enough to effectively destroy a system when you did hit. It actually might be more effective rolling once per turret, as they can be all aimed and fired together this is also realistic, but it triples the damage, so that a hit will take out a system. It also make less rolls for you...

Yeah, bigger battles are a lot less about doing your own thing and a lot more about hurry up and wait, work as a team and fill your seemingly small role. But that is realistic...you are learning/revising a lot about the combat system without being in a situation where you can be left to make bad decisions based on misunderstanding the system. Once you learn the system, you will be able to abuse it like a real munchkin! See what happens when the enemy critically fails a dodge (1st round, the 'd17' is the enemies dodge, automatic maximum damage!! Critical hit, by the way, is no dodge, half dDR.

Regarding the rolls, the leadership is what I understood it as. Glad we are on the same page now, it can be useful for boarding!

Edit, found the download. You are welcome to use the abstract application of tactics for your rolls.]


K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d17, 4 hits, 104 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r17
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d17, 3 hits, 72 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r7, d17, 3 hits, 192 damage
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many , 1* hits, 10 damage
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 0 hit
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d14, 3 hits, 3 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d14, 2 hits, 2 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d14, 2 hit, 16 damage
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 2 hits, d14, 2x3 damage
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 0 hits
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 570m, 27P, 16x2P (204)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:-18/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x9 (Major damage at 40)
dHP: 57/120 (-2Plas), 27/120 (Leaking fuel), -72/120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 1@23, (-4 turrets), 1@21@50 (-2 turrets, 1x Pulse, 5x Missile), 26@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 3 hr 00 min, 0% refined fuel)
This message was last edited by the GM at 23:09, Fri 07 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 22 posts
Sat 8 Feb 2020
at 18:17
  • msg #33

Rise of the Privateer

OOC: If we're forward facing a ship's port side, would it be possible to move into plasma range, fire and then move out again before it turned? (or do it from behind)
Fate
GM, 3126 posts
Roll for dodge!
Sat 8 Feb 2020
at 21:59
  • msg #34

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 33):

You are both driving ships of similar speed and maneuverability. You are looking at moving into range, firing, turning 180 degrees and moving back out of range before they can turn 90 or even 180 degrees? Considering they are using turrets as are you, clearly the moment they are in range of your guns, you will be in range of theirs, so they can let rip at you.

Nice thought, but we are dealing with large ships with turrets, not fighters with fixed guns. Even with fighters with fixed guns, they travel in formation for a reason, to cover their 'blind spots'. So if one could not hit you, another could!

All that would then be represented by the Tactics roll. But with turrets, you are going to be shot at as soon as you are in range...
Jack 'Patch' Flint
Pirate CO, 23 posts
Sun 9 Feb 2020
at 10:28
  • msg #35

Rise of the Privateer

OOC: Alright, see? Now that makes sense, turrets are independently movable weapon systems with their own arcs. I guess they'd be distributed across the ship though. So for example, if you came in from the back, only 60% of turrets would be able to fire on you, but from the front say 90% would be able to?

I appreciate the granularity might be a little high here for the current situation, but things like that are of interest!





Jack grinned as he watched their ships vent gas following a series of explosions. "Now that is better shooting!" he said, rethinking his punishment for the gunner.

"Press the attack, focus all beams on the next vessel" he said indicating that the disabled ships should be left for now. Let them suffocate or incinerate, he'd deal with survivors later.

His goal was to inch closer, minimising the amount of beams that could be fired at Starshine, and allowing him to focus one enemy ship at a time - or as best as he could make it.

"I have faith in your gunnery now, make me happy..." he said with a grin.


OOC:
10:27, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 3,2,3.  Beams.
// did you say use one roll for each?

10:28, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 5,5,3.  fighters.
Fate
GM, 3131 posts
Roll for dodge!
Sun 9 Feb 2020
at 19:14
  • msg #36

Rise of the Privateer

With a couple more rounds you manage to cripple the one leaking full, and a lucky run by the Executive took out the turrets of a second cruiser. The toll is beginning to tell on them as they have lost their command cruiser and 40% of the Kargash, and another 20% of the Kargash have lost their plasma turrets. Just six Kargash with their 12 plasma cannon remain at large, and you are yet to suffer damage. The fighters too are gone, and while the Gashiddas are faring better, all have lost at least half their firepower.

The impatience must be telling as they send yet another 3 waves of missiles.

[OOC: I have done 6 rounds this time to try to speed up this part. How many would you like to go next post?]

Round 1
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r10, d6, 0 hits
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r4, d-, 6* hits, 78 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d6, 0 hits
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 2
K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r5, d15, 6 hits, 24 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r7, d15, 5 hits, 20 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d15, 1 hit, 12 damage
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 3
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d10, 2 hits, 12 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d10, 4 hits, 24 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 4
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r10, d10, 3 hits, 24 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d10, 4 hits, 32 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d10, 1 hits, 12 damage
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 5
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r14, d11, 1 hits, 0 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d11, 4 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d11, 2 hits, 56 damage
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 6
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r13, d10, 2 hits, 12 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d10, 3 hits, 18 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d10, 1 hits, 20 damage
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r16
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer



6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 570m, 27P, 16x2P (204)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:-18/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x6 (Major damage at 40)
dHP: 57/120 (-2Plas), 42/120(-2Plas), 32/120 (-Hanger bay), -5/120 (No fuel), -72/120 (-PP), -96/120 (-PP), -2/120(-Sensors), 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 1@23, (-4 turrets), 21@50 (-2 turrets, 1x Pulse, 5x Missile), 26@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 5 hr 00 min, 0% refined fuel)
Jack 'Patch' Flint
Pirate CO, 24 posts
Tue 11 Feb 2020
at 09:53
  • msg #37

Rise of the Privateer

The battle was going their way, as Jack expected it would and he was happy about it. "Press the advantage, go in, focus down and fire, give them no breathing room he said, commanding his crew to advance and finish some of the more viable vessels. At this stage of the battle he was asssuming that the enemy fleet would focus on their main force and divert little attention to Starshine.


OOC: I guess there's no way to do actions that qould be equivolent of 'Determined Attack()' or something?


Can you please roll for me? (I'm working onsite atm with sporadic internet)
Fate
GM, 3137 posts
Roll for dodge!
Tue 11 Feb 2020
at 10:44
  • msg #38

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 37):

No worries. I had prepared a whole lot in response, but my computer just crashed and lost it, so I will redo it tomorrow!
Jack 'Patch' Flint
Pirate CO, 25 posts
Tue 11 Feb 2020
at 11:59
  • msg #39

Rise of the Privateer

OOC: Ugh, that's annoying!
Fate
GM, 3141 posts
Roll for dodge!
Wed 12 Feb 2020
at 05:40
  • msg #40

Rise of the Privateer

In reply to Fate (msg # 36):

After another two hours of fighting, the last Kargash armed with plasmas is disabled. Only one Kargash now remains, and it's plasmas are crippled, and indeed most of the Gashiddas no longer have more than half their turrets functioning either, being reduced to a single pulse laser each. The ships split up and run in six directions, with 5 groups of 10 Gashidda and the Kargash making the sixth group, all directional vectors at 90 degrees to four other vectors and 180 degrees from the fifth. The Kargash is chased by the Kidashi, and the Enterprise chases the opposite group, along with the heavy fighters to act as escorts. The three Shamshirs each split up with an escort Gashidda each, while the five pirate Gashiddas and an escort take off after the last group.

Since the Gashiddas are slower, it you quickly close to 8,000 miles and, like all the other groups, smash into them and disable them quickly.

[OOC: I can role play if you like attacking the Gashiddas. It will be a one sided contest, though, as you are faster, more heavily armed and more heavily armoured! Roll for attack if you do, including the lplasma weapon this time. They are running for a jump point...]

Round 1
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d13, 2 hits 8 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r10, d13, 3 hits, 12 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 2
K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r14, d18, 1 hit, 18 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d18, 3 hits, 54 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r8, d18, 3 hit, 192 damage
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 3
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d13, 4 hits, 48 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r4, d-, 5 hits,
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r7, d13, 5 hits, 60 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r8, d13, 3 hits, 18 damage
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 4
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r14, d8, 0 hits
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d8, 1 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r6, d8, 3 hits, 0 damage
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 5
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r10, d8, 2 hits, 20 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r17
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d8, 1 hits, 10 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r15
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 6
K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r14, d18, 1 hits, 18 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r-
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d18, 4 hits, 72 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer



6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 570m, 27P, 16x2P (204)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons, Power plant gone.
(5G/Move:370, dDR:220, dHP:-18/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x1
dHP: 39/120 (-2Plas),
-12/120(-2Plas), -6/120 (-Hanger bay), -5/120 (No fuel), -72/120 (-PP), -96/120 (-PP), -2/120(-Sensors), 0/120 (-Fuel), -8/120 (-Light MIssile Array), -72/120 (-1MDrv)
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x50
dHP: 2@30 (- all 4 turrets), 1@23, (-4 turrets), 47@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 7 hr 00 min, 0% refined fuel)
Jack 'Patch' Flint
Pirate CO, 26 posts
Wed 12 Feb 2020
at 07:11
  • msg #41

Rise of the Privateer

OOC: Sounds good!
Is it standard/common/reasonable practice to board ships?
Fate
GM, 3142 posts
Roll for dodge!
Wed 12 Feb 2020
at 08:07
  • msg #42

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 41):

Absolutely! How do you think pirates have Shamshirs and Cruisers?
Jack 'Patch' Flint
Pirate CO, 27 posts
Wed 12 Feb 2020
at 08:15
  • msg #43

Rise of the Privateer

"Alright, lets get these ships disabled and then we can go and take all their stuff he said in a lighthearted way that belied the severity of the slaughter that usually happened when ships were boarded.

OOC:

Will just go and attack the gashidda's that tapered off in the way of the Starshine. He wont care if a couple of them are destroyed, but try and disable ready for boarding.

I don't mind if you roll. I can do it. Beams - I think you said fighters are done for now.I rolle dbeams :)
Fate
GM, 3143 posts
Roll for dodge!
Wed 12 Feb 2020
at 09:01
  • msg #44

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 43):

You quickly close to 8,000 miles using precision damage to bring one to a halt, and damaging another even further. Meanwhile, your three Heavy fighters have returned to you (fighters from the Gashiddas have accompanied the Executive) and they lock onto a Gashidda each, crippling them, while the escort Gashidda cripples another one with each of it's three turrets, and you plasma turret cripples one more.

Sabre and Destiny do not waste time with the Gashiddas, destroying them all, as does the Executive, before 3 surrender to it. The last Kargash, unable to run, surrenders to the Kidashi cruiser.

Meanwhile the occupants of the large cruiser that commanded the enemy fleet explodes, as does 3 of the crippled Kargash. You suspect they were scuttled, which is common practice in Vilani warfare to stop the victory gaining extra resources.

The only Gashidda remaining in front of you, with no beam weapons left, signals it also wants to surrender.

You have 30 troops on board, 20 living on the ships boat! Gashiddas have about 36 crew total, and Kargash have 102, 23 of whom are troops normally. Before battle damage...


Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-10(range) = 10, 7 hits, d16, 57 damage to one, 22 damage to another
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-10(range) = 16, r9, d8, 3 hits, 116 damage
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)+7(SM)-10(range) = 17, r12, d11, 3 hits, 99 damage per fighter
Ga, Beams (Precise), 4x3, 16+2(sAcc)+2(targeting)+7(SM)-10(range) = 17, r11, d12, 3 hits, 108 damage per turret
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Starshine 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
3x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure
dHP: 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks

vs

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x10
dHP: 28/70 (-3 turrets)

Mildly Crippled vessel
-7/70 (-4 turrets, -Comms, -Sensors, -Cargo),

Badly crippled vessels near you
-66/70, -49/70, -49/70, -49/70, -58/70, -58/70, -58/70, -58/70

Kargash Light Cruisers, 2.5 B Solars, 2000 dTons x1
dHP: 39/120 (-2Plas), surrendered

Remaining vessels (other than Gashiddas) and their significant damage

#1 -12/120(-2Plas)
#2 -6/120 (-Hanger bay)
#3 -5/120 (No fuel)
#4 -2/120(-Sensors)
#5 0/120 (-Fuel)
#6 -8/120 (-Light MIssile Array)

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 7 hr 20 min, 0% refined fuel)
This message was last edited by the GM at 09:23, Wed 12 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 28 posts
Wed 12 Feb 2020
at 09:25
  • msg #45

Rise of the Privateer

"PAtch them through..." he said as he grimaced in his chair at the thought of fewer explosions.

"I will cordially accept your surrender. The terms are these: Cut engines, disarm weapons and have you and your crew line up in the cargo hold and prepare to be boarded. Any deviation from these terms will result in your death to a man" he said, giving no air of doubt to the seriousness of his threat.

After that he indicated cutting of the comms and then told his ranking officer "Keep Starshine in close proximity, should any other vessels give us trouble, end them at your leisure. and then walked off to the ship's boat.


(assuming whe successfully lands on the enemy ship.

Walking out into the cargo hold..."Who here is in charge?

OOC:

09:23, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,6,3.  intimidation +4 (threat of death).
This message was last edited by the GM at 09:30, Wed 12 Feb 2020.
Imperial Gashidda
NPC, 3 posts
Wed 12 Feb 2020
at 09:34
  • msg #46

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 45):

"Yes Sir. I would like to remind you that it is a war crime to kill those who have surrendered."

Sensors indicate that at one of the Gas Giants a shuttle was destroyed after disobeying a directive not to scuttle their ship, so it does not surprise you when you dock (Gashiddas are too small for your craft to land, as they have only a bay, and in that bay is an assault craft already).

Walking through the dock, a young officer identifies himself as being in charge in response to your demand. They look rather scared.
Jack 'Patch' Flint
Pirate CO, 29 posts
Wed 12 Feb 2020
at 10:16
  • msg #47

Rise of the Privateer

Jack walked past the officer and swung a heavy punch at his face without losing step. "No, I am in charge..." he corrected the man, not even looking back to see the man fall.

He walked up and down the line of captives, inspecting them all and taking his time to observe their fear, revelling in it.

"Let it not be said that Captain Flint is not merciful... but that mercy has limits. If any of you step out of line, lying or attempting some disruption. I'll have every one of you spaced." he offered without even the slightest forming of a smile.

"You! What cargo do you hold here?" he said to one of the men looking like they might be an officer</blue>



OOC: Warcrime, we're pirates! Though that comment did prevent me from shooting him in the face...

OOC: I assume the punch will be successful and unresisted (telegraphic and determined to the face)
Vilani Officer
Wed 12 Feb 2020
at 18:43
  • msg #48

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 47):

The CO takes the blow, but does not fall. He glares at you, but says nothing.

"Uh, just supplies sir. We are on patrol with the fleet, of course."
Jack 'Patch' Flint
Pirate CO, 30 posts
Wed 12 Feb 2020
at 19:15
  • msg #49

Rise of the Privateer

OOC: Doesn't Fall!!! goddamn it!
talk about uninspiring!
Fate
GM, 3146 posts
Roll for dodge!
Wed 12 Feb 2020
at 19:48
  • msg #50

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 49):

He is a CO, he still was strong enough to command 36 men, so he is not a pushover! Commanders who work their way through the ranks go through this level at some point...

Besides, with ST of 10, you would have needed a solid hit to the head to get a knockout blow in one hit!

Brawling skill 13-7(Targeted attack, skull)+4(Determined) = 10, You can roll, but it will be even more uninspiring if you miss...
This message was last edited by the GM at 20:00, Wed 12 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 31 posts
Wed 12 Feb 2020
at 20:15
  • msg #51

Rise of the Privateer

OOC:

Brawling 13 - +4 for telegraphic +4 for determined -5 for 'face' (Martial arts book) - roll to hit is 16
 :)
Fate
GM, 3149 posts
Roll for dodge!
Wed 12 Feb 2020
at 21:39
  • msg #52

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 51):

Hit to face instead? Sure, but does not result in one punch knockdown...reduced damage.

Will need to check telegraphic too...I thought that would only apply to weapons capable of reach 2...
This message was last edited by the GM at 21:41, Wed 12 Feb 2020.
Vilani CO
Thu 13 Feb 2020
at 05:04
  • msg #53

Rise of the Privateer

In reply to Fate (msg # 52):

Ah, found Telgraphic in Martial arts...an attack that makes your intentions clear before the strike, the opposite to deceptive.

I could say he dodged, rolled an 8, but with a hit roll of 16, it is mute. Your punch swings wide as he moves, missing clearly. Result as previously, ie he glares at you and informs you that there is nothing but supplies in the cargo hold.
Jack 'Patch' Flint
Pirate CO, 32 posts
Thu 13 Feb 2020
at 07:04
  • msg #54

Rise of the Privateer

OOC: Well, why would he dodge? He's a prisoner at the mercy of pirate captives? Dodging is only goping to illicit something worse?
Fate
GM, 3150 posts
Roll for dodge!
Thu 13 Feb 2020
at 07:49
  • msg #55

Rise of the Privateer

He is a prisoner of war, not a criminal. In fact, in his mind, you are the criminal. Cops would dodge a thug taking a swing at them...
Jack 'Patch' Flint
Pirate CO, 33 posts
Thu 13 Feb 2020
at 07:51
  • msg #56

Rise of the Privateer

OOC: You'll love me for this, but I highly recommend this:

Dan Carlin - Hardcore History.

Supernova in the East (it takes a while to get to the PoW bit, as it's in the 3rd episode and they're averaging 4hrs each).

They are fantastic
Jack 'Patch' Flint
Pirate CO, 34 posts
Thu 13 Feb 2020
at 08:33
  • msg #57

Rise of the Privateer

He's not a cop though is he. He's just been beaten and captured in a space battle by pirates. I appreciate that there are characters whose personal demeanour etc etc would not let them allowed ot be punched by anyone they consider below them, but I'd argue they are very very very few and far between.

In pretty much every POW situation in history, if an enemy soldier started beating on someone, they don't start defending themselves, or fighting back, and have no allies jump to their rescue because they're prisoners and know that they'll get murdered by their captives.

That's true of soldiers, captains, generals, etc.
Fate
GM, 3151 posts
Roll for dodge!
Thu 13 Feb 2020
at 08:51
  • msg #58

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 57):

Well, actually, the Gashiddas are basically the patrol cruisers of the Viliani. You should expect the situation  to be similar to how US Cops would react if captured by gangland thugs. They would treat Viliani troops from Girii as rebels, but you as pirates or thugs. Given that you are fighting for rebels, they would expect you to abide by Vilani War laws, because you are being paid by Girii. Hence the shock when Gloria did not just a few hours ago in the game time.

Of course, the series you are referring to were talking about prisoners of the Japanese. The Japanese conditioned their prisoners to not resist in any way, but most folk when taken prisoner by folk they regard as civilized they do not expect to be abused, and try to avoid that.
Jack 'Patch' Flint
Pirate CO, 35 posts
Thu 13 Feb 2020
at 09:14
  • msg #59

Rise of the Privateer

OOC: Well, actually I think the situation is irrelevant, whether cops, soldiers, POWS, gangland members, street fighters, etc. In almost every single case (i'd argue) unless the guy was tapped in the head, fanatical, or thought they were about to perform some surprise retaliation directly after the dodge/etc. then people at the mercy of armed, more powerful others would simply take the punch, or the beating or whatever. Another argument could be made for the 'psyche' of other races too, but otherwise it illicits the following response.


Jack's eyes widened as the man sidestepped his punch, and then he frowned for a moment before reaching for his pistol and drawing it to fire two slugs into the man's abdomen.

(OOC: If successful)

Afterwards, JAck spat on the man and cursed "Imperial scum fucks.... Anyone else want to test my patience?


OOC: I'm not sure what bonus his very fine pistol would bestow on him (+accuracy+2) I'd imagine at least +5

09:12, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,4,2.  Pistol (unaimed shot). // round 2
09:12, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,2,4.  Pistol (unaimed shot). // round 1

Both are hits (over 2 rounds)

I would also presume that if he managed to dodge one or both of thes bullets that the rest of my crew would then subsequently follow orders about "If anyone steps out of line, kill them all".
Fate
GM, 3153 posts
Roll for dodge!
Thu 13 Feb 2020
at 10:04
  • msg #60

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 59):

[OOC: You are welcome to decide your response. Generally folk are more willing to surrender if they believe they will be treated fairly, and are more likely to fight to the end if they think they have little choice. Hence the Vilani Laws, much like the United Nations laws today.

Actually, we do need to decide your equipment...they are lacking completely! I have added two fine Gauss pistols to your sheet, the most common Vilani pistol, but you should sort out the rest, particularly as relating to combat! Use Ultra-Tech, TL10, no micro-computers. Computers, nanotech and biotech are basically at TL9 in the Imperium. G:ISW has some pretty clear guidelines on this, so check if in doubt.

Accuracy only gives a benefit if you take time to aim, or have gunslinger, which you do, you you gain skill (13)+4 = 17, since I presume you are firing from within 2 yards. With multiple shots in the same round, GURPs 4 has changed from GURPs 3. You roll once, and hit by as many times as your margin of victory divided by the recoil, which is 2 for your weapon. Hence, margin of victory of 17-12=5, 5/2 = 2.5, round down to 2. Hence both shots hit. His Light Clamshell gives DR45, plus 2 for the skinsuit, which I would so is so light it does not count as armour for DX purposes. Hence, DR47/3 = 15.666, round down to 15. Rolled 8 and 12 damage, so would not penetrate, but would impact like a punch!]


Wearing only the skinsuits worn by most crew with a light Clamshell over the top, the lethality is absorbed by the armour to the torso, but the message nonetheless clear. He cowers, holding up his hands.

"I am unarmed and your prisoner! What are you doing?"

Only a handful are wearing the armour, most appear to be officers. No one is making any attempt to resist, though all seem alarmed by this.
This message was last edited by the GM at 10:06, Thu 13 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 36 posts
Thu 13 Feb 2020
at 10:49
  • msg #61

Rise of the Privateer

OOC:
I agree with that! In fact, sorry to be that guy, but I've just come off a 12hr podcast about WW2 and the Japanese involvement in it all the way up to the Atomic bombs. Part of it was that they were brutal with prisoners and generally thought to be absolutely merciless, unrelenting and fanatical by Allied forces.  The last podcast I listened to (episode 3) generally talks about The Malaya and Philliphines campaigns, that fought against British and US forces respectively. And how reluctant Allied forces were to surrender to the Japanese.

A statistic said that if you were captured by german or Italian forces, you'd have a 4% chance of death as a POW. As a Japanese POW, you'd have a 27% of death! those are some big ddifferences.


Jack grinned at the skinsuit and clamshell and shrugged offhandedly, replacing the gun into his holster.

"Move again without my command and I'll put the next one through your face, you understand, scummer?

He said. "As long as nobody else steps out of line, you're all going to be fine. But I'm afraid we'll be taking the ship" he said with another shrug in a "what can you do" kind of manner.

Nodding to his team "Set up a skeleton squad, lock up this lot and get that guy to help you find out precisely what supplies they have." he said indicating one of the other officers.

"We'll mostly be asking you some questions... if the answers are satisfactory we'll drop you off somewhere you won't die to be picked up by imperial forces he said to the captives.

OOC:

The goal now is just to ensure their crew is locked up, put a small skeleton crew on the ship so it can fly with us and take anything of value.
Fate
GM, 3154 posts
Roll for dodge!
Thu 13 Feb 2020
at 11:22
  • msg #62

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 61):

[OOC: Yes, those are probably accurate. What they do not say is how much more determined Allied troops were willing to fight against the Japanese as a result. Firebombing Dresden was considered about as bad as Nuking Japan twice! Big difference in the response as a result!]

The CO nods at your threat, and the crew is compliant.

It does not take long to round them up. You become aware that the ships heading back to Girii have plenty of room for prisoners, and given that they will be out of pirate hands back there, several of the crew volunteer to help ensure they get there.

The cargo is accurate: supplies and the Assault shuttle. You do find a few valuables (about $50,000 worth) of jewellery in the safe, which you pocket. Otherwise, a small number say 8 troops, a navigator, engineer and a pilot, will be enough with some of the captured crew to fly the vessel back to Girii, where it could be sold or await your collection.
Jack 'Patch' Flint
Pirate CO, 37 posts
Thu 13 Feb 2020
at 16:39
  • msg #63

Rise of the Privateer

Jack had first considered selling the ship, to see if he could get some good pennies for it. He'd adopted an antiquated way of payment he'd read somewhere, but suspected that many other pirates did the same thing. 2 shares for officers, 1 share for crew always one left over for the ship, for repairs and replacement equipment and such.

He had ordered the redistribution of all supplies they found to the Starshine, excluding anything that wasn't needed or wanted.

Before finding a fence for the ship - he had assumed that Galii would find use for such a vessel - he did contact Silverbeard and ask. "I got one ship here, you want it for the fleet, or are you going to let me sell it to Galii to keep 'em sweet? he said, annoyed that he even felt he had to ask.

He would allow the crew to go free once he found somewhere to drop them off, or a way of leaving them somewhere that they could be picked up with a smug "No hard feelings, eh?" to their crew as he departed.
Fate
GM, 3155 posts
Roll for dodge!
Thu 13 Feb 2020
at 19:09
  • msg #64

Rise of the Privateer

Silverbeard's policy has always been clear: 15% for the planet (equivalent of taxes), pay the crew, and then keep some. Only keep ships if you ca afford them, only upgrade them when you can pay for it. Generally, many of the captains keep 35% of all cash for that reason, and the crew and repairs gets 50%. As such, most would expect you to sell the first vessel you capture since taking command. You can even sell some of the officers for a little cash, the amount you get increasing with the rank, which is usually higher the bigger the vessel captured.

The Gashiddas are not really warships though. They are more of Customs patrols of Militias.
Jack 'Patch' Flint
Pirate CO, 38 posts
Thu 13 Feb 2020
at 22:00
  • msg #65

Rise of the Privateer

OOC: He'll sell what he can, as expected.
Fate
GM, 3159 posts
Roll for dodge!
Thu 13 Feb 2020
at 22:45
  • msg #66

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 65):

You send the Gashidda back as the others round up what they can, capturing several other Kargsh, of which they can get 2 working, sending them back to Girii with the Kidashi to also be sold. Most now lack crews for the next system...

After a few more days, the rest of the fleet will arrive here. Instead of the large cruiser, 5 escort Gashiddas will accompany you to Arsha colony, and 5 will accompany the smaller fleet going to the other gas giant.
Fate
GM, 3161 posts
Roll for dodge!
Fri 14 Feb 2020
at 02:32
  • msg #67

Rise of the Privateer

In reply to Fate (msg # 66):

The trip through Hyperspace is uneventful, allowing you time to reflect on how things went. You now have a ship that will be sold, and the spoils divided. Crew will be happy, indeed. You have been told to expect that same, but with only one vessel capable of dealing with the Kargash and the command cruiser at a safe range, it seems that dealing with the lighter craft and the fighters is where you can fill in the time while you have to stay safely away from the plasma cannon. Assuming things are similar.

You can't help but wonder though. True, they are Vilani. What works once, they will repeat, ad infinitum until it stops working. But maybe they did not commit as many forces here? But these two planets formed the blockade. Time would tell.

The hyperspace alarm goes off a week later. Your fleet is dispersed a little, but the enemy fleet is still at the planet. By the time they arrive, you find they have added 100 fighters from the planet to bolster their forces, and particularly, their missile swarm. By the time they arrive in range, however, everyone has arrived and you form up in a tight formation, launching all fighters.

Their missile swarm is just not enough. You deal with it easily.


6G, 97B turrets (1164), 1 HPC, 1 BP, 32 PC

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 5x Beam turrets, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 4x Beam turrets, 2 Plasma Cannon turrets,  Crew:53, Endurance: 0.25dTon/week
3x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x9
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 4x Beam turrets, Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 2x Beam turrets, 2x Plasma Cannon turrets, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 35
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

5G, 962 1142m, 3x3B, 90P, 20x2P (516)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:139/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 120, 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 30@70
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x160
(6G/Move:2650, dDR:33, dHP:1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

07 Nov 2177, 6.2/7 dTons of supplies
Seru (Time in system: 0 min, 0% refined fuel)
This message was last edited by the GM at 10:06, Fri 14 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 39 posts
Fri 14 Feb 2020
at 22:42
  • msg #68

Rise of the Privateer

"Oh well, now that's interesting..." Jack said looking at the fighters.

"You know what to do, lets put a hole in them that they'll not soon forget, eh?" he said to the crew indicating that they should target fighters first and dwindle them a little.






OOC:

He will sell the ship and the officers, as expected, take what supplies he can (as I've mentioned)

I'm ahppy to roll whateve will expedite the whole ship to ship thing. I'll start getting more in depth when I realise what I can do other than Roll rounds of dice to see if I hit. I think the tactical side of space battles seems to be a lot less involved than gunfighting or close-range/unarmed/melee combat.

So lets just go with cinematic as possible.

22:42, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 2,4,1.  Beams.
Fate
GM, 3165 posts
Roll for dodge!
Fri 14 Feb 2020
at 23:03
  • msg #69

Rise of the Privateer

All good. This is a greulling 8 hour part of the battle which sees more than half their capital ships neutralized. Some twice...the large command cruiser was crippled, but able to make repairs the battle has gone on so long! But it is crippled again by the end!

The first four hours had some displays of of gunnery, but a remarkable number of displays of poor shiphandling. Perhaps it was the fact that the Vilani, despite their attempts, were unable to actually close the gap nor did they have the numbers of missiles to cause trouble to the Pirate fleet. Slowly but surely, they fell to the long range guns, with 65 of their fighters going down over the first four hours of the fight, as well as the Command cruiser being crippled. Unable to catch the Pirates, the Vilani opted instead to bunch up, to try to draw the Pirates in to the crippled cruiser, as if tempting them into range of the Plasma Cannons of the Kargash, that actually might be able to turn the tide in their favour, but the Pirates were aware of the plan, and did not fall for it.


Round 1
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d11, 5x2 hits, 18 damage/turret
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r7, d11, 5 hits, 55 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d11, 2 hits, 0 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d11, 8x2 hits, 18 damage/turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 2
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d9, 5x1 hit, 10 damage/turret
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d8, 2 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d8, 1 hits, 32 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r16
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Fighters), 46x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r9, d9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d9
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 3
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d10, 4 hits, 32 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r6, d10, 4 hits, 64 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d11, 8x2 hits, 60 damage/turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 4
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r9, d7
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d12, 4 hits, 20 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r15
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r6, d11, 8x3 hits, 84 damage/turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 5
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r10, d11, 3 hits, 33 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r6, d11, 4 hits, 0 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r15
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 6
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r9, d11, 5x1 hits, 9 damage
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d11, 4 hits, 12 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d11, 2 hits, 16 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d11, 8x2 hits, 18 damage/turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d11, 35x2 hits, 18 damage/HF
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 7
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r15
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d8, 3 hits, 6 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r6, d8, 3 hits, 36 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d8, 8x1 hits, 21 damage/turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 8
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r14
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r16
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d5
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r14
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 9
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r5, d9, 5x3 hits, 57 damage
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d5
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d9, 35x1 hits, 19 damage
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 10
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d11, 3 hits, 21 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r16
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 11
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r18
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r16
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r17
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 12
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r-
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d12, 4 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r-
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r9, d, 8x1 hit,  damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r15
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 13
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r6, d8, 5x1 hits, 7 damage
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d15, 2 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d15, 1 hit, 12 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 14
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d10, 5x2 hits, 44 damage
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d8, 2 hits, 2 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d10, 8x1 hit, 22 damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 15
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d7, 2 hits, 6 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d7
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r9, d, 8x1 hit, 15 damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r3, d-, 46 hits, 13 damage
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 16
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d16, 5x2 hits, 32 damage
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r13, d13, 2 hits, 14 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d16, 8x2 hit, 32 damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 17
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r16
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d17, 4 hits, 96 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d17, 2 hits, 128 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d13, 8x2 hit, 44 damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 18
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r15
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d12, 2 hits, 6 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d12, 2 hits, 48 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 19
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r15
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r13, d14, 2 hits, 8 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r7, d14, 3 hits, 72 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r9, d6
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r14
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 20
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r16
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d6
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d6
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d10, 8x2 hit, 60 damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d10, 35x2 hits, 60 damage
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 21
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d7
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r14, d15, 1 hit, 3 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d15, 2 hits, 16 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r17
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d12, 4x10 damage
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r7, d7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 22
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r13, d8, 1 hit, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r7, d8, 2 hits, 8 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r-
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r14
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 23
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d5
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d8, 1 hit, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r5, d5
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 24
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r7, d8, 4 hits, 60 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r6, d8, 3 hits, 12 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r16
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer



6G, 97B turrets (1164), 1 HPC, 1 BP, 32 PC

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 5x Beam turrets, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 4x Beam turrets, 2 Plasma Cannon turrets,  Crew:53, Endurance: 0.25dTon/week
3x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x9
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 4x Beam turrets, Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 2x Beam turrets, 2x Plasma Cannon turrets, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 35
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

5G, 962 532m, 3x3B, 460P, 10x2P (516)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Sensors gone)
(5G/Move:370, dDR:220, dHP:-8/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2x Heavy Missile Array,
365 Crew, 200 Troops, 60 Flight, 80 Minimum
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x5
dHP: -5/120(-Fuel), -5/120(-Cargo), -1/120(-1 LMA), -8/120(-Cargo), 40/120(-Power), 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@24 (-4 turret), 21@44 (-2xTurret, 1 Pulse, 5 missile), 7@70
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x21
4@6/25, 8@3/25,
67 Dest, 5@-1, 5@-2, 5@-3, 21@-11, 14@-7, 16@-9, 4@-4, 5@-19, 3@-12, 3@-13
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles

07 Nov 2177, 6.2/7 dTons of supplies
Seru (Time in system: 8 hrs 0 min, 0% refined fuel)
Jack 'Patch' Flint
Pirate CO, 40 posts
Fri 14 Feb 2020
at 23:25
  • msg #70

Rise of the Privateer

OOC: Is perhaps that Leadership over a long task to bestow bonus on something something that could be done here?
Fate
GM, 3166 posts
Roll for dodge!
Fri 14 Feb 2020
at 23:29
  • msg #71

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 70):

Tactics is the one that can allow for rerolls for all those you have authority over. Your ship, in this case, though I would allow a leadership roll to determine if others would allow you to exercise leadership enough to allow your tactics roll to effect them as well.

[OOC: Simple terms, if you want to allow other vessels to utilize your tactics, roll a leadership roll, then roll the opposed tactics roll. If you win on both, your extra rolls from tactics can apply to other ships too.]
Jack 'Patch' Flint
Pirate CO, 41 posts
Fri 14 Feb 2020
at 23:33
  • msg #72

Rise of the Privateer

Jack ordered the crew to move in, keeping them at range and engaging in flanking maneuvers to minimise the chances of plasma retaliation or indeed  more than one ship engaging with him at a time. The strategy was like a wolf snapping at the heals of a bigger amorphous mass and hoping to weaken it slowly, relentlessly until he could move in for the kill.

Ferocity and aggression helped when fighting at close arms, but in these ships, he felt patience was the prudent method. If Starshine didn't move closer and present itself as the easiest target, enemies were unlikely to focus weapons on it.

"Disable as many as you can, lets see if we can get a bit more coin to fill our pockets" he said, intending to illicit a cheer of affirmation from those around him.


Towards the end of the battle, he indicated the ships his crew had disabled, as their own bounty and then told crew to ready boarding.


OOC: Okay no problem! I'll roll tactics for good measure, and just use it potentially as a way to try and stand out amongst the pirates.

23:31, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 1,3,2.  Tactics.
// Pretty damn good roll

23:32, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,2,4.  Leadership.
// also pretty good.

// I'm not sure how you'd do it, but pass by 5 seems like a damn good success, and the tactics actually are almost a critical success (pass by 8)

// Fantastic!

This message was last edited by the player at 23:33, Fri 14 Feb 2020.
Fate
GM, 3167 posts
Roll for dodge!
Sat 15 Feb 2020
at 02:28
  • msg #73

Rise of the Privateer

In reply to Fate (msg # 71):

[OOC: Won Tactics roll by 1. (It is opposed roll, and he also rolled VERY well, lol, that has happened in both threads! In the other thread, they both rolled crits!) Leadership roll means you can reroll one roll every round for you or any ship on your side. Dodge or attack rolls. I have rerolled damage rolls to get some of the zero damage changed!]

The Battle of attrition goes for 14 hours, though the fighters do not last nine. Most of you are tired, but you can tell they are buying time to do repairs on the main cruiser. However, they just run out...nearly. As the Executive slams the last cruiser into a crippled heap, the Merishmerr begins to move off, heading towards the jump drive. The action does not impress any of the remaining Gashiddas, with no chance to escape, surrender before the inevitable barrage of plasma cannons begins. 23 of them are still capable of fighting, though all have lost at least half their turrets.

But what happens on the cruiser is most interesting. The vessels are known to have at least 200 troops, plus additional men who can fight. Whilst each of the pirate Shamshirs can muster 30 men, it is the Executive that has the extra firepower, with 200 men of their own and five assault shuttles, they can transport 120 men at a time. With no escorts, the Executive moves off after her, with Heavy fighters escorting her. At the demand from the Executive, the master wisely heaves to. Then the games begin.

"Well, pirate, you have us. You have humiliated me, but you do not have the manpower to capture my ship."

"Lets will see, shall we? Fire on any of the shuttles, and you are dead meat. Defeat my men, and we will let you jump in return for returning the survivors. That is the best deal you are gonna get, you can be sure of that."

"How can we know you will keep your word?"

"You might be right, we should just blow you apart and salvage the pieces..."

"Well, lets not be too hasty...fine. We don't really have much option."

"Glad you see it my way...Jack, you are as good as any boarding. Can you lead them in? The others can collect the Gashiddas, and you will get as much as them for your part."

Round 1
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r8, d18, 5x2 hits, 86 damage/turret
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d14, 3 hits, 24 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d14, 1 hits, 44 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r6, d18, 8x3 hits, 129 damage/turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 38x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d18, 38 hits, 43 damage
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 2
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r6, d9, 5 hits, 60 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precision), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 3
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d6
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 4
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r14, d12, 1 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 5
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d5, 1 hits, 3 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r15
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 6
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d12, 2 hits, 16 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 7
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r5, d17, 6 hits, 108 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d17, 2 hits, 128 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r17
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 8
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d9, 4 hits, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d9, 1 hit, 4 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r-
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 9
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d9, 4 hits, 48 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r5, d9, 4 hits, 0 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 10
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d6, 1 hits, 2 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d6
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 11
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r15, d9, 1 hit, 0 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r7, d9, 3 hits, 24 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r16
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 12
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r13, d16, 2 hits, 12 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9, d9
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 13
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d8, 2 hits, 1 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d8, 1 hit, 12 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r15
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 14
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r6, d15, 5 hits, 70 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r14
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d15, 8 hit, 18 damage
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r16
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 15
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r5, d17, 5 hits, 90 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r11, d17, 1 hit, 64 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 16
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r10, d12, 3 hits, 9 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r13
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r3, d-, 38 hits, 21 damage
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 17
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r8, d11, 4 hits, 24 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d11, 1 hits, 16 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r6
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


Round 18
E, Beams (Precision), 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d8
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d10, 3 hits, 15 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d10, 2 hits, 32 damage
Sh, Beams(Precision), 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r17
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Ga, Beams (Precise), 46x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precision), 38x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer



6G, 97B turrets (1164), 1 HPC, 1 BP, 32 PC

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 5x Beam turrets, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 4x Beam turrets, 2 Plasma Cannon turrets,  Crew:53, Endurance: 0.25dTon/week
3x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x9
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 4x Beam turrets, Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 2x Beam turrets, 2x Plasma Cannon turrets, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 35
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

5G, 962 532m, 3x3B, 460P, 10x2P (516)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Sensors gone)
(5G/Move:370, dDR:220, dHP:1/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2x Heavy Missile Array,
365 Crew, 200 Troops, 60 Flight, 80 Minimum
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
dHP: -5/120(-Fuel), -5/120(-Cargo), -1/120(-1 LMA), -8/120(-Cargo), -42/120(-Power)
 -8/120(-1LMA), -15/120(-1Plasma), -8/120(-Fuel), -31/120 (-Jump), -34/120(-Comms)
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x23
dHP: 12@44 (-2xTurret, 1 Pulse, 5 missile), 2@24 (-4 turret), 9@2 (-4 turrets)
4@-8/70 (-4xTurret), 3@-1470 (-4 turret)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons

79 Dest, 5@-1, 5@-2, 5@-3, 21@-11, 14@-7, 16@-9, 4@-4, 5@-19, 3@-12, 3@-13
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles

07 Nov 2177, 6.2/7 dTons of supplies
Seru (Time in system: 14 hrs 0 min, 0% refined fuel)
This message was last edited by the GM at 08:46, Sat 15 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 43 posts
Sat 15 Feb 2020
at 09:40
  • msg #74

Rise of the Privateer

OOC: That back and forth seems very civilised. "We've defeated your ships and are about to send troop assault shuttles to you, if you shoot any of them down we'll blow up your ship but if you don't, we'll have a little scrim and if you beat us at it, you can go free.. if not we tak ethe ship.

That's very very civilised. Almost Age-of-Sail style officer banter between enemies.


Jack smiled at the thought of getting up close and personal. "Don't mind if I do, I have 30 men I can take with me. Any more that can be provided will help balance the odds and make things a little easier on us. he said casually.
Fate
GM, 3171 posts
Roll for dodge!
Sat 15 Feb 2020
at 10:37
  • msg #75

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 74):

Yep, that is the kind of war the Vilini wage against their own kind!

The 5 assault shuttles depart the Executive, and one each from Sabre and Destiny move out to approach the enemy cruiser. The shuttles switch to laser communications before approaching.

"OK, we got the two airlocks down low, either side of the accommodation and at the forward end of the Cargo dock, the Cargo door and the Hanger door, as well as the airlock behind the bridge. There are six of us, plus yourself. The assault shuttles have 24 men each, and our ships boats, like yours, have 30. Each of the ships boats have a plasma cutter for making a new doorway, but that will decompress certain parts of the ship."

Standard Kit is a Space biosuit (DR15/3*) with Space Combat Helmet (DR60/45) and Heavy Clamshell Armour (DR60) replacing the Bio torso armour, weighing 29 lbs. Troops carry a Gauss CAW with various ammo and hand grenades or Gauss Rifle with underbarrel 25mm EMGL, also with a variety of ammunition.

Each craft also has 2 heavy fire support guys with a Heavy Plasma Gun (relatively new technology here, thanks to AK Enterprises and his Labrysian friends), one Heavy Flamer (used to provide cover!) and 5 plasma torches for opening doors...with a few spare batteries! They can cut through 3 dDR of armour (remember starship armour is decade scale), but will not get through the outer armour plating of a warship. Each craft also carries explosives to blast one hole through the ships side. Just one, though...
Jack 'Patch' Flint
Pirate CO, 45 posts
Sat 15 Feb 2020
at 10:53
  • msg #76

Rise of the Privateer

OOC: OKay by my count there are 6 friendlies 24x4 + 2x30 troops.

I'd like to run through this but have to head out fo hospital to visit family, so i'll do it when I get back
Fate
GM, 3172 posts
Roll for dodge!
Sat 15 Feb 2020
at 11:09
  • msg #77

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 76):

8 actually. 5 x 24 + 3 x 30 (including yourself). But only the ones that get in actually count. You can send an assault shuttle back for more troops once the troops in it have left the shuttle.

Message #9 has the info you need. link to a message in this game

At the most basic level, you need to pick an attacking option and a risk level, then roll tactics.

What you described sounds like 'Skirmish' for the start.

quote:
Skirmish: Exchange harassing fire at long range, falling back if attacked. The commander receives a +2 battle strategy modifier – and if he has Air Superiority, Artillery Superiority, and/or Fire Superiority, he gets another +1 (not +1 each!). Winning with a Skirmish strategy doesn’t gain Position Bonus, and the margin of victory is halved (round down). Win or lose, however, the skirmishing side takes 5% fewer casualties; e.g., if the outcome would normally be 15% casualties, they’d suffer only 10%.

This message was last edited by the GM at 11:11, Sat 15 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 46 posts
Sat 15 Feb 2020
at 16:31
  • msg #78

Rise of the Privateer

OOC: Aye, Skirmish looks lik ethe right kind of thing here.

Jack spoke on comms to people to assign various shuttles their particular roles, He was to position himself and his squad to set up a forward perimeter along the route closest to the bridge, and put pressure as much as possible while giving opportunities to flank and press from other directions to the others. He spoke individually on comms to the other boarding leaders he thought prone to rashness and aggressive temperament to suggest that they could lead a heavy assault as the enemy's attention would be directed elsewhere, but force them to take the brunt of the resources.

<red>"Alright, we set up, use cover and harry them, we'll buy some time for the others to push and advance before we attack hard and fast to break through a weakened defence.


OOC:

Okay, so for round 1-2 my group will Skirmish while others 'attack' and some 'all out attack' (I'll suggest that the all out attack ones are the other leaders he's convinced would be safe to push hard and fast - mostly because he also reasons that he'll be trying to divert most of their attention.

Once they have pushed hard, from multiple locations and see that theyre are pressed most heavily from those other directions - and committed more resources to them - Jack will press his advantage and push harder to break through and cause havoc in any backlines he comes across, while making directly for the bridge.


If possible:

Full armour,

Assault Rifle with underarm shotgun (GL if that's all there is), pistol, knife, grenade,

/rolls.
16:31, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,4,5.  Strategy.
Fate
GM, 3174 posts
Roll for dodge!
Sun 16 Feb 2020
at 00:13
  • msg #79

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 78):

More impulsive elements are included in the system, as there will likely be casualties!

Ok, 2 assault shuttles will go to each of the Cargo bay and the Hanger, whilst a third lands on the aft spine of the ship. One of the ships boats docks with each of the airdocks, with yourself nearest to the bridge.

They keep their word, and do not fire upon your shuttles. Charges are laid at the Hanger and the Cargo Bay, and the outer airlocks opened. You can see them waiting in position on the other side of the airlock...

The charges go off in the Cargo bay first, then the hanger and the spine simultaneously. Troops pour in, with resistance in the hanger where they are trying to make use of the turrets on the assault shuttle. But the range is just too close, and they are unable to bring them to bear as your men test the defences and find the gaps they cannot cover.

In the Aft, the 24 that enter there are basically unopposed. Entering into the machinery spaces, they are able to disable internal coms. They report significant battle damage, and you see men being sent from other locations to stop them, as the unarmed crew there surrender without a fight.

Overall strategy of Skirmish, you find that the they have indeed set up a deliberate defense...the key to this is winning the Tactics (not strategy) roll.


Group strength seems to be as follows:

Cargo Door:   96 vs 50?
Hanger:       96 vs 50?
Airlocks:     60 vs 50?
Other:        48 vs 0

                     You    Imps
Position Bonus        0      +4
Tactics            Skirm   Del. Def
Tactics Bonus        +2      +1
Total Bonus          +2      +5
Risk                 +1       0 (You said you were up with your squad, the Vilani commander is in the rear)
Roll                 11      -
Result:              Victory by 1
Casualties:          5%       15%  1 PB shift

For next round
Position Bonus        0      +3
Casualties so far  5% (-1)  15% (-3)

Misfortunes roll indicates no misfortune...

Your men report that this seems to be working well. Impulsive elements are dealt with by the Imperials, so most of the men seem well controlled. Most are injured, not killed. You have been able to take out some of their key defenders with minimal losses.
Jack 'Patch' Flint
Pirate CO, 47 posts
Sun 16 Feb 2020
at 01:44
  • msg #80

Rise of the Privateer

He liked how it was going so far, some were uncontested and everything seemed to be going out as planned "I Want you to cause as much havok as possible" he told the group that had been uncontested so far.

Then, he called to his men. "Alright, lets push a little harder. You and you go that way, you and you head over there.." and then began to call out commands to press their barricade.



OOC:

Tactics: Attack
Tactics for others: Attack/All-out-attack
Risk: (Jack) +2

01:43, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 6,2,3.  Tactics.
Fate
GM, 3176 posts
Roll for dodge!
Sun 16 Feb 2020
at 02:14
  • msg #81

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 80):

You should just pick one overall Tactic for all. It includes some pushing harder and others falling back as appropriate.

The groups have dispersed a little, tilting numbers just a little in your favour, but all groups are now opposed. The enemy simply chose to defend as best they could. Predictable, but effective, and they are able to hold you down as the shuttles depart for the Executive, where another four loads wait to be added.

The Imperials defence stiffens, and they know their ship, so they are able to hold their positions. This is particularly true in the Hanger, where the assault shuttle turrets are added to the troops defences, and the troops there are pinned into various side rooms not only by the turrets but also by the well selected positions of the defenders.

Group strength seems to be as follows:

Cargo Door:   96 vs 50
Hanger:       96 vs 50
Airlocks:     60 vs 35
Other:        48 vs 30

This results in a Troop strength ratio of between 1.5:1 and 2:1 in all cases (not included casualties, as per Mass Combat).

                     You    Imps
Position Bonus        0      +3
Ratio Bonus          +2       0
Casualties so far  5% (-1)  15% (-3)
Tactics            Attack   Defend
Tactics Bonus         0      +1
Risk                 +2       0
Total Bonus          +3      +1
Roll                 11      ?
Result:              Tie
Casualties:          10%     10%

For next round
Position Bonus        0      +3
Ratio Bonus          +2       0
Casualties so far  15% (-3)  25% (-5)
Total                 -1     -2

Misfortunes roll indicates no misfortune...

[OOC they rolled well. Your rolls are similar enough that you should be a little conservative...options that minimize casualties and increase your tactics bonus work best for now.]
Jack 'Patch' Flint
Pirate CO, 48 posts
Sun 16 Feb 2020
at 02:18
  • msg #82

Rise of the Privateer

Jack's increase in aggression seemed to not work and he cursed into his helmet. Instead he returned to the harrying that they'd used at the beginning and he'd instructed the teams to long range to whittle down their numbers. Eventually, he recognised, they'd lose enough that they would just not want to take more damage.

OOC:

Skirmish please
Risk +2 for Jack please.

02:17, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 2,5,5.  Tactics.

// damn dice.
Fate
GM, 3177 posts
Roll for dodge!
Sun 16 Feb 2020
at 02:26
  • msg #83

Rise of the Privateer

In reply to Fate (msg # 81):

This works much much better (ok, better rolls as well). Not only did your tactics reduce the casualties to zero, but they suffered significant casualties as your men stormed the Assault craft and took charge of the turrets, turning them against them. The defences seemed to be struggling as the officers could be seen running around madly, some getting hit!

Group strength seems to be as follows:

Cargo Door:   96 vs 50
Hanger:       96 vs 50
Airlocks:     60 vs 35
Other:        48 vs 30

                     You    Imps
Position Bonus        0      +3
Ratio Bonus          +2       0
Casualties so far  15% (-3)  25% (-5)
Tactics            Attack   Defend
Tactics Bonus        +2      +1
Risk                 +2       0
Total Bonus          +3      -1
Roll                 12      ?
Result:              Win by 9
Casualties:          0%      25%  +2 PB

For next round
Position Bonus        0      +1
Ratio Bonus          +2       0
Casualties so far  15% (-3)  50% (-10)
Total                 -1     -9


Misfortunes roll indicates no misfortune...for you!
This message was last edited by the GM at 02:27, Sun 16 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 49 posts
Sun 16 Feb 2020
at 02:36
  • msg #84

Rise of the Privateer

Jack smiled again into his helmet as he saw the enemy force dwindle, as he was firing from cover. To get a better position, he'd knelt behind some crates and was popping out to take quick shots, mostly suppressive fire that was hitting a good deal of folk.

But for a moment he thought to turn the tides and popped up, took aim at another officer, the highest rank he could see and then popped off a few rounds.

A little more of this, dwindle them a little bit more before pushing hard.

OOC:

Skirmish for 1 more round
Then All out Attack next round.

Risk Jack +3 (for skirmish)
Risk Jack +2 (For attack)

02:35, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,4,3.  Tactics.

// I think there's no way they can beat my tactics roll now. They have such a big penalty
Fate
GM, 3178 posts
Roll for dodge!
Sun 16 Feb 2020
at 02:56
  • msg #85

Rise of the Privateer

In reply to Fate (msg # 83):

After another round of skirmishing, looking for attacks of opportunity, the enemy is starting to suffer crippling casualties, and when your attack comes, it is devastating. Your forces smash through the lines of defences on the bridge the hanger and in the cargo bay, crushing forward as the last defenders surrender. The commander is found with a critical injury suffered halfway through the fight (picked the wrong time to roll a 6!). You have suffered 4 critical injuries, 3 dead, and 7 with serious injuries that are most likely to survive.

The crew have just gotten the vessel spaceworthy, and with the troops down, they do not resist. The assault shuttles, having already arrived back at the Executive, stand down the extra men.

Cargo Door:   96 vs 50
Hanger:       96 vs 50
Airlocks:     60 vs 35
Other:        48 vs 30

                     You    Imps
Position Bonus        0      +1
Ratio Bonus          +2       0
Casualties so far  15% (-3)  50% (-10)
Tactics            Skirmish  Mobile defence
Tactics Bonus        +2      +1
Risk                 +3       0
Total Bonus          +4      -8
Roll                 10, 8u   ?
Result:              Win by 14
Casualties:          0%      30%  +3 PB, skirmish cant gain though

For next round
Position Bonus        0       0
Ratio Bonus          +2       0
Casualties so far  15% (-3)  80% (-16)
Total                -1      -16

Misfortunes do not visit Jack...

                     You    Imps
Position Bonus        0       0
Ratio Bonus          +2       0
Casualties so far  15% (-3)  80% (-16)
Tactics           All-out-at Mobile defence
Tactics Bonus        +2      +1
Risk                 +2       0
Total Bonus          +3      -15
Roll                 11, 6u   ?
Result:              Win by 18
Casualties:          0%      40%

Jack 'Patch' Flint
Pirate CO, 50 posts
Sun 16 Feb 2020
at 03:06
  • msg #86

Rise of the Privateer

Jack removed his helmet and headed straight for the bridge, in passing their commander, he leaned down to the man looking him direct in the eye. "Good fight, but Jack Flint has never been beaten, and never will" with that he pressed his gloved hand into the man's wound and then smeared some of the blood onto his chest plate after taking a moment to taste its irony metallic flavour. He then stood, and stepped over the critically wounded man and made for the bridge.

"See to the troops, find a cargo itinerary and search the ship for anything of value.

Leave their injured to bleed... the price of fighting against me."
he told one of his officers.

On the bridge Jack announced the ship was captured. "No more running, no more fighting, everyone should now just be good prisoners and do as they're told. I'll offer you all the same deal I offer others.

I take the ship and anything I want on it. We ransom officers and people of value and if you're all well behaved you shall be returned to some place that the Imperium will find you. Any one stepping out of line will be strapped to another randomly selected member of the crew and spaced.
he offered generously.
Fate
GM, 3180 posts
Roll for dodge!
Sun 16 Feb 2020
at 03:25
  • msg #87

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 86):

The battle over, the fight has seemingly gone out of them. After less than 2 hours, the ship is in your hands.

Your own injured are transported back to their ships, and crew dispatched to fly this vessel.

The fight has been long. The escorts take about 6 hours to recover. For their part, the sailors are offered by the force commander the optio to return to Girii, if they help in flying the captured vessels, or accommodation on Arsha. The colony, which originally was populated by over 10,000, is largely deserted except for a small number of military from Lemrukiri, and the folk would be well suited to make new lives there.

The battle at the other Gas Giant is also well over, but they took some damage and only departed a few hours ago, expected to arrive here in a few days time. Five fighters are also on their way back, though such a long fight is indeed grueling, so they are not expected to present much of a fight on return.

You do manage to go through and gather 81 crippled fighters. 23 Gashiddas are actually capable of flying, the other 7 scuttled after the crew was picked up.

Of the Kargash, the three most badly damaged were scuttled before they were warned of dire consequences if they continued that course of action. The other 7, though with some damage, are all able to be made jump capable.

It is going to be a busy week for the engineers before you jump anywhere...your ships refuel as you stay on guard, by which time the other group has likely arrived.

07 Nov 2177, 5.9/7 dTons of supplies
Seru (Time in system: 1 week, 100% refined fuel)
Jack 'Patch' Flint
Pirate CO, 51 posts
Sun 16 Feb 2020
at 03:36
  • msg #88

Rise of the Privateer

OOC: A pretty good haul!
so overall, our fleet is now what?

What do we have option of selling?

IT seems to me that there's a 'surge' in the ships us pirates have. As the newly captured stuff don't have captains of their own, is it a thing where each captain might end up commanding a small task force of ships?
Fate
GM, 3182 posts
Roll for dodge!
Sun 16 Feb 2020
at 04:28
  • msg #89

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 88):

Possibly, but you still have to get it out and sell it. Your men are going to be stretched pretty thin, and if attacked, you are not likely going to be able to utilize the ships in combat. Wherever you go, you are going to have to take risks. There are really three places they could be sold:

-Girii, via Seru. 2 Jumps, but there is a big risk of significant hostile forces at Seru, out for revenge!
-Iishuni, via Ugemiriika. Also 2 jumps. There will probably be hostile forces at Ugemiriika, but they are likely to be significantly smaller than at Seru.
-Argon, via 2321. This system is not on Vilani charts, so there is a low risk of hostiles. But, it is not in Vilani jump drives either, so you need to make special jump tapes to get there, which has risks of jump malfunctions with it. They also may not pay as much, since they would be scrapping the Gashiddas.

Of course, the other issue you will have will be crew to fly them. Gashiddas need a minimum of 12, Kargash need 60 and the Merishmerr needs 80. So with 23 Gashiddas, 7 Kargash and a Merishmer, you need to find 776 crewmen. You are struggling to get more than 300...

Known Costs:
Converting Captured Gashidda to Escort Gashidda: $M500*
Converting a captured Gashidda to a Pirate Gashidda: $M480*
Converting a captured Shamshir to a Dissident Shamshir: $M900*
Converting a captured Merishmerr to the configuration of the pirates: $B1.2*
Sale of a Captured Gashidda: $M150 at Girii
Sale of a captured Shamshir: $M800 at Girii (New cost $B1.2 )
Sale of Kargash, est $B 1.2   (New Cost 2.5 B)
Sale of Merishmerr est $B1.4 (New Cost 3.3 B)
This message was last edited by the GM at 08:55, Sun 16 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 52 posts
Sun 16 Feb 2020
at 09:57
  • msg #90

Rise of the Privateer

OOC: Well ther's no reason we can't hide a couple of them somewhere, right? So hide a bunch of them, and then take one or two out at a time?
Fate
GM, 3185 posts
Roll for dodge!
Sun 16 Feb 2020
at 10:31
  • msg #91

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 90):

With enemy troops at the planet? Good luck with that...
Jack 'Patch' Flint
Pirate CO, 55 posts
Sun 16 Feb 2020
at 12:28
  • msg #92

Rise of the Privateer

OOC: Out of those ships, which could Jack reliably sell to fund himself and his crew? I guess they'd be split out between the pirate fleet.

Easily though should be able to make a cool billion.

Could we sell the ships to Girii?

Also, any chance I could roll to 'know of Duke'? And see if ic an send him comms to see if he wants to come work with Jack. That kind of engineer would be very good when converting large numbers of ships.

Also,  What would likely be the response if we used say a small crew of Pirates, to officer a crew of captives. Perhaps giving them some incentive to get home alive, unharmed etc. (I know I will prob have to roll for this.

Also, in terms of cargo/valuables, how much do we get from that?
Jack 'Patch' Flint
Pirate CO, 56 posts
Sun 16 Feb 2020
at 16:02
  • msg #93

Rise of the Privateer

Jack considered the problem. They had a wealth of stolen goods that needed fencing and moving around. Until they could get rid of a large portion of it, they were quite vulnerable.

"Put me through to Silverbeard.

Silverbeard, we're pretty vulnerable with all these extra ships. We'll need to fence them as soon as possible. In the meantime, I'm going to assign my crew to run some of them, and see if any of our prisoners want to volunteer in return for safe passage back to Imperial control.

If you have any people that you can sell these vessels to, I'd appreciate their contact, otherwise I'm going to be looking for people to offload a bunch of these. Before any imperial counter attack is forthcoming.

We can get a good few billion for this stuff... The start of a new little empire, eh?

Fate
GM, 3187 posts
Roll for dodge!
Sun 16 Feb 2020
at 19:06
  • msg #94

Re: Rise of the Privateer

Jack 'Patch' Flint:
OOC: Out of those ships, which could Jack reliably sell to fund himself and his crew? I guess they'd be split out between the pirate fleet.

Easily though should be able to make a cool billion.

Could we sell the ships to Girii?


You could sell them all, but bigger ones have better selling power. Message #89 has not only who will buy them, but also a rough estimation of what they are willing to pay.

Jack 'Patch' Flint:
Also, any chance I could roll to 'know of Duke'? And see if ic an send him comms to see if he wants to come work with Jack. That kind of engineer would be very good when converting large numbers of ships.


Duke is Terran, and currently situated on Argon.

Jack 'Patch' Flint:
Also,  What would likely be the response if we used say a small crew of Pirates, to officer a crew of captives. Perhaps giving them some incentive to get home alive, unharmed etc. (I know I will prob have to roll for this.

Also, in terms of cargo/valuables, how much do we get from that?


That is quite plausible if you are heading back to a Vilani planet. You would want at least 1/3 Pirates, and a few extra sailors so the pirates could be free to just keep an eye on things. But you would need pirates in key positions of CO, Navigator, Pilot and Engineer, plus 3 troops to keep things in order, so a minimum of 7 for the Gashiddas.

They have very little cargo of valuables. Probably due to the fact that most merchants keep well away from the area, so the blockade has been effective. Mainly just supplies and extra missiles. And now fighters.
Jack 'Patch' Flint
Pirate CO, 57 posts
Mon 17 Feb 2020
at 21:18
  • msg #95

Re: Rise of the Privateer

Jack relayed the options to Silverbeard wondering what his thoughts on selling the ships were. "Any thoughts on where we should fence these ships. We'd get the best deal at Girii, but might run into some folk there
Fate
GM, 3198 posts
Roll for dodge!
Mon 17 Feb 2020
at 23:02
  • msg #96

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 95):

Silverbeard is at Lone Pine, and there is no FTL communication. The commander of the Executive suggests taking them to the naval base (Second option), taking as many of the original crew as they can control.
Jack 'Patch' Flint
Pirate CO, 58 posts
Tue 18 Feb 2020
at 07:33
  • msg #97

Re: Rise of the Privateer

JAck Nodded Those were also my thoughts, there's no reason that anyone would even necessarily know that the ships were undermanned, and so a smaller force is much less likely to engage a losing battle.

he offered before commanding his crew to distribute personnel to oversee willing prisoners in return for good treatment and a soft landing back into imperial hands.

OOC:

We'll go with the 2nd option, keep a tight formation and alleviate the lack of crew as best we can.
Fate
GM, 3202 posts
Roll for dodge!
Tue 18 Feb 2020
at 08:13
  • msg #98

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 97):

Many of the sailors willing to accept the deal that they get returned home if they assist in flying the ships to Iishuni. You will still need all of your available men to make it happen, but you can get all ships flying that way. Just.

Your overall fleet:
Executive
Sabre
Destiny
Starshine
5 Pirate Gashiddas
9 Escort Gashiddas (5 from Girii)

Captured Vessels
1 Merishmer
7 Kargash
23 Gashiddas

Also at the other Gas Giant

Excaliber
Madame Fourcade
Boone
5 Escort Gashiddas from Girii
Captured Vessels
2 Shamshirs
5 Gashiddas

They are about a week away...do you advise waiting for them?
Jack 'Patch' Flint
Pirate CO, 59 posts
Tue 18 Feb 2020
at 08:21
  • msg #99

Re: Rise of the Privateer

OOC: Will wait for people, yes, bigger fleet basically is less likely to be attacked - and given the fact that they're not marauding around and not going to be 'around' for a while doesn't give enemies enough time to muster agasint them
Fate
GM, 3203 posts
Roll for dodge!
Tue 18 Feb 2020
at 09:30
  • msg #100

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 99):

Whilst true, one big issue you will have is with refueling. Generally it takes a few hour to skim a full tank of fuel, and then you need to process the onboard fuel, which can take many more hours!

I think Gloria is nearly ready to go as well. We just need to see where she is going.
Jack 'Patch' Flint
Pirate CO, 60 posts
Tue 18 Feb 2020
at 09:47
  • msg #101

Re: Rise of the Privateer

Well, I mean we can fully refuel while waiting for the new fleet, right? Then it's just a case of waiting for them to refuel for a few hours. If we're talking in 'weeks' then a few extra hours for refuelling wont be so bad.
Fate
GM, 3204 posts
Roll for dodge!
Tue 18 Feb 2020
at 09:52
  • msg #102

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 101):

Absolutely. I would assume you would do that. But at Ugemiriika, if there is a hostile fleet there, that will be more concerning.
Jack 'Patch' Flint
Pirate CO, 61 posts
Tue 18 Feb 2020
at 10:05
  • msg #103

Re: Rise of the Privateer

OOC: That's a fair point, however.... just because there's a hostile fleet there, it doesn't mean a battle 'has' to take place.

I mean our fleet is pretty huge, I would imagine that their fleet would be significantly smaller - and would mean that given opportunity they'd run, rather than get smashed to pieces. They, afterall, don't know we're working on skeleton crews.
Fate
GM, 3205 posts
Roll for dodge!
Tue 18 Feb 2020
at 10:16
  • msg #104

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 103):

Quite correct. They are just as likely to crap themselves and jump...hopefully before one of the captive crews gets a message out, or they recognize the ships as theirs and decide to check what is going on. All stuff that needs to wait to be seen, once I see what the other fleet is doing!

Hell, even if they fight, you would still have 2 cruisers, 4 Shamshirs and 20 Gashiddas...without the captured ships.
Jack 'Patch' Flint
Pirate CO, 62 posts
Tue 18 Feb 2020
at 11:40
  • msg #105

Re: Rise of the Privateer

OOC: A gambit worth taking :)
Fate
GM, 3206 posts
Roll for dodge!
Tue 18 Feb 2020
at 19:06
  • msg #106

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 105):

Ok, since both groups are joined lets jump to the other thread, Excaliber!, for now to save double posting.
This message was last edited by the GM at 09:26, Mon 24 Feb 2020.
Fate
GM, 3223 posts
Roll for dodge!
Sun 23 Feb 2020
at 19:10
  • msg #107

Re: Rise of the Privateer

In reply to Fate (msg # 106):

They are separated again now...

Your crew enjoys the chance to spend their new wealth, and it is probably a month later they are talking about Lone Pine again.

You understand Gloria has some legal issues, but they sound very complicated.
This message was last edited by the GM at 19:33, Sun 23 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 67 posts
Mon 24 Feb 2020
at 08:49
  • msg #108

Re: Rise of the Privateer

After taking his fill of amusements and restocking, Jack decided it was back to Lone Pine for another profitable encounter or six.




OOC: In terms of upgrades to the ship, what is on offer? Faster engines, more powerful weapons? more armour?
Fate
GM, 3228 posts
Roll for dodge!
Mon 24 Feb 2020
at 09:36
  • msg #109

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 108):

Not much can be done for the ship, but the small craft can be optimized somewhat. Feel free to browse through the Gear Available. AK do have an office on Girii...the AK ships boat for 51 million would allow carriage of 40 troops instead of 20 in the current military ships boat.

To increase, you really need to go out and capture ships yourself. That is where the money is...

Current date is 5th Jan 2178 by the time you depart from Girii.
Jack 'Patch' Flint
Pirate CO, 68 posts
Tue 25 Feb 2020
at 12:35
  • msg #110

Re: Rise of the Privateer

OOC: How much would we get back for shelling the current ship's boat?
Fate
GM, 3235 posts
Roll for dodge!
Wed 26 Feb 2020
at 00:19
  • msg #111

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 110):

Probably about 20 to 25 mill.
Jack 'Patch' Flint
Pirate CO, 72 posts
Thu 27 Feb 2020
at 11:48
  • msg #112

Re: Rise of the Privateer

"Alright, lets see if we can get a new boat. Find somewhere to sell our current one and see if we can find any new, green recruits. I'm sure our frolicking and frilling in local bars and other 'establishments' will seed enough of the locals to want a piece of the action.



OOC:

Jack will buy a new AK boat, and sell the old one (basically ot have the cost of it) and then look for some new recruits, to fill in the extra space.

Ideally they'll be looking for some people whoa ren't just dead weight and are skilled enough to do things when not boarding.

A sergeant/master at arms would be nice though. Whom Jack will personally select.
Fate
GM, 3245 posts
Roll for dodge!
Thu 27 Feb 2020
at 19:27
  • msg #113

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 112):

The cost of recruiting an extra 20 men, with training and equipment, is $k 324, and the cost to change the ships boat comes to $4 million.

Please start using the Players Vessels thread to record what you do with funds in future, or I will have to assume it is all spent on wine and women by you and your crew! Right now after your purchases and paying wages for a month, you are assumed to have nothing saved....
Jack 'Patch' Flint
Pirate CO, 75 posts
Tue 10 Mar 2020
at 17:08
  • msg #114

Re: Rise of the Privateer

OOC: 4 million!

Well, that gives us 1.796 billion leftover to save for a rainy day.


Jack put out a request to the crew, about anyones that had business dealings in the past, or may have had some entrepreneriual pre-pirating experience.
Fate
GM, 3270 posts
Roll for dodge!
Tue 10 Mar 2020
at 19:06
  • msg #115

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 114):

Ok. How much was distributed to the crew?

There are a couple of ex-merchants in the crew. Exactly who are you looking for?
Jack 'Patch' Flint
Pirate CO, 76 posts
Fri 13 Mar 2020
at 11:39
  • msg #116

Re: Rise of the Privateer

OOC: I Think distributed to the crew should be roughtly a 'year's' worth of wages.

I Can't imagine that'd come to much more than a million or two - and save a large portion of money for supplies and stuff.

Anyone asking questions about the rest of the money, it will be going back into supplies and additional ships for our fleets. And rainy day funds for our next R&R sessions)

Every member will also be reserved 50% of their lump sump to be 'saved' for when they leave the crew.


Also would like some crew with business acumen to step up - for investing the money.
Fate
GM, 3280 posts
Roll for dodge!
Fri 13 Mar 2020
at 22:15
  • msg #117

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 116):

Ok, there is one guy who was charged with fraud who then ran away and joined pirates to avoid charges...He has Merchant 14 and accounting 14.

Please give an accurate breakdown of the cash provided for you then.
Jack 'Patch' Flint
Pirate CO, 77 posts
Sat 14 Mar 2020
at 13:01
  • msg #118

Re: Rise of the Privateer

OOC: So the goal is this:

to provide him with a set of funds that he will invest into businesses and (stocks?) if there are any available. The goals are threefold:

 - have return on income
 - have stronger ties to the planets/companies that we invest in
 - establish a network of contacts, that might offer us better deals on things, or information.

We have 1.79 Billion roughly.

We can provisionally say:

"We'll give you 100 million" and then "use it to establish a team and invest.  Jack wants regular reports on how it's doing, but ultimately, the goal is to increase the money, attain some regular income and establish those strong links with people.
Fate
GM, 3287 posts
Roll for dodge!
Sat 14 Mar 2020
at 21:37
  • msg #119

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 118):

Dissident Vessel:
... Starshine will get $1.5 Billion.

If any captains with to discuss purchasing and upgrading any ship, they are welcome to do so.


This was your return from the last trip. Usual shares are 50% for the crew, and 50% for the ship for pirates. Please indicate how much you want where.

Costs so far: New ships boat and troops: $M 4.324

That leaves you with just $1,495,676. Please indicate an accurate breakdown of funds, rather than just throwing numbers around which seemingly will soon exceed the initial amount!

AK(Girii) is a local company that produces weapons and is showing strong growth at the moment. They might be interested in an investor establishing an office on Lone Pine...
Jack 'Patch' Flint
Pirate CO, 78 posts
Sun 15 Mar 2020
at 22:30
  • msg #120

Re: Rise of the Privateer

OOC: Ah right! I guess my accounting was a little off :) We can do that. I'll post properly  tomorrow.

Well, actually re-reading it, i don't quite follow.

Lets say 1.8 billion.
that's.   1800 000 000credoola. - 5million (for the new boat from that)
          1795 000 000

If you took 50% off for the ship itself, then that's still a hunk of change. Prob enough for the whole crew to retire on? I might be missing something though.


Anyway, back to our regular broadcasting :)


IC:

Jack sat with his crew member, and was trying to suggest things to the man that were ultimately beyond his ability. He knew about investments, and trading and merchanting of course, but just not with the detail or granularity that would accompany a regular bussiness man, or trader.

"What I want, is for you to manage the money I give you and invest it that will be beneficial to us all. If you think this company AK is looking strong, and whose patronage (of sorts) could get us better deals on weapons, then I'll accept your view and trust you to be the expert in the matter

He lingered and then leaned across the table and poured another glass of some brandy he had taken from one of the other ships "I know there's no miracles that happen, I am not expecting millions, but I want more back than I put in whether that comes in dollars, information or contacts he said.

Up until this point, he realised he had never offered a warning to the man committing fraud against him but had decided early on, warning him would be like a small dog barking at a passing car, vulgar and ultimately pointless. The man likely knew Jack's reputation, and consequences of crossing him.
This message was last edited by the player at 08:54, Mon 16 Mar 2020.
Fate
GM, 3296 posts
Roll for dodge!
Mon 16 Mar 2020
at 19:28
  • msg #121

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 120):

It is a huge chunk, but you are starting of with the wrong sum consistently...that might explain why your maths is off! Not sure where you came up with 1.8 billion...

"Sir, I have looked over various investments. Possibly the best investment for us is the following AK mobile base.

AK Ball Remote Base, 4.2 B Solars, 5,000 dTon Sphere (62 yard dia.)
Lacking in power, this is designed as a mobile base for remote systems. It has a comprehensive refining, smelting and manufacturing system, and can survive on half rations indefinitely, though this is naturally not good for morale. Able to scan surrounding systems and map the system it is in, it also has a respectable force of 20 modular fighters and good armour. Using probes from the missile launchers, it is capable of monitoring a new system as well as refueling cargo vessels that come past.
(0.48G/Move:370, dDR:200, dHP: 124, dTons of Cargo Space: 84.5, SM:+11)
10 Workshops, 10 Medbays, 4 Laboratories, 1 Survey Array,
1 Smelter, 1 Robofac ($1.2 M/6t /day cap, Mini-Miners can collect 12 t/day raw material)

A cheaper option we could sponsor outright would be the

AK Ball Asteroid Base, 610 M, 1,000 dTon Sphere (37 yd dia)
Laboratories and a Survey unit make it a capable and cheap base, capable of moving to new systems as needed. The 5 mini-miners are capable of collecting 10.5 t of trade goods per week, after refining, or of providing the smelter with raw materials for more advanced trade goods. The Base can keep up with nearly Mini-miners, and given the amount of time they spend outside the base, the other three are often in the hanger.

Trade Items able to be produced by Base: Heavy Metals, Gemstones, Industrial Crystals,
     Special Minerals, Lanthanium
Trade Items able to be collected by Miniminers: Industrial Metals, Radioactives, Light Metals

(2.1G/Move:370, dDR:50, dHP: 67, dTons of Cargo Space: 31, dTons of Fuel: 200, SM:+10)

Again, there are some technologies the Terran traders are reluctant to part with, so they are unwilling to sell us one of these, but they may be willing to drop some of the food manufacturing technology they are worried about.

Despite the drawbacks, partly purchasing such a base would provide a very useful mobile base of operations that would enable processing of captured goods as well as repair of vessels. As such, the returns would partly depend on us, but even if we were not able to provide much, this would provide raw materials from remote systems such as Lone Pine, something which is always a profitable business.
"
This message was last edited by the GM at 08:53, Tue 17 Mar 2020.
Jack 'Patch' Flint
Pirate CO, 79 posts
Tue 17 Mar 2020
at 22:41
  • msg #122

Re: Rise of the Privateer

Jack rubbed his hands together at the prospect.

"This sounds like a good plan then, lets invest. Having resources like this available and opportunities for resrouces is just what will help. Plus Lone Pine getting the extra support will no doubt be thankful.

<red>I'll give you control of the funds you need, spend them wisely. Let us just say that continued success in this area would make you indispensible to my crew, and all the benefits that come with such a lauded position..
he said with weightedness to his words indicating the appeal of such a position.
Fate
GM, 3304 posts
Roll for dodge!
Wed 18 Mar 2020
at 11:05
  • msg #123

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 122):

[OOC: Ok, so $M 750 given as crew reward, and around $M 745 (after the ships boat upgrade) invested.

I am not so fussed how individuals spent their share, as most would be on paying debts, wine and women! And maintenance/upgrades of gear, etc. Assume all have Good quality gear after that.]


"Sir, I have made some inquiries about an export base by AK. They have come up with the following at our request:

AK Escort Asteroid Base, 1.5 B Solars, 2000 dTon Sphere (46 yard dia.)
This includes a smelter and manufacturing facility capable of producing up to $120,000 or 0.6 t per day, whichever is less for particular refined goods, with the miniminers collecting 12 t per day of raw materials.
(0.48G/Move:370, dDR:200, dHP: 96, dTons of Cargo Space: 253.5, SM:+10)
Weapons: 27x Beam, 3x Missile, Crew:107
Accommodation 135 plus 10 in low berth, 10x Sickbay, 5x Workshop, 4x Laboritories
Endurance: 2 Weeks/dTon, 1 Hanger Bays, Capacity: 100 Tons
3x Ships Boat (Fuel Skimmer), 1x 100 person Survival Vessel, 10x AK Miniminer,
5 Ball Craft (1 Bomber, 2 Fighters, 1 Transport, 1 Recovery, 1 Freighter)

We are able to put up nearly half for this base, with a suggested location of 2207. That way it can serve as a forward base of operations, with a freighter regularly making the trip back to Lone Pine with the goods produced and pillaged. It could plausibly even manufacture fighters there, though a single Ball Recovery would take about 8 months. Spare parts, on the other hand, might be vital, as might selling fuel.
"
Jack 'Patch' Flint
Pirate CO, 80 posts
Wed 18 Mar 2020
at 11:11
  • msg #124

Re: Rise of the Privateer

Alright, make it so.. he said, agreeing with the plan.

For now, lets see if we can hunt ourselves some more ships! he said with a light cackle.

OOC:

Aye, I guess Jack won't have too much interest in telling people how to spend their money, but will offer them opportunity to put money forward to the investments.
Fate
GM, 3306 posts
Roll for dodge!
Wed 18 Mar 2020
at 19:10
  • msg #125

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 124):

About $50 million is put towards investments, with many buying land on Lone Pine instead.

Where are you headed to next?
Jack 'Patch' Flint
Pirate CO, 81 posts
Sun 22 Mar 2020
at 10:22
  • msg #126

Re: Rise of the Privateer

OOC: literally tryin to find myself ont he map!
blood hell.

"Lets find ourselves to a highly trafficked sector, see what we can come across..." Jack said to the helmsman.

He was happy that the crew had upgraded, spent and was raring to go. Plus their extra 20 crew would make boarding much easier.
Fate
GM, 3327 posts
Roll for dodge!
Sun 22 Mar 2020
at 19:43
  • msg #127

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 126):

Highly trafficked sectors would be from Nakim to Shakiimi to Gadarur. Of course, recent pirate success there mean they arre also well guarded, taking away guards from nearby sectors.

A base in enemy territory will likely bring a swift military response, though, and would be ill advised.
Jack 'Patch' Flint
Pirate CO, 82 posts
Mon 23 Mar 2020
at 13:15
  • msg #128

Re: Rise of the Privateer

Jack said Lets head to one of the neighbouring sectors to Nakim, where there might be slightly less patrol ships. We don't have to engage anything, just see what's around and see what we can do.
he said casually, looking down at the map on the nav computer and picking out a system he thought might be least patrolled.


OOC:
13:15, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 1,3,1.  Tactics.

Good roll!
Fate
GM, 3330 posts
Roll for dodge!
Mon 23 Mar 2020
at 19:23
  • msg #129

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 128):

On the star map, knowing stuff would be strategy, while tactics is used in combat with a small number of ships. However, using the roll, which I assume you would, you gather the following information from other crews, experience and Girii.

Kadardiir and Kuniinra are heavily guarded, as this has long been pirates access routes into the region. Forces at Garuumim have recently been increased due to the loss of a high ranking noble and a shipment of arms there in recent times, and there is a full cruiser squad at Nakiim and Shakiimi. Coreward of Shakiimi is less strongly patrolled, and recent activities by Girii have hired Terran scouts to chart the uncharted regions up to Aiish Subsector, Magyar 2102, but they have not yet returned. Right now, the area up to 2207 has been charted, offering a way around the 'double K blockade' at Kadardiir and Kuniinra.

5th Jan 2178
Jack 'Patch' Flint
Pirate CO, 83 posts
Tue 24 Mar 2020
at 15:32
  • msg #130

Re: Rise of the Privateer

OOC: Unless i'm being retarded, and I may well be, those numbers are off the top right of the map, and I can't see those sectors.
Fate
GM, 3336 posts
Roll for dodge!
Tue 24 Mar 2020
at 19:21
  • msg #131

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 130):

From lone pine, that sounds partly right. The corridor to access is top left from Lone Pine, outside the border (red line), but the region that they are suggesting is to the right of that. The map should scroll to make them visible.
Jack 'Patch' Flint
Pirate CO, 84 posts
Tue 24 Mar 2020
at 23:32
  • msg #132

Re: Rise of the Privateer

OOC: are we talking about a map on a site? or the main game map?
Fate
GM, 3340 posts
Roll for dodge!
Wed 25 Mar 2020
at 00:31
  • msg #133

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 132):

I am using the Traveller RPG website, with the time line set to Interstellar wars.
Jack 'Patch' Flint
Pirate CO, 85 posts
Sun 29 Mar 2020
at 13:49
  • msg #134

Re: Rise of the Privateer

OOC:

Ah okay
https://travellermap.com/?p=54...ains=1&milieu=IW

Lets head to 2207 see if we find anything there.

I finally found it :D
Fate
GM, 3354 posts
Roll for dodge!
Sun 29 Mar 2020
at 19:11
  • msg #135

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 134):

It is a seven week trip from Girii to 2207, by which time it is the 24th Mar 2178. The binary system has two gas giants and two barely inhabitable worlds, the only atmosphere is thin and tainted by high CO2. But it could well support the new base when it is completed.

2207, 9.55/12 dTon of supplies, 24th Mar 2178
Jack 'Patch' Flint
Pirate CO, 86 posts
Mon 30 Mar 2020
at 11:15
  • msg #136

Re: Rise of the Privateer

That sounds like a plan, though it'd be better to have a supporting planet that can be use to grow, or support the base in general.
Fate
GM, 3360 posts
Roll for dodge!
Mon 30 Mar 2020
at 11:19
  • msg #137

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 136):

A ball Survey craft may be purchased instead of a fighter in order to find such a place. Of course, the base has only started construction as you only ordered it recently, so by the time it is built (about a year) a more suitable planet may have been identified.

For now, it is just you there!
Jack 'Patch' Flint
Pirate CO, 87 posts
Mon 30 Mar 2020
at 11:23
  • msg #138

Re: Rise of the Privateer

Well, we can manage that for now.

Lets scope out this place, for our brand spanking new base, eh? See If there's anything interesting in the area" he said, indicating that they'd stop to adjacent sectors too, to identify any good areas for a base.
Fate
GM, 3361 posts
Roll for dodge!
Mon 30 Mar 2020
at 11:32
  • msg #139

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 138):

Unfortunately the only neighbouring systems you have charts for at the moment are the systems you used to get here and the systems within the Empire...though you could do a planetary survey, you are not set up for that.
Jack 'Patch' Flint
Pirate CO, 88 posts
Mon 30 Mar 2020
at 11:37
  • msg #140

Re: Rise of the Privateer

OOC: Alright, bugger it, lets go get into a fight. The least populated area that Jack thinks will be in that area, it doesn't even have to be a ship, a small settlement that we could assault would be fine too.
Fate
GM, 3362 posts
Roll for dodge!
Mon 30 Mar 2020
at 19:01
  • msg #141

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 140):

While Kamurira has a population of just 3,000 (a small mining colony), it is also your gateway into the region. Narshe has a prison colony, but there is no gas giant to fuel from in the system. Menushim is a larger centre, with 30,000 people, and is probable the local hub, while Pininnarku has a small colony of 1,000, mainly farmers. Girimi and Nurru, with 400 and 500 million, are major industrial centres, supporting the shipyard at Karikmir.
Jack 'Patch' Flint
Pirate CO, 89 posts
Thu 2 Apr 2020
at 12:46
  • msg #142

Re: Rise of the Privateer

Jack thought about perhaps making some deals with the mining colony and decided to head there. He would consider reaching out to them in a diplomatic way first, suggesting that piracy had increased in the area, and with diverted military vessels focusing on the most highly trafficked areas of the sector, the mining colony might indeed be left to the wolves.
Fate
GM, 3374 posts
Roll for dodge!
Thu 2 Apr 2020
at 21:22
  • msg #143

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 142):

The first jump is to Kamurira, a binary system with 3 gas Giants. Inside the inned gas Giants orbit is a small barren mining colony of about 3,000. As a frontier colony, it may have some defences. Which planet or star (an unusual jump target due to the risks, but valid nonetheless) do you jump to?
Jack 'Patch' Flint
Pirate CO, 90 posts
Fri 3 Apr 2020
at 06:42
  • msg #144

Re: Rise of the Privateer

OOC: just to the mining colony
Fate
GM, 3379 posts
Roll for dodge!
Sat 4 Apr 2020
at 04:14
  • msg #145

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 144):

You come out of hyperspace with an enemy Shamshir and two Gashiddas dead ahead, 160,000 miles ahead of you!
Jack 'Patch' Flint
Pirate CO, 91 posts
Sun 5 Apr 2020
at 21:14
  • msg #146

Re: Rise of the Privateer

Oh well, I bet we can't take on all of these ships. So lets just keep at a distance, and prepare to jump away should they decide to engage.
Crew
Sun 5 Apr 2020
at 23:06
  • msg #147

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 146):

"Sir, they have only 12 pulse lasers and 33 missiles between them. We can do this easy!"
Jack 'Patch' Flint
Pirate CO, 92 posts
Sun 5 Apr 2020
at 23:35
  • msg #148

Re: Rise of the Privateer

OOC: oh that makes him sound stupid.

Jack had played the crew right into the palm of his hand. "Oh you wish to fight? he asked, presenting the appearance of scandalised shock. What of the rest of you? Do you wish to fight? Take these ships and their hard earned money? Perhaps have a go at their women folk? he said, laughing loud at his own joke, he'd never directly forbidden the abuse of prisoners, but in reality had never cared to pay much attention to it. It was a pirate's right to take what they took, however that manifest.

"Is that what I heard? From you too? Assent!?" he pointed at another crew member as the energy in his voice raised, encouraging the assembled crew's response and eagerness for more plunder.

"And do tell me, my good man, what would you spend your thieved money on? Women? Booze? Or a lovely home for your and two little brats to run around, with a nice garden and a fence? he said adding more humour to his tirade. "Or perhaps we should blow them into molecules and have everyone fear our name, once our earnings have been taken... he said, rousing the bridge even further.





"Arm weapons, prepare to engage he said with a smile.
Crew
Sun 12 Apr 2020
at 22:46
  • msg #149

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 148):

The crew is a bit taken  aback initially.

"Well actually, booze and women sound pretty good..."

Then, when your tone becomes more aggressive, the take heart and jump to action stations.

OOC: Usual tactic is to close as close as possible, using beams for precision attacks until the plasmas are within 10,000 miles... though plasmas are effective against Gashiddas out to their maximum range. You are initially 160,000 miles away, and can close at 20,000 miles per round if they are running away, which they will try to do after you shoot down their first salvo.
Jack 'Patch' Flint
Pirate CO, 94 posts
Mon 13 Apr 2020
at 11:37
  • msg #150

Re: Rise of the Privateer

Jack stalked around the bridge with a smug look on his face and ordered the hot pursuit. "Shoot their engines, just keep firing at them... we'll give them opportunity to surrender" he said before nodding to the pirate scum in charge of communications.

"I am Jack Flint,  you may well have heard of me, I recently took part in decimating and plundering a fleet of yours, you may have heard of it..." he paused for the added dramatic effect before continuing.

"... if you surrender, we'll just take everything of value. If you refuse and make my men more bloodthirsty than they already are by fighting, not a soul will remain alive."
Fate
GM, 3400 posts
Roll for dodge!
Sat 18 Apr 2020
at 11:38
  • msg #151

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 150):

Roll to hit first. At what range, and on what ship do you open fire? You can roll once per turret, or just once per weapon type to hit.

2207, 9.2/12 dTon of supplies, 01 Apr 2178
This message was last edited by the GM at 00:22, Sun 26 Apr 2020.
Jack 'Patch' Flint
Pirate CO, 95 posts
Mon 27 Apr 2020
at 12:11
  • msg #152

Re: Rise of the Privateer

OOC: Aim for the closest one, then the furthest one. Fire as soona s they enter range.
13:10, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 4,4,3.  attack 2.
13:10, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,4,3.  attack 1.
Fate
GM, 3461 posts
Roll for dodge!
Tue 28 Apr 2020
at 05:08
  • msg #153

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 152):

You open up on them at maximum range. Despite hitting, it soon becomes clear you will need to be more precise with your shots to penetrate their armor, but getting too close may make it too dangerous to launch fighters, as their armor is not as thick as yours.

But it is clear you will have to either get closer or start using precision shots. For their part they attempt to withdraw to a jump point, not bothering to fire at this range. You are now at 45,000 miles, and closing at 20,000 miles per round.

Beams, 4x3, 16+2(sAcc)+2(targeting)+8(SM)-17(range) = 11, r10, d8,1x3 hits, 0 damage

Beams, 4x3, 16+2(sAcc)+2(targeting)+8(SM)-16(range) = 12, r15, d11,1x3 hits, 0 damage


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay, 2 Ships boats

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x2
70/70, 70/70
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,


Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
Jack 'Patch' Flint
Pirate CO, 96 posts
Tue 28 Apr 2020
at 15:50
  • msg #154

Re: Rise of the Privateer

"Alright, we've warned them and they're still running. Move closer and start making targeted shots to disable them! Once we've disabled  the Shamshir, just fire everything you have, at will, to destroy the others. he said, knowing that they really only had enough crew to perhaps effectively man one other vessel. THe big one was a good and viable target.


OOC: Use precision shots, closing range on the Shammy, and then once it's disabled or in a state to surrender or be boarded, focus everything on the other ships, aiming to destroy - at the weapons commander's leisure.
Fate
GM, 3469 posts
Roll for dodge!
Thu 30 Apr 2020
at 06:51
  • msg #155

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 154):

Closing for the next round, you manage to destroy 2 turrets on the Shamshir, while the plasma cannon targeted the Gashiddas. Unfortunately, the smaller craft proved sufficiently agile to avoid the rounds.

Current range is 25,000 miles. What range do you want to close to? Plasmas only do full damage less that 10,000 miles, but at that range pulse cannons have a chance of doing preciion damage to you.

Beams, 4x3, 16+2(sAcc)+2(targeting)-14(range) = 6, r6, d14,1x3 hits, 6 damage
Plasmas, 2x2, 16-1(sAcc)+2(targeting)+8(SM)-14(range) = 11, r10, d7,


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons, lost 2 turrets
(5G/Move:370, dDR:160, dHP:76/100, dTons of Cargo Space: 26.5),
Weapons:4/6x Pulse, 11/15x Missiles,
90 dTon Hanger Bay, 2 Ships boats

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x2
70/70, 70/70
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,


Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
Jack 'Patch' Flint
Pirate CO, 97 posts
Fri 1 May 2020
at 11:00
  • msg #156

Re: Rise of the Privateer

"Move to the maximum range of our plasma cannons and fire from there. Precision shots with the beams" he said


OOC: will jus tbe doing plrecision shots but staying outside of their plasma cannon range. If some of the ships get away, it's not such a big deal, ideally destroy all but one of them.

Edited
This message was last edited by the player at 07:43, Thu 07 May 2020.
Fate
GM, 3479 posts
Roll for dodge!
Fri 1 May 2020
at 11:56
  • msg #157

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 156):

You may want to edit that. You are the only vessel with plasma cannons. Shamshirs and Gashiddas only have pulse lasers and missiles. Check your vessel stats in the players vessels thread...
Jack 'Patch' Flint
Pirate CO, 98 posts
Fri 1 May 2020
at 20:44
  • msg #158

Re: Rise of the Privateer

OOC:

quote:
Current range is 25,000 miles. What range do you want to close to? Plasmas only do full damage less that 10,000 miles, but at that range pulse cannons have a chance of doing preciion damage to you.


Could you explain this please? I don't understand it.
Fate
GM, 3483 posts
Roll for dodge!
Fri 1 May 2020
at 20:54
  • msg #159

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 158):

I am just reminding you of weapons rules. They are here, in #5.

link to a message in this game

Your ship details are here, in #7

link to a message in this game

As you get closer, the range penalty for both of you decreases, making preciion shots more likely for both of you. Basically close in fights are generally shorter, riskier bloody affairs.
Jack 'Patch' Flint
Pirate CO, 99 posts
Thu 7 May 2020
at 07:44
  • msg #160

Re: Rise of the Privateer

Edited
Fate
GM, 3528 posts
Roll for dodge!
Wed 13 May 2020
at 03:20
  • msg #161

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 160):

You keep your distance, and the exchange of volleys continues, though with the efforts to hit weak spots with the laser weapons, only the plasma cannons actually connect. The first round damages one Gashidda, burning off the sensors. The next round, and the undamaged Gashidda tries to protect it, it itself takes massive damage as two volleys smash into the hull, tearing apart the bridging structure and breaking the ship in two with the second volley. The reactor, hit with molten plasma, overloads and explodes, leaving an expanding field of debris where the brave little vessel was. Motivated by the display, the second Gashidda dodges all fire from the plasma cannons in the next round...

Beams, 4x3, 16+2(sAcc)+2(targeting)-14(range) = 6, r9, d11, 12, 10
Plasmas, 2x2, 16-1(sAcc)+2(targeting)+8(SM)-14(range) = 11, r11, 8, 9, d12, 10, 7, dam 44, 2x84


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons, lost 2 turrets
(5G/Move:370, dDR:160, dHP:76/100, dTons of Cargo Space: 26.5),
Weapons:4/6x Pulse, 11/15x Missiles,
90 dTon Hanger Bay, 2 Ships boats

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x2
26/70(Sensors damaged), -168/70 (Dest)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
Jack 'Patch' Flint
Pirate CO, 100 posts
Wed 13 May 2020
at 11:49
  • msg #162

Re: Rise of the Privateer

Open a channel he said, genuinely impressed by the act of heroism of the other Gashidda.

"Your comrades should be commended for that display. Surrender now and save any more unnecessary deaths. Shut down, surrender and prepare for boarding and nobody else will be harmed.
he offered, generously, he thought.

"...Continue this farce at the cost of your own life.
Imperial Gashidda
NPC, 5 posts
Wed 13 May 2020
at 12:08
  • msg #163

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 162):

"Indeed they should. It would be a tragedy for their lives to have been forfeit in vain."

The smaller craft begins to break away from the larger vessel, travelling at about 90 degrees. Range for this round will remain the same, as you are assumed to be equidistant from both, assuming you are remaining 30,000 miles from the larger vessel, unless you want to do something else, but range will otherwise increase by about 40,000 per round after that.
Jack 'Patch' Flint
Pirate CO, 101 posts
Thu 14 May 2020
at 16:20
  • msg #164

Re: Rise of the Privateer

"Fire! Disable that ship" he exploded as he stepped up next to the helms man.

"Get right on top of it!"
Fate
GM, 3537 posts
Roll for dodge!
Thu 14 May 2020
at 20:43
  • msg #165

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 164):

{OOC: Any rolls made on behalf of your ship you are free to roll yourself...I only do so if they are not rolled when you post an action!}

"The Gashidda? Aye sir.."

Unfortunately the Gunners are not up to the task, narrowly missing the small craft as it darts away, separating from you.

"Perhaps we should set the three heavy fighters onto it sir, and we continue hunting the larger vessel?"

Which vessel do you want to continue to pursue? The fighters will take a round to launch per fighter, so 3 rounds to launch all three, and they are more vulnerable to Pulse laser rounds...but still pretty resilient.

Beams, 4x3, 16+2(sAcc)+2(targeting)-14(range) = 6, r7
Plasmas, 2x2, 16-1(sAcc)+2(targeting)+8(SM)-14(range) = 11, r12


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons, lost 2 turrets
(5G/Move:370, dDR:160, dHP:76/100, dTons of Cargo Space: 26.5),
Weapons:4/6x Pulse, 11/15x Missiles,
90 dTon Hanger Bay, 2 Ships boats

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x2
26/70(Sensors damaged), -168/70 (Dest)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
This message was last edited by the GM at 07:29, Fri 15 May 2020.
Jack 'Patch' Flint
Pirate CO, 102 posts
Wed 20 May 2020
at 12:02
  • msg #166

Re: Rise of the Privateer

Jack nodded "Do it he said affirmatively, and then patted them an on the shoulder for his suggestion.
Fate
GM, 3592 posts
Roll for dodge!
Wed 20 May 2020
at 13:04
  • msg #167

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 166):

As the three heavy fighters are launched, both ships target them. But both vessels are busy dodging furiously, so they barely hit the smaller craft. While some of the Shamshirs shots do, they are ineffective and do not even look like piercing the armour. Unfortunately, the dodging is so effective you are unable to land a shot either, making the round somewhat ineffective.

The next round is a different matter for the Gashidda though. The Seru close to 25,000 miles of the vessel firing on it as they do. The rounds tear through the lightly armoured vessel, and while each does minimal damage, the number of hits sees the vessel leaking air badly and disabled, and one of the runs is halted to avoid the complete destruction of the vessel.

The Shamshir too is hit several times as your ship closes a little, but the plasma cannons cannot seem to penetrate the armour at this range. You crew urges you to get closer to really fry him...

Round 6
Beams, 4x3, 16+2(sAcc)+2(targeting)-14(range) = 6, r14
Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 11, r10, d6
Heavy Fighters launched


Round 7
Beams, 4x3, 16+2(sAcc)+2(targeting)-14(range) = 6, r10
Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 11, r9, d6, d14, 2x2 hits, 0 dam per hit
HF, Beams, 3x3, 16+2(sAcc)+2(targeting)+8(SM)-14(range) = 14, r10, d10, 3x3 hits, 15 damage per hit


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons, lost 2 turrets
(5G/Move:370, dDR:160, dHP:76/100, dTons of Cargo Space: 26.5),
Weapons:4/6x Pulse, 11/15x Missiles,
90 dTon Hanger Bay, 2 Ships boats

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
-19/70(Sensors damaged), -168/70 (Dest)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
Jack 'Patch' Flint
Pirate CO, 103 posts
Tue 26 May 2020
at 22:20
  • msg #168

Re: Rise of the Privateer

Jack smiled as the punctured holes in the smaller vessel start pumping air out into the void of space. "Good shot" he said and then took a step forward.

"Follow the Shamshir, pull closer and fire plasmas. I don't care where you hit them, as long as it encourages them to surrender. As for the other ship, let them consider the error of their ways while their air runs out... he said with ice crystallising on each precise word.
Fate
GM, 3661 posts
Roll for dodge!
Wed 27 May 2020
at 08:01
  • msg #169

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 168):

You close to 6k miles, and despite the precision beam all missing, from both sides. However, the plasma cannon, despite dodging like experts, one salvo connected. It was all that was needed...tearing the craft apart at this short range, and nearly destroying it.

Round 8
Beams, 4x3, 16+2(sAcc)+2(targeting)-10(range) = 10, r13
Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-10(range) = 15, r10, d7, 1x2x2 hits, 184 damage
Heavy Fighters launched
HF, Beams, 3x3, 16+2(sAcc)+2(targeting)-10(range) = 10, r10, d7


Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons, lost 2 turrets
(5G/Move:370, dDR:160, dHP:-108/100, dTons of Cargo Space: 26.5),
Weapons:4/6x Pulse, 11/15x Missiles,
90 dTon Hanger Bay, 2 Ships boats

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
-19/70(Sensors damaged), -168/70 (Dest)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
Jack 'Patch' Flint
Pirate CO, 104 posts
Wed 27 May 2020
at 14:17
  • msg #170

Re: Rise of the Privateer

"Ah what a pity, they should have surrendered. Bring us about and see what we can do about fixing that Gashidda" he said

"Can we get it into a working condition?" he asked one of the engineers.

OOC: I assume the shamshir is beyond repair for now at least?
Fate
GM, 3663 posts
Roll for dodge!
Wed 27 May 2020
at 20:05
  • msg #171

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 170):

"We might be able to sir, but with the other ships pretty badly smashed, there might be some parts we need that we may not be able to get. We would have to take a good look..."

Kamurira, 9.2/12 dTon of supplies, 01 Apr 2178
Jack 'Patch' Flint
Pirate CO, 105 posts
Wed 27 May 2020
at 21:27
  • msg #172

Re: Rise of the Privateer

"Alright, prepare teams to search the remains, see what valuable things we can find, see if it's repairable too..." he said. "Let me know when you're ready. If there is a need for extra manpower, I'll lead one of the teams"
Fate
GM, 3667 posts
Roll for dodge!
Thu 28 May 2020
at 06:42
  • msg #173

Re: Rise of the Privateer

The remaining ship's crew evacuate in rather short order. Their ship has significant damage, but with the planet 500,000 miles away launching 50 fighters at the same time as you send your team across, they decide against destroying their own vessel. The fighters will be able to launch missiles in 100 minutes (5 20 minute rounds).

Will take it round by round. You can dock and board next round...
Jack 'Patch' Flint
Pirate CO, 106 posts
Thu 28 May 2020
at 11:34
  • msg #174

Re: Rise of the Privateer

"Before we dock, finish off those fighters" he said before exiting the bridge.
Fate
GM, 3674 posts
Roll for dodge!
Thu 28 May 2020
at 20:45
  • msg #175

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 174):

You would usually send the ships boat to dock, rather than docking yourself. Since you have 3 Heavy fighters and 4 Beam turrets yourself, you will need to roll point defences.

Normally, you may assume a roll of 11 and if you could destroy all the missiles with a roll of 11, then don't bother rolling.

Your skill is assumed to be 16+2(sAcc)+2(computer)-2(missile profile)=18. (range and SM effects =0 for point defence only) You hit 1 missile per 2 points you exceed your roll by, so a roll of 11 means you hit 4 missiles per weapon. You have 12 + 3 x 3 = 21 weapons, which can deal with 84 missiles without rolling. These guys are launching 100 missiles (50 missile fighters launching 2 each).

Hope that makes sense...
Jack 'Patch' Flint
Pirate CO, 108 posts
Fri 29 May 2020
at 11:47
  • msg #176

Re: Rise of the Privateer

OOC: I think so aye - we can do it that way, and the ship can act as Point defence.



12:47, Today: Jack 'Patch' Flint rolled 17 using 3d6 with rolls of 6,6,5.  point defence.
// damn.
Fate
GM, 3679 posts
Roll for dodge!
Fri 29 May 2020
at 21:20
  • msg #177

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 176):

Ouch.

The first swarm of missiles are totally missed, as they slam through the point defences, destroying the Gashidda and the ships boat that was trying to capture it. Two missiles also strike the Starshine, destroying a fuel tank and reducing your Jump to 1 parsec. You will not survive another strike like that...

Options: Run. You have the same speed as them, and if you run, they need to get within 60,000 to hit you. Since they are at 150,000 miles, they will not be able to do that. Once you have the fighters back aboard, you will be able to jump, but only 1 parsec.

Fight, and hope for better point defence rolls next round! You are damaged now though, so that could be fatal...especially if they try to follow orders and keep their distance.
Jack 'Patch' Flint
Pirate CO, 109 posts
Fri 29 May 2020
at 22:35
  • msg #178

Re: Rise of the Privateer

Jack raged as he stormed back into the center of the bridge "Fire everything! kill them, close and fire!
Fate
GM, 3682 posts
Roll for dodge!
Fri 29 May 2020
at 23:15
  • msg #179

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 178):

"They are not close enough, sir. And they are launching another salvo. Do we close, and hope we can shoot down all the missiles?"

There may be some fear in his voice, but he is doing his best to conceal it.

[OOC: Roll point defence if you choose to close!]
Jack 'Patch' Flint
Pirate CO, 110 posts
Fri 29 May 2020
at 23:42
  • msg #180

Re: Rise of the Privateer

00:42, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 2,6,1.  point defence.
Fate
GM, 3685 posts
Roll for dodge!
Fri 29 May 2020
at 23:54
  • msg #181

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 180):

You set course for the enemy fighters, getting to 90,000 miles before they have realized, and match your speed. By the time the missiles arrive, they are coming fast, but your defences are prepared. You manage to shoot them all down, this time. Unfortunately, they are now aware of your intentions, and have matched speed with you, meaning you are no longer gaining ground on them. You anticipate they have another 10 rounds left...
Jack 'Patch' Flint
Pirate CO, 111 posts
Sat 30 May 2020
at 16:24
  • msg #182

Re: Rise of the Privateer

OOC: Can I roll tactics to see what I think would bebest?17:24, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 2,6,4.  Tactics.
Fate
GM, 3690 posts
Roll for dodge!
Sat 30 May 2020
at 23:06
  • msg #183

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 182):

One of the crew members, a member of engineering, has been in the corner tapping away on a computer for the last 30 minutes.

"Sir, I calculate we have less than 1% chance of destroying all those missiles. However, if we reverse directions, we can out-run them. As long as we are at least 60,000 miles away when they launch, if we run at 6G then the missiles will self destruct before they reach us...although with variations in processing, we might want to allow a few extra thousand miles. I would say 70,000 miles to be safe, but since we are at 90,000 miles, that is do-able. Then we just need to work out how to refuel...
Jack 'Patch' Flint
Pirate CO, 113 posts
Sun 31 May 2020
at 12:49
  • msg #184

Re: Rise of the Privateer

Jack growled and then nodded "Pull back, full speed. And make sure you finish off the other ships while we ret... make a tactical withdrawl
Fate
GM, 3697 posts
Roll for dodge!
Sun 31 May 2020
at 20:41
  • msg #185

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 184):

"Aye Captain."

The pilot wastes no time spinning the craft around, and keeping it out of the reach of the next swarm of missiles launched. The disabled ships were well and truly destroyed by the missile strikes earlier, but a few beams strike at the wreckage as you pass, and the missile swarm self destructs when they reach the limit of their range soon after.
Jack 'Patch' Flint
Pirate CO, 114 posts
Sun 7 Jun 2020
at 13:38
  • msg #186

Re: Rise of the Privateer

Keep distance from them, increase it and lets make a tactical withdrawl. If they keep pressing us, then we can decide about turning to face them
Fate
GM, 3729 posts
Roll for dodge!
Sun 7 Jun 2020
at 21:49
  • msg #187

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 186):

"Right, sir. We will head for the jump point at the Gas Giant a week away. That would not be a great trip in a fighter..."
Jack 'Patch' Flint
Pirate CO, 115 posts
Sun 14 Jun 2020
at 09:06
  • msg #188

Re: Rise of the Privateer

Jack laughed and nodded. "Aye, make way, we can lick our wounds later..."
Fate
GM, 3773 posts
Roll for dodge!
Sun 14 Jun 2020
at 09:11
  • msg #189

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 188):

You recover your remaining fighters and head back to the gas giant. The fighters follow for nearly 12 hours, bust since Imperial fighters have no life support, they are forced to turn back. As you approach the gas giant, the lone Gashidda there leaves, and you arrive at the gas giant unopposed five days after arriving in the system, and are able to refuel. Where is your jump destination (system and planet please.)

Kamurira, 8.95/12 dTon of supplies, 06 Apr 2178
This message was last edited by the GM at 09:13, Sun 14 June 2020.
Jack 'Patch' Flint
Pirate CO, 116 posts
Sun 14 Jun 2020
at 19:49
  • msg #190

Re: Rise of the Privateer



OOC: To GM
Fate
GM, 3774 posts
Roll for dodge!
Sun 14 Jun 2020
at 20:07
  • msg #191

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 190):

So heading to 2207?

[OOC: Yes, Lone Pine is the planet where the pirates are based, and Girii is a major planet where they are working on building an alliance with. Both have no shortage of intrigue, and being landed would make sense. There is also the option of the star Base being established, and the new colonies further out are great opportunities if you want planetside exploration of a new planet. Just let me know what sort of thing you are looking for.]
Jack 'Patch' Flint
Pirate CO, 117 posts
Sun 14 Jun 2020
at 20:14
  • msg #192

Re: Rise of the Privateer

"Take us to 2207, let's head home for a little bit. We can see what information we can gather on these imperial shits and see if we can find some more precious cargo..."

OOC: toGM
Fate
GM, 3775 posts
Roll for dodge!
Sun 14 Jun 2020
at 20:29
  • msg #193

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 192):

It takes 7 weeks to get back to Lone Pine, by which time you have repaired your ship. You get news that there are preparations by Girii for a major attack by Imperial forces from Shululsish.


28 June 2178, Lone Pine, 6.15/12 dTon of supplies
Jack 'Patch' Flint
Pirate CO, 118 posts
Tue 23 Jun 2020
at 19:02
  • msg #194

Re: Rise of the Privateer

Jack decided it best to put word into the fleet pirate lord and indicate he'd returned to the area.

"I heard that an imperial fleet might be underway to Girii for an offensive? Is it true? Is there any more intel on it?" he asked the man, though he'd already sent out some of his crew to see what they could find out about the offensive.

He expected that the offensive might break a defensive blockade and initiate a ground attack on the world, presumably to capture some of the leadership buildings of the place - though at this point everything was speculation until he had more information. At least Starshine was back in fighting form, he mused as he ended the call.

Either way, Jack wanted to head to the planet and make contacts, with all likelihood of impending doom at the hands of an imperial fleet the man estimated his value to people on the surface would be much enhanced.
Pirate
NPC, 12 posts
Gimme your Women!
Wed 24 Jun 2020
at 23:48
  • msg #195

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 194):

"Absolutely. Silver beard is taking a group to Girii to bolster their forces. You are of course welcome to join in. They offer a good share of the spoils."

[Despite the battle having being fought, there is some room for you to decide your involvement. If you want to be part of that, I can skip fairly quickly through the fleet action, where you would be assumed to be acting with the fleet unless you say otherwise.]
Jack 'Patch' Flint
Pirate CO, 119 posts
Thu 25 Jun 2020
at 10:29
  • msg #196

Re: Rise of the Privateer

"Tell him i'll meet him on the surface..." Jack said.

At least if he was on the surface he could perhaps kill two birds with one stone, garnering support and establishing the contacts while still getting a cut of imperial spoils.


OOC: He'll go to ground, i think. I'm a little more at home with 'ground /personal' fighting over starship stuff and actually he can still probably make some contacts while down there.
Fate
GM, 3821 posts
Roll for dodge!
Fri 26 Jun 2020
at 10:26
  • msg #197

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 196):

At this stage there is a lot of starship combat to happen, and then a drive and capture of the starbase (starved into surrendering) before any ground war on Lemrukiri. Do you want me to give commentary on starship combat and jump to there?
Jack 'Patch' Flint
Pirate CO, 120 posts
Fri 26 Jun 2020
at 14:32
  • msg #198

Re: Rise of the Privateer

OOC: that'd be good yea

maybe we could just use the mass combat rules for the battle? Just to reduce the overall resolution. If not, i can just give an overall strategy that Jack will employ
Fate
GM, 3823 posts
Roll for dodge!
Sat 27 Jun 2020
at 01:56
  • msg #199

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 198):

Yep. I will take a few days and come up with a strategy.

The trip to Girii, then with the fleet to Seru, before the victory there, then following on to Garaanis, where you participate in the drive before the base finally surrenders on the 17 Mar 2179. It is generally a long boring campaign detailed in the intelligence available thread, with a few brief periods of activity dispersed with weeks of sitting around.

Arriving at Lemrukiri by the 25 of March, 2179, you are ready for action. The planet has been under siege since 10 Dec last year, but they are growing their own food. More direct action will be necessary, and troops are being organised.

Initial forays are to be light raids. You will be given 100 men of good quality. I will have to come up with a good way for you to choose the focus of your men... thoughts?
This message was last edited by the GM at 02:52, Sat 27 June 2020.
Jack 'Patch' Flint
Pirate CO, 121 posts
Sat 27 Jun 2020
at 08:55
  • msg #200

Re: Rise of the Privateer

OOC: You know, this game is always catch up for me. The siege, we're defending of offense? Indications so far made me thing it would be the defending part of a siege, but if we've just arrived and siege is already underway, presumably it'd be "blow them ships apart and break its support lines"

As for the fighting, close quarters is better, i think - if there's an option
Fate
GM, 3831 posts
Roll for dodge!
Sat 27 Jun 2020
at 10:21
  • msg #201

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 200):

When you first came, the Giriian fleet (your allies) had control of space already, and they have maintained it while you captured the Military starbase at Gaaranis. You have now returned to the planet to help capture the planet. That make sense?
Jack 'Patch' Flint
Pirate CO, 122 posts
Sat 27 Jun 2020
at 12:32
  • msg #202

Re: Rise of the Privateer

OOC: alright thanks!
Fate
GM, 3836 posts
Roll for dodge!
Mon 29 Jun 2020
at 03:26
  • msg #203

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 202):

You can pick up to 72 men in 3 G-Carriers for the initial raid. Your target is a communications station deep underground. There may be some armoured cars defending. Budget is $200 worth of troops.

Riflemen (TS: 640, $60 K raise, $12K maint) x10 men, F, Rec

Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4, (Arm)

Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art

Infantry AA (TS: (800), $37.5 K raise, $7.5k msint)x4, (Air)

G-Carrier (TS:800, $2 mil raise, $80k maint)x1, Air  Arm, Cv, F, T1

Possible enemy units:

Command G Carrier (TS: (400), $2M, $120k maint), C3I

Medium Tank (TS: 1600, $300k raise, $15k maint) x1, Arm, Cv, F

Recon (TS: 160, $25k raise, $5k maint) x1, Cv, F, Rec

Armoured Car (640, $120k raise. $6k maint)x1, Arm, Cv, F, Rec

ATV, Light Truck, etc, eg 4x4 (TS: 120, Vehicle cost, $3 maint)X1 CV, T1?

Laser Tower (TS: (400,000), $60M raise, $2m maint)
Jack 'Patch' Flint
Pirate CO, 123 posts
Mon 29 Jun 2020
at 09:20
  • msg #204

Re: Rise of the Privateer

(to raise or maintain?)
Fate
GM, 3841 posts
Roll for dodge!
Mon 29 Jun 2020
at 21:33
  • msg #205

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 204):

To raise. You are not actually raising them, but recruiting them from among the pirates in orbit. This just represents limited resources.
Jack 'Patch' Flint
Pirate CO, 124 posts
Wed 1 Jul 2020
at 11:52
  • msg #206

Re: Rise of the Privateer

OOC: Can't raise G carriers as they're 2 mil each
I guess the wisest option is:
2x infantry
1x AT Infantry
1x Mortar
Fate
GM, 3846 posts
Roll for dodge!
Thu 2 Jul 2020
at 03:22
  • msg #207

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 206):

Correct. G-carriers are assigned to you. You have 3.

You are being tasked with raiding an outpost that has an underground missile bunker (basically a heavy missile array). It is believed that 2 Imperial Rifle units defend the site, but they are well dug in. A light mountain squad is situated nearby with 10 G-Carriers, but they are 1 hour away. You will have fighter cover...

Details preparations at this point.
Jack 'Patch' Flint
Pirate CO, 125 posts
Sat 18 Jul 2020
at 22:17
  • msg #208

Re: Rise of the Privateer

OOC:

Okay the plan is this:

They have a heavy missile array - so we need to get in quickly (i presume it's mainly meant for anti-air/space). The G carriers will move forward with the infantry, to provide heavy armour support for the infantry. This should give us ground superiority over the 2 infantry units that are defending the array.

The mortar team will help to focus and supress the enemy's position while infantry and armour move in.

The AT purpose is just in case the G Carriers (enemy) arrive before we expect, they can provide some support to our G carriers.

They can also provide some demo-ordinance to take out the array, should it not be viable any other way.

Get in quick, with full suppression from the mortars/GCarriers (are these ATV or Tanks?), focus on smashing up the array and then get out with the AT/GCarriers providing cover.
Fate
GM, 3912 posts
Roll for dodge!
Sun 19 Jul 2020
at 00:30
  • msg #209

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 208):

Sure. Just so you know, G-Carriers are considered light armour, and most infantry units will have rockets and grenade launchers that will take them out pretty quick. There is some suggestion to reconsider from the officers under you in using your only way to get out on the front line straight away. Especially if they are being used to carry demo ordinance...

But you are right, the heavy missile array is designed to attack starships. It does it well, and is poor against smaller craft, but will hit them if it gets a chance.

Are which one ATVs or Tanks? Not sure I understand this question...which ones are you referring to? The enemy Infantry units? G-Carriers are G-Carriers, and are detailed in the Gear available thread...

What are you doing about Intel/recon?
Jack 'Patch' Flint
Pirate CO, 126 posts
Mon 20 Jul 2020
at 14:26
  • msg #210

Re: Rise of the Privateer

OOC:

There were no elements available for recon, as far as I could tell. I guess the traditional way would be a scouting team. (I'm not sure how many men are in each element) but if they could spare a recon team of 2 people from each element, we could send them as forward observers and have the lay of the land, plus they could provide anti-infantry overwatch.

G-Carriers, ah I thought they were kinda tanks at first then maybe considered em to nbe ATV (Armoured transport vehicles, like an APC - i meant APC)... but maybe now I Can see that they're capable of flight.

I think the best way to distribute the teams is perhaps have

- 2 recon teams
   - forward observing
   - overwatch
   - intel

- 1 infantry element advancing on the ground

- 1 infantry element spread across 2 g carriers for mobility, getting into areas more quickly and get rappelled into the area
- AT element coming in with the infantry.


Obviously, this is my best guess - if the array can target G carriers, then keep them low perhaps?

It's also an option to take the AT team on the Gcarriers to get them in quickly (quicker than walking) and just blast the array than have a ship come in and bombard the area.
Fate
GM, 3921 posts
Roll for dodge!
Mon 20 Jul 2020
at 20:44
  • msg #211

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 210):

Each rifleman unit consists of 10 troops, and are considered recon units, so yes, they can be broken up into smaller units to gather intelligence. Teams of 5 would be quite suitable.

With hostile infantry guarding the array, pretty sure you will not be able to hit it by direct fire without coming under very heavy attack. Indirect attack by mortars would work better if you can get close enough, but they may have mortars of their own.

You also need to decide what time of day you attack and how long you give your recon units to gather information. Your G-Carriers are easily detected by defensive sensors, and that is why many Vilani units still use wheeled or tracked vehicles.

What risk modifier do you take, between -3 and +3? This effects the tactics roll, as well as the risk of personal injury!
Jack 'Patch' Flint
Pirate CO, 127 posts
Tue 21 Jul 2020
at 06:57
  • msg #212

Re: Rise of the Privateer

OOC: Jack leads from the front!  at least +1 or +2 maybe

Send the recon units out at night, a good number of hours ahead, and then attack just before day break!
Fate
GM, 3924 posts
Roll for dodge!
Tue 21 Jul 2020
at 08:16
  • msg #213

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 212):

Your initial intelligence indicates that the forces are bunkered in around the heavy missile array situated in mountainous terrain. Give me a reconnaissance roll to see what else can be learned. This is rolled against the average of Intelligence Analysis and Tactics/Strategy.
This message was last edited by the GM at 08:35, Tue 21 July 2020.
Jack 'Patch' Flint
Pirate CO, 128 posts
Tue 21 Jul 2020
at 16:24
  • msg #214

Re: Rise of the Privateer

17:24, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 3,6,2.  IA/Tactics.
Fate
GM, 3926 posts
Roll for dodge!
Tue 21 Jul 2020
at 20:18
  • msg #215

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 214):

Your initial recon indicates that there are at least one medium tank, plus a heavy gauss machine gun emplacement on a pass overlooking the entrance to the compound, in addition to the two units (20 men) of riflemen. Unfortunately, they were discovered by a patrol (It was a tie).

Time to choose an attack tactic. They will get a +5 defence bonus for any defensive strategy. You have +3 due to air (the G-Carriers) and +3 for Artillery superiority. Please confirm the risk level for each round.

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: +5, Casualties: 0%, Total: +5 (defensive only)
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 0%, Total +6

TS Ratio: 1.23:1, They have chosen Deliberate Defence (+1), surrendering initiative (ie giving you the chance to choose your defence). They get a total of +6 to their roll...
Jack 'Patch' Flint
Pirate CO, 129 posts
Sat 25 Jul 2020
at 16:52
  • msg #216

Re: Rise of the Privateer

OOC: gonna get fucked.

I don't know precisely what the 'calls are' but I think something like 'cautious attack' would work best in this case.

The goal is to have the mortars suppress the machine guns while getting AT into a position to take out their tank.


Also: we get +3 +3 == +6 and they get +5 +5 == 10, so don't they get a +4 bonus? or +5 with deliberate defence


I actually don't have the mass combat book available at the moment.

But lets just see how it goes!

17:52, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,2,4.  IA/Tactics.
// pass by 5 - not a terrible roll.
Fate
GM, 3946 posts
Roll for dodge!
Sat 25 Jul 2020
at 23:33
  • msg #217

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 216):

You are doubling things. Just take the totals! Despite them having two tanks, your men are better trained and they do have the gear to deal with tanks!

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: +5 (reduced to +3 by deliberate attack), Casualties: 0%, Strategy: +1, Risk: 0, Total: +4 (defensive only)
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 0%, Strategy, +1+1(artillery sup.), Risk +2, Total +10

They choose deliberate defence, you choose deliberate attack. Nice choice...

You rolled 9, skill 14+10=24, hence 15 under.

You don't know their skill, but I can tell you the margin of victory was 5 in your favour, so they actually rolled better than you, but your bonii brought you out on top!

           Loser’s    Winner’s    Winner’s
Margin   Casualties Casualties    PB Shift*
4-6         -20%       -10%          +2

Hence, their defensive bonus is now reduced to +3 for the next round. They take 20% casualties (-4) and you take 10% casualties (-2)

Now to check for injuries. Your misfortune roll was 10% causalties, for 6 or less, plus the risk factor, so 8 or less.
09:09, Today: Fate, on behalf of Jack 'Patch' Flint, rolled 9 using 3d6 with rolls of 2,6,1.  Misfortune roll, 8 or less. 1 over, near miss!
09:09, Today: Fate, on behalf of Vilani Commander, rolled 9 using 3d6 with rolls of 5,3,1.  Misfortune roll, 7 or less. he stayed safe in his bunker...

Note that while your risk factor nearly got you injured, it added 2 to your margin of victory and resulted in additional 5% casualties! Note that the casualties really do mount up. Strategies that reduce casualties, such as Skirmish and Mobile Defence (not useful if they are not attacking) can be very good long term strategies! Of course, a very nice roll and an indirect attack can finish this quickly, but a bad roll might mean it is not in your favour!

The Vilani forces once again employ a deliberate defence strategy, treating this as a siege and calling for backup!

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: +3, Casualties: 20% (-4), Strategy: +1, Risk: 0, Total: 0 (defensive only)
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 10% (-2), Strategy, ?, Risk +2, Total +6

Note that each round takes 15 minutes. Their light mountain squad with 10 G-Carriers and 100 men (10 units of Riflemen) will now be here in one hour, or after 4 rounds. That is the real risk!

0600 27 of March, 2179
This message was last edited by the GM at 01:40, Sun 26 July 2020.
Jack 'Patch' Flint
Pirate CO, 130 posts
Sun 26 Jul 2020
at 13:01
  • msg #218

Re: Rise of the Privateer

This time, I think we'll try 'indirect attack' - which doubles the margin of victory.

14:00, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 6,4,5.  IA/Tactics.

fuck sake.
Fate
GM, 3959 posts
Roll for dodge!
Sun 26 Jul 2020
at 21:54
  • msg #219

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 218):

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: +3, Casualties: 20% (-4), Strategy: +1, Risk: 0, Total: 0 (defensive only)
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 10% (-2), Strategy, -3, Risk +2, Total 14+3=17, rolled 15, 2 under.

You set up to try to draw them out, partially succeeding. unfortunately, they send the tanks out out on the side away from you anti-armour squad, inflicting heavy casualties on both sides, though you seem to take the worst for it. Fortunately, Jack, being up front, was able to pull his men back before things got out of hand.

[OOC: Risks we take! Heavy penalties for trying that particular tactic twice! Since it seems to be working for them, they will again do a Deliberate Defence! That bad round may have cost you the battle...given the time constraints.]

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: +3, Casualties: 25% (-5), Strategy: +1, Risk: 0, Total: -1 (defensive only)
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 25% (-5), Strategy, ?, Risk +2; Total +3

0615 27 of March, 2179 Reinforcements expected at 0700
Jack 'Patch' Flint
Pirate CO, 131 posts
Wed 29 Jul 2020
at 16:26
  • msg #220

Re: Rise of the Privateer

OOC: Jack will up his risk to the maximum and then push an all out attack.

fingers crossed:

17:25, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 4,2,1.  IA/Tactics.

(+2 PD bonus for All out attack)
Fate
GM, 3970 posts
Roll for dodge!
Wed 29 Jul 2020
at 19:57
  • msg #221

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 220):

In desperation, you throw your forces against the enemy, leading from the front. Despite rounds going off very near you, you are not hit.

It seems to work, with one of the tanks being badly damages and another being withdrawn, leaving you in control of a significant part of the fortress. You are not sure of the total Vilani casualties, but they seem heavy indeed! But your own casualties are heavy as well, and starting to mount. Being Vilani, you suspect they may try deliberate defence, but they seem to be getting desperate...so who knows?

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: +3, Casualties: 25% (-5), Strategy: +1, Risk: 0, Total: -1 (defensive only).
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 25% (-5), Strategy, +2, Risk +3; Total 14+6=20, rolled 7, 13 under

Casualties, Vilani: 30%, yours, 10%, +3 position bonus.

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: 0, Casualties: 55% (-11), Strategy: +1, Risk: 0, Total: -10 (defensive only).
Your Forces:   TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 35% (-7), Strategy, ?, Risk +2; Total +1

0630 27 of March, 2179 Reinforcements expected at 0700
Jack 'Patch' Flint
Pirate CO, 132 posts
Sat 8 Aug 2020
at 09:08
  • msg #222

Re: Rise of the Privateer

OOC:

(sorry was on holiday, back now).

Jack knew they had to get the tower down and so he gritted his teeth and pushed forward, determined to get at least into the array to damage it, they could worry about getting out later.

"Move your asses! Double share for everyone if we succeed!"


OOC:

All out attack again please.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 4,2,3.  IA/Tactics.
Fate
GM, 4036 posts
Roll for dodge!
Sat 8 Aug 2020
at 10:08
  • msg #223

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 222):

You push hard. Very hard, hitting them with everything you have. The anti-armour guys notice the tank positions, and smash them, covered by mortar fire. The mortars then hit the machine gun emplacement, and are able to be covered as they move forward, into range of the Missile array.

When mortars start falling into the array, the whole place lights up. The explosions can be heard for miles, and your men need to take cover as the shock waves rip through the facility. You gather your men, looting what can be quickly recovered, before boarding the G-Carriers.

Vilani Forces: TS 4480, Arm superiority 1.11:1, Defence bonus: 0, Casualties: 55% (-11), Strategy: +1, Risk: 0, Total: -10 (defensive only).
Your Forces:  TS 5520, Recon superiority 1.5:1, Artillery: 5:1 (+3), Air: 5:1 (+3), Casualties: 35% (-7), Strategy, +2, Risk +2; Total +3, Skill 14+3=17, rolled 9, 8 under

Enemy losses 100%. You can take up to 15 prisoners if you want. You have 10 injured, in various states. Most are minor, though three will take longer to recover. One man was killed instantly by a tank round.

0645 27 of March, 2179 Reinforcements expected at 0700
This message was last edited by the GM at 10:09, Sat 08 Aug 2020.
Jack 'Patch' Flint
Pirate CO, 133 posts
Thu 13 Aug 2020
at 21:48
  • msg #224

Re: Rise of the Privateer

Jack took all the prisoners that were on offer, thinking he might be able to trade them at a later point.

"See to the wounded and lets get back to HQ
Fate
GM, 4067 posts
Roll for dodge!
Fri 14 Aug 2020
at 04:57
  • msg #225

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 224):

You load up the injured and as much equipment as the G-Carriers can hold, before heading back to the ships in orbit. Without the missile array, fighters are called in to devastate the incoming troop. Your troops take most of the small arms and gear left by the Vilani troops as 'danger pay', a common pirate trait.

The loss of the missile array creates a gap in the Vilani defences, but there are still considerable forces on the planet. Much of the forces relies on tanks, but in the mountainous areas, they are not so useful. Therefore, it is suggested that a stronghold be established in the mountains, to try to draw out Vilani forces so orbital ships can hit them. The purpose of the forces would be to raid and hide. The mountainous terrain makes the use of vehicles a poor choice, other than G-Carriers.

You can pick up to 144 men in 6 G-Carriers for the initial raid. Your target is a communications station deep underground. There may be some armoured cars defending. Budget is $500 worth of troops.

Riflemen (TS: 640, $60 K raise, $12K maint) x10 men, F, Rec
Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4, (Arm)
Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art
Infantry AA (TS: (800), $37.5 K raise, $7.5k msint)x4, (Air)

G-Carrier (TS:800, $2 mil raise, $80k maint)x1, Air  Arm, Cv, F, T1

5xFighters (TS: 60,000) are air units that can be called for specific missions, taking 3 mass combat rounds to arrive. They should be used to cover activities of the G-Carriers, but they are susceptible to missile attacks and heavy armour lasers.

27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 134 posts
Tue 18 Aug 2020
at 14:18
  • msg #226

Re: Rise of the Privateer

Ah, a good old fashioned brawl. he said rubbing his hands together enthusiastically.

"If we can be dropped off in the mountains, a full infantry force would be best to attack any underground facility. A hundred or so men dropped off by carriers would do the trick no doubt. As long as we have a good combination of anti-personnel and support infantry" he said

OOC:

He'd be ahppy to just take 8-10 groups of infantry to attack an underground base.

Standard infantry, ranger style infantry (or grenadiers, or whatver, maybe with shotguns/flames), plus maybe two units of heavy support (machine gun type stuff) and 1-2 scout/recon/sniper units.
Fate
GM, 4091 posts
Roll for dodge!
Tue 18 Aug 2020
at 20:39
  • msg #227

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 226):

You actually need to establish an underground base. I guess finding one and attacking it is one way to get one! The base of the infantry that were sent to support your last attack, having already taken losses and now without the cover of the missile battery, would make a good location.

Sniper units and normal recon are part of a regular Riflemen unit. Heavy weapons are considered Support Weapons, and are below. Your limit of $500, based on what you suggested, will get the following:

5 x Riflemen (TS: 640, $60 K raise, $12K maint) x10 men, F, Rec
1 x Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4, (Arm)
2 x Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art
0 x Infantry AA (TS: (800), $37.5 K raise, $7.5k msint)x4, (Air)
2 x Support Weapon (TS: (800), $50k raise, $10k maint)X3, F

G-Carrier (TS:800, $2 mil raise, $80k maint)x1, Air  Arm, Cv, F, T1

5xFighters (TS: 60,000) are air units that can be called for specific missions, taking 3 mass combat rounds to arrive. They should be used to cover activities of the G-Carriers, but they are susceptible to missile attacks and heavy armour lasers.

That about right?

27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 135 posts
Tue 18 Aug 2020
at 22:04
  • msg #228

Re: Rise of the Privateer

Ah right, fair enough - yea that looks good :)
Fate
GM, 4093 posts
Roll for dodge!
Wed 19 Aug 2020
at 02:00
  • msg #229

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 228):

Ok, the underground base where the infantry launched from has 3 infantry divisions in it, maybe four. You are not sure of any specialists though. An armoured squad is making its way there to reinforce them after their recent losses, but they are three days away. The defences in the hills are considerable.
Jack 'Patch' Flint
Pirate CO, 136 posts
Wed 19 Aug 2020
at 12:35
  • msg #230

Re: Rise of the Privateer

OOC: divisions, like in the realm of 100s?

Is it wise to attack a stronghold in the mountains defended by divisions with essentially 100 men?
Fate
GM, 4102 posts
Roll for dodge!
Wed 19 Aug 2020
at 20:49
  • msg #231

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 230):

Divisions is probably the wrong word...the stronghold has about 30 men. Possibly a couple of specialists, but they are well down on numbers. You will need to be clever to keep your own losses down, but the Vilani are not likely to just leave a stronghold empty! Siege strategies will apply, and strategies to keep your losses to a minimum would be wise...as would recon.
Jack 'Patch' Flint
Pirate CO, 137 posts
Wed 16 Sep 2020
at 07:45
  • msg #232

Re: Rise of the Privateer

OOC: Okay given the nature of the terrain, i think a full infantry contingent would be best.
 We can have 4 infantry units + 4 support units (I presume recon/machine gun/etc.) Ultimately they'll be working semi-independently of each other, but in 2s (1inf + 1 support). Overall they'll be coordinated to come from different directions (i.e. not all frontal, etc.) but will act within that grand strategy of inf + support.

In terms of 'tactics' stratgy. There's no need to rush, so a 'standard attack' wouldbe fine.
Fate
GM, 4280 posts
Roll for dodge!
Wed 16 Sep 2020
at 09:22
  • msg #233

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 232):

Ok, after consulting with your others, they recommend taking in a few Combat Engineer units. These are regular Infantry units specialized for siege work. Plus a unit of specialists for each infantry unit, so 5 infantry (3 riflemen and 2 Combat Engineers) and 5 specialists (1 ATGM, 2 Mortar and 2 gatling laser squads). Riflemen are your recon units.

As mentioned, the enemy is in an underground bunker in mountainous terrain. You could pick the weather: poor weather will reduce visibility, which works for you and for them.

3 x Riflemen (TS: 640, $60 K raise, $12K maint) x10 men, F, Rec
2 x Combat Engineers (TS: 640, $60 K raise, $12K maint) x10 men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4, (Arm)
2 x Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art
2 x Support Weapon (TS: (800), $50k raise, $10k maint)X3, F
Intelligence Analysis: 14, Strategy: 14
Terrain: Mountain, Terrain Bonus 4(2 underground),
TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm))
Your Men are Good Quality with Good Equipment.

You now have 3 options for Reconnaissance: You can either roll for it (Roll 3d6, mark it 'Recon'), role play it or just charge in without doing any (Roll a strategy for first round of battle!)! Only the Riflemen may be used if you want to role-play! This may give some indication of enemy defence bonus, ie the strength of his fortification and troops.

Just to be sure, a deliberate attack is the only attack that reduced the bonus gained from a Defence bonus, and since you have artillery units, may even give some bonus to the strategy roll as well.
This message was last updated by the GM at 09:30, Wed 16 Sept 2020.
Jack 'Patch' Flint
Pirate CO, 138 posts
Mon 28 Sep 2020
at 06:32
  • msg #234

Re: Rise of the Privateer

OOC:

Aye that makes sense. I really think reduced visibility helps us more than it helps them (mechanically, im not sure ) but... ultimately, as long as there isn't too much of a delay, then slightly reduced visibilty is fine.


Recon: 07:32, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,5,3.  recon.
Deliberate attack please: 07:32, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,1,5.  Tactics.

(Jack will lead from the front +2/+2)
Fate
GM, 4330 posts
Roll for dodge!
Mon 28 Sep 2020
at 08:21
  • msg #235

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 234):

For the recon competition, you were rolling against 15, so 1 under. They detected you easily well before you saw them, and the managed to dispatch forces to deal with what they hoped was a probing patrol. Despite hitting your forces as they were still dismounting the G-Carriers, the armour proves well able to hold off the attackers until your artillery could deploy, and they fell back with heavy casualties.

You will need to make a Leadership roll to rally the men and get them into formation before you can actually begin the attack!

[OOC: They actually achieved surprise, so you were caught before you were ready. However, to take advantage of surprise meant they had to attack, which meant they did not get to take advantage of their defences! A lucky break for you...given you lost the initiative badly! So badly, it enticed them into a mistake, which they are unlikely to repeat. But you did not get to see how good their defences were...]

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: ??, Position Bonus: +3, Casualties: 0% (0), Strategy: Skill +2 (Skirmish), Risk: 0

Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 0% (0), Strategy Rally, 14 +12 -2(Rally), Risk +2; Total 26, rolled 11, 15 under.

Result: You win significantly. They loose 20% casualties, you loose 5%.

27 of March, 2179
This message was last edited by the GM at 11:05, Mon 28 Sept 2020.
Jack 'Patch' Flint
Pirate CO, 139 posts
Thu 8 Oct 2020
at 14:40
  • msg #236

Re: Rise of the Privateer

The offensive had appeared to go well despite some initial setbacks, and Jack pushed ahead with the group to which he was attached. He hoped that they could break through without weakening their own forces too much. The area was particularly valuable, he thought and the enemy's reinforcements would be short in arrivl, he felt.

"Come on, lets get going! he shouted to those around him, expecting that the comms personnel relay messages and plans as usual.



15:40, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,3,6.  Leadership.


Fate
GM, 4385 posts
Roll for dodge!
Fri 9 Oct 2020
at 03:18
  • msg #237

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 236):

You gather for forces quick enough to be able to attack them as they attempt to withdraw. What attack strategy do you use? Also roll a Strategy roll for how successfully you pull it off!

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: ??, Position Bonus: +3, Casualties: 0% (0), Strategy: Skill +2 (Skirmish), Risk: 0

Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 0% (0), Strategy ???, 14 +12, Risk +2;

27 of March, 2179
This message was last edited by the GM at 03:18, Fri 09 Oct 2020.
Jack 'Patch' Flint
Pirate CO, 140 posts
Sun 1 Nov 2020
at 16:02
  • msg #238

Re: Rise of the Privateer

Reassured by the enemy's retreat, Jack pushed the men hard enough to keep them on the run and not give them opportunity to turn and dig in."Go! Push hard!" he called out as he spurred the men on.

OOC:

All out attack please!
16:01, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,2,6.  Strategy.
Fate
GM, 4467 posts
Roll for dodge!
Thu 12 Nov 2020
at 08:06
  • msg #239

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 238):

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 0, Position Bonus: +3, Casualties: 20% (-4), Strategy: +8 (Full retreat), Skill +7 (All out attack), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 5% (-1), Strategy +2, 14 +13, Risk +2; Target 29, Rolled 14, so 15 under

Vilani casualties this round: 20%. Your casualties: 0%

You chase them back fiercely inflicting more casualties before they can reach their bunker. Unfortunately, the rounds firing back indicate the the rest, just 60% of the force that attacked you, does indeed reach the safety of their fortifications. Initial encounters indicates a strong defensive position (Defence bonus of between +8 and +20, hard to gauge...)

27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 142 posts
Fri 20 Nov 2020
at 21:27
  • msg #240

Re: Rise of the Privateer

OOC: IS there anything viable in terms of attack?
Fate
GM, 4519 posts
Roll for dodge!
Fri 20 Nov 2020
at 23:01
  • msg #241

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 240):

This is now becoming a siege. The defences here are well prepared, so tactics such as deliberate attack or skirmish to sound out the enemy defences would be well advised. The casualties you have caused will help you a lot, and capturing some of the injured, with an interrogation roll, could help as well.
Jack 'Patch' Flint
Pirate CO, 145 posts
Sun 3 Jan 2021
at 15:36
  • msg #242

Re: Rise of the Privateer

Jack didn't like how the battle was going, but decided to keep on at it, becoming more delibareate in their assault and aiming to whittle down the defences as best as possible.



OOC:

nothing i guess :)
15:36, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 3,6,6.  interro.


Deliberate standard assault.
Fate
GM, 4739 posts
Roll for dodge!
Mon 4 Jan 2021
at 06:28
  • msg #243

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 242):

Yes, they give up very little information. You reform, and begin a deliberate attack. The enemy does likewise, reforming to form up a deliberate defence. Now they are back in their defensive postions, they will be tougher, but the casualties inflicted will help you.

Need to roll for the round.

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 20% (-4), Strategy: +1 (Deliberate defence), Target = Skill +9 (All out attack), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 5% (-1), Strategy +1, +13(Type bonii), Risk +2; Target Skill (14+1+13+2-1=29, Rolled ??

Vilani casualties this round: 20%. Your casualties: 0%

1500, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 146 posts
Wed 6 Jan 2021
at 12:18
  • msg #244

Re: Rise of the Privateer

Roll:
12:18, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,5,1.  Strategy.
Fate
GM, 4748 posts
Roll for dodge!
Wed 6 Jan 2021
at 12:52
  • msg #245

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 244):

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12/2=6, Position Bonus: +0, Casualties: 20% (-4), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 5% (-1), Strategy +1, +13(Type bonii), Risk +2; Target Skill (14+1+13+2-1=29, Rolled 11, so 18 under

You won significantly, suffering 10% casualties in exchange for 30% enemy Casualties.

Vilani casualties after this round: 50% (-10). Your casualties: 15%(-3), Position Bonus increases by +2

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 50% (-10), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 15% (-3), Strategy ?, +13(Type bonii), Position Bonus +2, Risk +2?; Target Skill (14-3+?+13+2+2?=28?

Need a Strategy type and a roll for the next round!

1530, 27 of March, 2179
This message was last edited by the GM at 07:49, Thu 21 Jan 2021.
Jack 'Patch' Flint
Pirate CO, 147 posts
Sat 20 Feb 2021
at 11:57
  • msg #246

Re: Rise of the Privateer

"Alright everyone let's push our advantage! Get going! GEt get! he called out, pushing ahead at the front and hoping to land the final blow on the enemy position.


OOC:

Dedicated attack, Jack will be 'high risk' (+3)

11:57, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 6,6,4.  Strategy.
Fate
GM, 4983 posts
Roll for dodge!
Sat 20 Feb 2021
at 22:48
  • msg #247

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 246):

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 50% (-10), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 15% (-3), Strategy +2, +13(Type bonii), Risk +3; Position Bonus: +2, Target Skill (14-3+2+13+3+2=31, Rolled 16, so 15 under

You push your men hard. The enemy are outnumbered and fighting back in the planned methodical way they have been trained, inflicting considerable losses against the all out assault that they have trained for. You push forward, but your impatience has cost many men. You suffer 20% casualties in exchange for 30% enemy casualties.

Vilani casualties after this round: 80%. Your casualties: 35%(-7), Position Bonus increases by +2

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 80% (-16), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 35% (-7), Strategy ?, +13(Type bonii), Position Bonus +2, Risk +2?; Target Skill (14-3+?+13+2+2?=28?

Need a Strategy type and a roll for the next round!

1600, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 148 posts
Sun 21 Feb 2021
at 01:04
  • msg #248

Re: Rise of the Privateer

Jack had pressed them hard, and while his own men had taken many casulties, he noted the litter of dead enemies across the battlefield. Jack grinned at the carnage and felt it was unecessary to retreat, given the advantage they seemed to have. Though he wouldn't want to lose 'every man' only let them leave the battlefield bloodied and feeling as if they had truly achieved something.

"Lets press our advantage!" he called out.

"If they surrender, take prisoners!" he called out again. In reality, he didn't have a use for prisoners and would likely just have them dealt with in the easiest way possible - cordoned in a room with an explosive. He'd probably have to interrogate a few of the higher ranking officials too. The reason he'd caleld it out, and repeatedly did so was to offer the enemy an escape without the prospect of death. An enemy on the verge of breaking may offer to lay down arms instead of fighting to the bitter end and ultimately it helped to weaken their resolve.

OOC:

Standard Attack (not all out)

Jack will take full risk again! Leading from the front.
01:04, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 1,3,1.  Strategy.

// I think this may be a critical success.

This message was last edited by the player at 01:04, Sun 21 Feb 2021.
Fate
GM, 4984 posts
Roll for dodge!
Sun 21 Feb 2021
at 01:53
  • msg #249

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 248):



Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 35% (-7), Strategy +0, +13(Type bonii), Risk +3; Position Bonus: +4, Target Skill (14-7+13+3+4=27, Rolled 5, so 22 under.

Your more conservative attack causes the enemy to expose themselves when they find themselves short of persons. You manage to overrun them without further casualties, with the last force surrendering.

You now have control of the fortress, and as you make yourselves secure, you gather up the injured from both sides. You have about 200 prisoners, most of which are injured, and you manage to find that most of your casualties are relatively minor, though some of the Armour will need some repairs.

This position is quite strong, offering a good defensive bonus (+12) due to the hollowed out mountain in which it is based, and the positions for the infantry support weapons you managed to capture. You start to treat your injured, with injuries in each unit shown in brackets. Due to the nature of the attack, the Engineers bore the brunt of the losses.

Some of the Vilani conscripts may, if treated properly and given the right incentives, be willing to change sides. But working that out is up to you. You know the 2IC managed to escape near the end with 5 other men, causing the collapse in the defences.

1 x Riflemen (TS: 640, $60 K raise, $12K maint) x6(2) men, F, Rec, suggested breaking up to operate the infantry support weapons.
2 x Riflemen (TS: 640, $60 K raise, $12K maint) x10(5) men, F, Rec
2 x Combat Engineers (TS: 640, $60 K raise, $12K maint) x8(4) men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4 (2), (Arm)
2 x Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art
2 x Support Weapon (TS: (800), $50k raise, $10k maint)x3(2), F

Captured, would need 6 men to operate
(2 x Support Weapon (TS: (800), $50k raise, $10k maint)x3, F)

1630, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 149 posts
Mon 22 Feb 2021
at 13:22
  • msg #250

Re: Rise of the Privateer

The day was won and JAck was glad and so he called up to the fleet to indicate they'd taken the fortress with some measure of "did you even question it?" undertone.

The pirate cast a glance on the injured, acceptable casulties, as he swaggered into the room holding prisoners. "Bring me the most senior officer here, I wish to question him" he said, and then led the way out to another room.




His ideas for questioning was to ask about the escaped 2IC, and question about the strategic positions of nearby forces, or any intelligence really. It'd give his subordinates some opportunity to offer the enemy some possibility of changing sides. Jack was loath to allow it, and indeed felt the need to punish severely anybody that took up arms against him - but in this case it made the most sense to give them opportunity to change sides, further demoralise the enemy and provide extra intelligence where needed - they could always be sent in first next time.

The promise of money was often a strong motivator.

"So, let us find out what you know, eh?" he said with a mirthless grin.
Villani Officer
NPC, 35 posts
Mon 22 Feb 2021
at 19:37
  • msg #251

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 250):

Fleet is happy to hear that you have taken the fortress. They ask about casualties, since intelligence suggests that another battalion about 150 strong is positioned about 5 hours from your position, and they have been alerted to the attack. They will send air strikes to intercept them, but you should consolidate your defences.

The man is angry, but not particularly helpful.

Roll against whatever skills, including interrogation, you wish to use to extract information from him. He is adamant that you will be routed out of here, just as he was.

You should also detail what you offer those who are willing to change sides, as long as they don't have to fight directly. They are conscripts, basically, and do not have major philosophical differences with the government. They just don't care for war.

1730, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 150 posts
Tue 23 Feb 2021
at 09:34
  • msg #252

Re: Rise of the Privateer

Jack didn't like the attitude of the man he was interrogating, and the first moment he felt the man's response was not sufficiently reverent or indeed helpful, Jack flipped his pistol in his hand and took a full stepping swing at the man's face, to smash it.

He hit only once though, to make the point. "Maybe you should be more helpful and save us both the dance of this... he said, wiping off the handle of his gun.




Elsewhere, he'd left instructions with some of his officers that people expressing willingness to join the cause will be offered the same package as everyone else. They get a share, like anyone else - excepting this campaign however, or the ones where they'd fought against Jack.




09:32, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  intimidation (+1 callous)(+4 violence).

Fate
GM, 4991 posts
Roll for dodge!
Tue 23 Feb 2021
at 09:56
  • msg #253

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 252):

The officer responded with fear, perhaps even resignation.

"The senior surviving officer has gone to the nearest battalion. They have 200 men, 5 Medium tanks and air support, as well as 10 APCs. They will be here tomorrow to kick your ass, you can count on it."

However, when pressed, you identify that the location is some distance away. These tracked vehicles will not be here until tomorrow evening at the earliest. Probably later.

Riflemen x10 (each with 10 men) 640x10 =   6400,     F, Rec
Personnel Carrier x5            800x5  =   4000,     Cav, F, T1
Main Battle Tank x5             4000x5 = 20,000,     Arm, Cav, F

Your forces
1 x Riflemen (TS: 640) x6(2) men, F, Rec, suggested breaking up to operate the infantry support weapons.
2 x Riflemen (TS: 640) x10(5) men, F, Rec
2 x Combat Engineers (TS: 640 x8(4) men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4 (2), (Arm)
2 x Mortar Team (TS: (800))x4, Art
2 x Support Weapon (TS: (800))x3(2), F

Captured, would need 6 men to operate
(2 x Support Weapon (TS: (800), $50k raise, $10k maint)x3, F) Do you man these weapons?

You also have a defensive bonus of +12, and can call in air support.




Most men are not interested in long term. They are willing to help out now in order to get home quicker, but they don't want to hang around. If there is nothing in it for them this time, they will stay safely in prison and let you do the fighting. At least for now, where they stood to gain nothing.
Jack 'Patch' Flint
Pirate CO, 151 posts
Wed 24 Feb 2021
at 09:36
  • msg #254

Re: Rise of the Privateer

Jack put a bullet into the man for good measure and then turned back to the business at hand.

"Man those turrets, I'll call in support to remove the tanks" he said before initiating comms to fleet to update them on the situation. "While we hold well, and have a defensible position, if you wish to keep this fortress then I'd highly recommend taking out the incoming armour vehicles before they arrive.  While we can hold strongly, we're not at full strength, nor do we have the numbers to hold the fortress as effectively as might be possible

After updating and getting the reply back from command Jack decided to see about the prisoners. "We know you don't really have a dog in the race, and just want to get home to your families. So, here's the offer: There's an attack force coming in now and we're to repel them - by the time they get here I expect they'll have the shit bombed out of them already and be half a force and already on the edge of breaking - when we win, if you've helped you can go home, or stick around, your choice. Either way, you'll be out of the fight and free to do whatever you want and not have to to fulfil their conscription numbers.

If you don't want to fight, that's also fine; you can sit in here until the fighting is done and see how you fare.

This message was last edited by the player at 09:37, Wed 24 Feb 2021.
Fate
GM, 4995 posts
Roll for dodge!
Wed 24 Feb 2021
at 10:32
  • msg #255

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 254):

You shoot him, and have some men carry the body out. Given the lack of entrances, the rest of the prisoners see the body being removed. It does not make them more receptive to staying with you.

Contacting the fleet in orbit goes much better. They will have an airstrike here within the hour.

Roll 1d6-1 twice, once for the tanks and once for the APCs to give the number of vehicles destroyed or disabled by the airstrikes before they reach you. There are 2 Rifleman units in each APC.

You send the men to man the weapons left behind by the Vilani. That will aid somewhat in the defences. Raiding the medbay for drugs to aid healing will ensure most of your men are back in combat shape. At least for the fight.

With news that there is an attacking army coming, many expect you to loose and want to keep their heads down, but a number offer to assist as unarmed medics if you will let them go after the fight. Some of your men actually would prefer not to hand the enemy behind them weapons, but as medics they are not opposed.

Enemy:
Riflemen x10 (each with 10 men) 640x10 =   6400,     F, Rec
Personnel Carrier x5            800x5  =   4000,     Cav, F, T2
Main Battle Tank x5             4000x5 = 20,000,     Arm, Cav, F

TS: 2080x5 + 4000x4, 640x10 Recon (=TS F, 800x5+4000x5 Cav, 4000x5 Arm)

Your Forces:
2 x Riflemen (TS: 640) x10(1) men, F, Rec
2 x Combat Engineers (TS: 640 x8(1) men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4, (Arm)
2 x Mortar Team (TS: (800))x4, Art
4 x Support Weapon (TS: (800))x3, F
Intelligence Analysis: 14, Strategy: 14
Terrain: Mountain, Terrain Bonus 4(2 underground), defensive bonus of +12,
TS: 5120, 2560 Recon (2560 Eng, 11,520 F, 3200 Art, 3840 (Arm))
Your Men are Good Quality with Good Equipment.

Are you suggesting sending an expeditionary force beyond the safety of the fortress (as the Vilani did) to attack the tanks before they get here?
Jack 'Patch' Flint
Pirate CO, 152 posts
Thu 25 Feb 2021
at 14:23
  • msg #256

Re: Rise of the Privateer

Jack agreed to unarmed medics, and made a mental note to punish those that had fought against him and then not redeemed themselves. (OOC: He'll lock them in a room afterwards and throw a few grenades in etc. - let it not be known that Jack is unfair)



"Now, we've set up and we have an airstrike coming in, hopefully that'll take out a bunch of the vehicles, and level out the playing field. Everybody get to position, and think of the glory your victory here will manifest! he called out


OOC:

Dedicated /fortified defence

14:21, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 3,1,1.  Strategy.
14:22, Today: Jack 'Patch' Flint rolled 1 using 1d6-1 with rolls of 2.  APC.
14:22, Today: Jack 'Patch' Flint rolled 4 using 1d6-1 with rolls of 5.  Tank.


No expeditary force, relying on the airstrike to do damage. The combat engineers, if they can set up some traps/mines/etc. would be good though.

Fate
GM, 4999 posts
Roll for dodge!
Thu 25 Feb 2021
at 20:26
  • msg #257

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 256):



Enemy:
Riflemen x10 (each with 10 men) 640x8 =   5,120,     F, Rec
Personnel Carrier x4            800x4 =   3,200,     Cav, F, T2
Main Battle Tank x1              4000 =   4,000,     Arm, Cav, F

TS: 12,320, 5120 Recon (12,320 F, 7200 Cav, 4000 Arm)

Your Forces:
2 x Riflemen (TS: 640) x10(1) men, F, Rec
2 x Combat Engineers (TS: 640 x8(1) men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4, (Arm)
2 x Mortar Team (TS: (800))x4, Art
4 x Support Weapon (TS: (800))x3, F
Intelligence Analysis: 14, Strategy: 14
Terrain: Mountain, Terrain Bonus 4(2 underground), defensive bonus of +12,

TS: 5120, 2560 Recon (2560 Eng, 11,520 F, 3200 Art, 3840 (Arm))
Your Men are Good Quality with Good Equipment, double strength.

Ratios
TS     2.4 : 1, Vilani favour  +4
Recon    2 : 1, Vilani Favour  +1 to recon contest
Eng      Only You              +3
F     1.06 : 1, Vilani Favour  0
Cav      Only Vilani           Siege in poor terrain, not useful, 0
Arm   1.04 : 1, Vilani Favour  0
Art      Only You              +3

Hence, despite their numbers, the variety and composition of your troops gives you an additional +2 (plus the +12 defensive bonus of the fortress) for a total of +14 overall while you select DEFENSIVE tactics. Any attack puts you outside the fortress...and you loose the +14 bonus, and may even give them the +3 for cavalry superiority.

Since your position is known (thanks to the escaping enemy 2IC) and their position is known (tahnks to the airstrike) there is no point rolling recon contest.

The enemy selects Deliberate attack to halve that scary +12 defensive bonus you have.

Enemy Roll: Target = skill  +1 (Strategy) -0 (Casualties) +0 (Risk) = ??

Your Roll: Target = Skill (14) +2 (Type) +6(DB) +? (Strategy)- 0 (Casualties) +? (Risk) =

What Tactic and Risk factor do you select for the first round?
Jack 'Patch' Flint
Pirate CO, 153 posts
Fri 26 Feb 2021
at 07:58
  • msg #258

Re: Rise of the Privateer

OOC:

I made the selection for tactics in the last round, Just whatever 'deliberate defence' (full defence) is

14:21, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 3,1,1.  Strategy.

Jack's risk factor personally will be +2 this round.
Fate
GM, 5005 posts
Roll for dodge!
Sun 28 Feb 2021
at 19:59
  • msg #259

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 258):

Vilani Forces

TS: 12,320, 5120 Recon (12,320 F, 7200 Cav, 4000 Arm)

Your Forces

TS: 5120, 2560 Recon (2560 Eng, 11,520 F, 3200 Art, 3840 (Arm))
Your Men are Good Quality with Good Equipment, double strength.

Ratios
TS     2.4 : 1, Vilani favour  +4
Recon    2 : 1, Vilani Favour  +1 to recon contest
Eng      Only You              +3
F     1.06 : 1, Vilani Favour  0
Cav      Only Vilani           Siege in poor terrain, not useful, 0
Arm   1.04 : 1, Vilani Favour  0
Art      Only You              +3

Ok, you are both being deliberate!

The enemy selects Deliberate attack to halve that scary +12 defensive bonus you have.

Enemy Roll: Target = skill  +1 (Strategy) -0 (Casualties) +0 (Risk) = ??

Your Roll: Target = Skill (14) +2 (Type) +6(DB) +1 (Strategy)- 0 (Casualties) +2 (Risk) = 25, rolled 5. 20 under.

The Vilani attack is solid, but predictable. You have men in place to take out the tank, and they do so. The others following them are then cut down with the heavy weapons, some captured from the fortress, and the enemy suffer heavy casualties.

Casualties: Vilani: 40% (-8), you, 0%

Their next round they attempt to use the same deliberate attack once again...from a different angle.
Jack 'Patch' Flint
Pirate CO, 154 posts
Thu 4 Mar 2021
at 00:03
  • msg #260

Re: Rise of the Privateer

Seeing that they were working to defend well, Jack decided to continue in the successful strategy and hold defence as long as possible.

OOC:

00:03, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,3,3.  Strategy.
Fate
GM, 5028 posts
Roll for dodge!
Thu 4 Mar 2021
at 01:47
  • msg #261

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 260):

Ok, you are both being deliberate again!

The enemy once again selects Deliberate Attack to halve that scary +12 defensive bonus you have.

Enemy Roll: Target = skill  +1 (Strategy) -8 (Casualties) +0 (Risk) = ??

Your Roll: Target = Skill (14) +2 (Type) +6(DB) +1 (Strategy)- 0 (Casualties) +2 (Risk) = 25, rolled 10. 15 under.

The attempt to flank you by the Villani fails when the command tank is hit. Lacking armour, the APCs are used as fire support...with disastrous results. The enemy, suffering even heavier casualties, starts to withdraw.

Casualties: Vilani: 85% (-17), you, 0%

They are trying to withdraw with heavy losses.
This message was last edited by the GM at 08:50, Thu 04 Mar 2021.
Jack 'Patch' Flint
Pirate CO, 156 posts
Sat 13 Mar 2021
at 15:44
  • msg #262

Re: Rise of the Privateer

Jack decided to make the enemy suffer and press his advantage. While they were withdrawing he commanded his forces to push hard, and stagger their retreat and kill them all while they ran


OOC:

Im not sure exactly what the correct 'strategy' is mechanically. But I want Jack's forces to fully commit to attacking them while they retreat, and maximise their losses.

15:44, Today: Jack 'Patch' Flint rolled 17 using 3d6 with rolls of 6,5,6.  Strategy.

damn :D
Fate
GM, 5074 posts
Roll for dodge!
Sat 13 Mar 2021
at 22:07
  • msg #263

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 262):

That strategy would be either an Attack or All-Out Attack strategy (loosing your defensive bonus). I will go with the former, as I assume you would not be so reckless just yet.

The Enemy are employing a desperate fighting retreat.

Enemy Roll: Target = skill  +7 (Strategy) -17 (Casualties) +2 (Risk) = ??

Your Roll: Target = Skill (14) +2 (Type) +0 (Strategy)- 0 (Casualties) +2 (Risk) = 18, rolled 17. 1 under.

A junior officer takes over commanding the retreat, and most uncharacteristically, he puts himself in the rear to try to buy tie for his men to escape. It is a brave ploy, but their casualties suffered are too great and your push forward, though costing a few injuries as your men leave their defenses, surround the remaining attackers and they are taken down. You loose 5 men as they fight to the end, but all are now injured or dead.

Casualties: Vilani: 100% , your casualties; 5 dead, 6 injured.
Jack 'Patch' Flint
Pirate CO, 157 posts
Thu 18 Mar 2021
at 19:11
  • msg #264

Re: Rise of the Privateer

The battle was over, finished and they had decimated the enemy. His force's losses had been minimal  and so he was happy with the result.

"Lets have a look what treasures we have in this place..." he said, opting to search the fortress for anything of use before officially handing it over to those more willing to make use of it.

With this battle won, and the victory sealed, Jack expected at least some acknowledgement from his peers at his hard-earned victory and smiled inwardly as he knew he'd taken a step further towards advancing his own personal power.

"Prepare transports after we've searched the place" he said, wishing to return to his ship sooner rather than later.
Fate
GM, 5110 posts
Roll for dodge!
Thu 18 Mar 2021
at 19:36
  • msg #265

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 264):

The reward for work well done is...more work! You are recognized as capable, having captured the fortress and held it, and are promised more men, for the purposes of winning more battles!

The fortress is a very defensible position, and you are asked to hold it for another week, as other similar battles are waged throughout the planet. Despite the control of space and air, the local battalions, with the best of the equipment, continue to fight bravely. Then you are given new orders...to leave the fortress and head to the nearby city to capture it. The forces there are not known, but may be as many as 1000 irregular troops, and perhaps 200 trained troops.

You will be given additional forces, and it is recommended you leave some men in the stronghold to hold it as well. Most of your injured men are recovered or evacuated. Additional forces are expected to be Tanks, APCs and about 200 Riflemen, but are not as experienced. Please select forces to leave behind.

Your Forces:
2 x Riflemen (TS: 640) x10 men, F, Rec
1 x Combat Engineers (TS: 640 x11 men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4, (Arm)
2 x Mortar Team (TS: (800))x4, Art
4 x Support Weapon (TS: (800))x3, F
Intelligence Analysis: 14, Strategy: 14
Expected Terrain: City, Terrain Bonus ?
TS: 5120, 2560 Recon (1280 Eng, 11,520 F, 3200 Art, 3840 (Arm))
Your Men are Good Quality with Good Equipment.

08 of April, 2179
Jack 'Patch' Flint
Pirate CO, 158 posts
Wed 24 Mar 2021
at 10:48
  • msg #266

Re: Rise of the Privateer

Jack frowned at the notion he was to hold the fortress further "The Starshine is my place. Ill give you a week and no more" he said and so he did. He had everyone manage their shifts and ensure the fortress was well defended but the time on solid rock didn't do well for Jack and so he felt restless.
Fate
GM, 5141 posts
Roll for dodge!
Wed 24 Mar 2021
at 19:35
  • msg #267

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 266):

The week is to be used to prepare for the next assault, which you were asked to lead, as detailed above.

The first part of the preparation is deciding what forces to leave here to hold the fort, since they do not want to send another large force to capture it if you abandon it and others take it over. It is recommended leaving at least 10-20 men here, including Infantry support weapons (basically entrenched machine guns) and the anti-tank guided missile crew.
Jack 'Patch' Flint
Pirate CO, 159 posts
Wed 31 Mar 2021
at 15:24
  • msg #268

Re: Rise of the Privateer

Jack decided it was best to leave a skeleton team. Two support units and a unit of riflemen. They should be able to hold off any forces long enough for reinforcements to re-arrive. The rest he would take with him.



OOC:

2 support (heavy weapons) and 1 infantry to be left behind.
Fate
GM, 5171 posts
Roll for dodge!
Thu 1 Apr 2021
at 21:54
  • msg #269

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 268):

Your Forces:
5 x Light Tanks (TS: 2000) Arm, Cav, F
10 x APC (TS:1600) Arm, Cav, T1
21 x Riflemen (TS: 640) x10 men, F, Rec
1 x Combat Engineers (TS: 640 x11 men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4, (Arm)
2 x Mortar Team (TS: (800))x4, Art
2 x Support Weapon (TS: (800))x3, F
Intelligence Analysis: 14, Strategy: 14
Expected Terrain: City, Terrain Bonus ?
TS: 44,160, 26,880 Recon (1280 Eng, 38,160 F, 3200 Art, 26,000/29,840 (Arm))
Your Specialists are Good Quality with Good Equipment.

Your expected enemy is anticipated to be 200 regular troops (20 Riflemen units perhaps, or some specialists?) and up to 100 irregular units. Recon contest may be needed to determine actual numbers.

15 of April, 2179
Jack 'Patch' Flint
Pirate CO, 160 posts
Fri 9 Apr 2021
at 13:09
  • msg #270

Re: Rise of the Privateer



OOC:
Recon Roll:
14:09, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 1,1,2.  recon.

/// ALLL RIGHT!
Fate
GM, 5197 posts
Roll for dodge!
Sat 10 Apr 2021
at 04:55
  • msg #271

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 270):

Your intelligence agents manage to capture a lone enemy agent. It turns out he was carrying a small computer back to to command with details of defences in the city you are directed to attack, as well as the neighbouring city.

There are the following:
2 medium tanks, recently repaired but still not fully functional.
20 units of riflemen
80 units of irregular troops

Nearby city has
30 units of irregular troops
5 units of engineers
Jack 'Patch' Flint
Pirate CO, 161 posts
Tue 13 Apr 2021
at 14:28
  • msg #272

Re: Rise of the Privateer

After squeezing the man for information, Jack pointed him in a direction with the barrel of his pistol and magnanimously told him "Get walking, if I see you again I'll have your hands cut off". He made sure that the man was walking in an opposite direction from the city, stripped of any useful belongings other than the basic survival requirements - water and  a pack.  He wasn't against killing the man, exactly, because if they captured other enemies he wanted them compliant enough to give intelligence - but he sure as hell wasn't going to let the man give them a heads up.



Jack thought it best to play this one safe. He didn't want to get squished between two forces, and so he thought it best to take out the city with tanks first. The goal was to flank the city from the side opposing the second city; it meant they wouldn't have to fight on two fronts.

JAck didn't like their medium tanks stacked up against his own light tanks, but given that they were damaged but he had the numbers and a team of anti-tank soldiers. It meant he certainly had the upper hand. The infantry fight would be won easily, he thought, set up his support teams in good places, let the infantry fire at their regulars and then have the mortars blow the irregulars to kingdom come - they would break quickly. Hopefully the fight could be won before any reinforcements came to relieve them.

In the worst case, he could have Starshine bombard the city from above.


"Do we have marksmen?" he asked one of the officers. E let them go in teams of two and get them high, aim for officers, hit the torso, wound if you can. Lets break them hard. he said

Then he held his arm out to be handed his rifle.

OOC:

15:27, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 3,2,6.  Strategy.
// Jack will personally take +2 risk. He'll be fighting in the front lines with their infantry, against the regulars.

// Strategy is 'dedicated attack' (just a good stnadard attack)

BTW, did you know there's a GURPS discord?
https://discord.gg/vk5GtQy

This message was last edited by the player at 14:29, Tue 13 Apr 2021.
Fate
GM, 5217 posts
Roll for dodge!
Wed 14 Apr 2021
at 08:31
  • msg #273

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 272):

Your Forces:
5 x Light Tanks (TS: 2000) Arm, Cav, F
10 x APC (TS:1600) Arm, Cav, T1
21 x Riflemen (TS: 640) x10 men, F, Rec
1 x Combat Engineers (TS: 640 x11 men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4, (Arm)
2 x Mortar Team (TS: (800))x4, Art
2 x Support Weapon (TS: (800))x3, F
Intelligence Analysis: 14, Strategy: 14
Expected Terrain: City, Terrain Bonus ?
TS: 44,160, 26,880 Recon (1280 Eng, 38,160 F, 3200 Art, 26,000/29,840 (Arm))
Your Specialists are Good Quality with Good Equipment.

Enemy Forces, location 1, Defence Bonus: +3
2 x Medium Tanks (TS: 2000) Arm, Cav, F
20 x Riflemen (TS: 640) x10 men, F, Rec
80 x Irregular troops (TS: 320) x10 men, F, Rec
TS: 42,400, 38,400 Recon,(42,400 F, 4,000 Cav, 4,000 Arm)

2nd Location, 5 miles away, approximately 2 hours away, on foot.
30 x Irregular troops (TS: 320) x10 men, F, Rec
5 x Combat Engineers (TS: 640 x11 men, F, Eng
TS: 12,800, 9,600 Recon (3,200 Eng, 12,800 F)

Ratios, initially only location 1
TS     1.04 : 1, Your favour   0
Recon  1.42 : 1, Vilani favour +1
Eng    Only You until location 2 joins, +3
Eng     2.5 : 1, Vilani Favour +1 After location 2 is engaged
F      1.11 : 1, Vilani favour 0
Cav     6.5 : 1, your favour  +3
Arm    7.46 : 1, Your favour  +3
Art     Only You              +3

Total Modifiers: Vilani: +2 (Defence Bonus) +1 (Eng, after location 2 engaged) = +4
Yours, +3 (Eng, until location 2 forces join) +3(Cav) +3(Arm) +3(Art) = +12
Hence, you have a Base +8 bonus to the Strategy roll.

Your Attack, Regular Attack, Skill 14+8(Above)+2(Risk) = 24, rolled 11, so 13 under.

Vilani Commander is choosing a deliberate defense.

Your Casualties: 5%, You need to roll over 5+2=7, Position Bonus +2. Penalty due to casualties: -1.
Their Casualties: 25%, rolled 12. Penalty Next round: -5

The call that you are attacking goes out almost immediately you make contact. The enemy is well emplaced, as you would expect, and they fight tenaciously, but your fast units, backed by tanks and mortars, and able to punish them through sheer force and speed. Despite being heavily outnumbered, you push into the city, making use of snipers once the higher buildings have been captured, and you are soon in a strong position, with a number of irregular troops surrendering when faced with the fast light tanks. Your scouts report that the group from location 2 will be in a position to assist these after 3 more rounds.
Jack 'Patch' Flint
Pirate CO, 163 posts
Thu 15 Apr 2021
at 08:47
  • msg #274

Re: Rise of the Privateer

Jack grimaced, but had expected it. At least the reserves were coming from the other side, and they wouldn't be pincered in.

"Right, they have reinforcements coming in. We need to push hard and win this first battle, so we can emplace.

Push hard! Kill 'em all!
he said shouting out.

Their flanking and superiority was apparent, and so he decided to push them hard, to take and hold the defensive place before the reinforcements arrived. It was a gambit, but he was willing to sacrifice the soldiers for the victory. If he'd do it, they'd do it and so he stood up from behind his cover and screamed out in anger while chugging bolt after bolt towards the enemy.

Jack was in the fight, he was enjoying himself and it took all his willpower to not just lose himself in the glorious chaos that was unfolding round him. The singularity of shooting enemy meant that all the grander considerations of strategy and planning. He fired, and fired and then pushed forward with the rest of the men and fired some more.


OOC:

Jack's risk will be full +3
All out attack (I want to maximise the win, here, if it takes away any of our bonuses, then i dont want to do it. Ideally a move that will remove their bonus, or not deteriorate ours)

Here we go, fingers crossed:
09:46, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,4,4.  Strategy.

pretty decent

Fate
GM, 5224 posts
Roll for dodge!
Thu 15 Apr 2021
at 10:01
  • msg #275

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 274):

You push the attack hard, and manage to take both tanks out of the fight. As mortars fall on the command post, the enemies attempt to fall back and exchange ground for lives turns into a route as the experienced enemies are cut down under your superior firepower. However, as they are fleeing back towards the reinforcements that are coming towards them, you really only have this round to stop the remnants of this force joining the other force. Your large numbers of APCs and Light tanks are now causing massive damage to the retreating troops, which are seeming to melt back into the city.

Hence, you have a Base +8 bonus to the Strategy roll.

Your Attack, Regular Attack, Skill 14+8(Above)+2(Risk)+2(Strategy)-1(Casualties)+2(Position Bonus) = 27, rolled 9, so 18 under.

Vilani Commander is choosing a deliberate defense.

Your Casualties: 0%, Cumulative casualties: 5%, You needed to roll over 5+2=7, for last round, I rolled 8 on your behalf! Position Bonus +4. Penalty due to casualties: -1.
Their Casualties: 40%, Cumulative 75%, Fortunes rolled 9, so enemy command post hit! Penalty Next round: -13
Jack 'Patch' Flint
Pirate CO, 164 posts
Thu 15 Apr 2021
at 10:09
  • msg #276

Re: Rise of the Privateer

Pressing the advantage Jack continued to push hard, hoping to decimate the enemy as much as possible before they joined their reinforcements.

OOC:

Continue AoA


11:09, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  Strategy.

Fate
GM, 5225 posts
Roll for dodge!
Thu 15 Apr 2021
at 11:32
  • msg #277

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 276):

Your Attack, Regular Attack, Skill 14+8(Above)+2(Risk)+2(Strategy)-1(Casualties)+6(Position Bonus) = 31, rolled 6, so 25 under.

Vilani Commander is choosing a Full retreat.

Your Casualties: 5%,
Enemy Force, 100% casualties (Many melted back into the civilian population.)

You use your superior mobility to cut of those retreating, decimating the enemy forces before they are able to meet up with the other force. The other force is soon met, however they are still on the move when they engage your forward units in the semi-rural setting between the two settlements. Your troops are well placed to deal with them there, where the engineers are not able to take advantage of their skills.

Your Forces:
5 x Light Tanks (TS: 2000) Arm, Cav, F
10 x APC (TS:1600) Arm, Cav, T1
21 x Riflemen (TS: 640) x10 men, F, Rec
1 x Combat Engineers (TS: 640 x11 men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4, (Arm)
2 x Mortar Team (TS: (800))x4, Art
2 x Support Weapon (TS: (800))x3, F
Intelligence Analysis: 14, Strategy: 14
Expected Terrain: City, Terrain Bonus ?
TS: 44,160, 26,880 Recon (1280 Eng, 38,160 F, 3200 Art, 26,000/29,840 (Arm))
Your Specialists are Good Quality with Good Equipment, but you are wearing 5% casualties.

30 x Irregular troops (TS: 320) x10 men, F, Rec
5 x Combat Engineers (TS: 640 x11 men, F, Eng
TS: 12,800, 9,600 Recon (3,200 Eng, 12,800 F)

Ratios,
TS     3.45 : 1, Your favour  +6
Recon   2.8 : 1, Your favour  +1
Eng     2.5 : 1, Vilani Favour+1
F      2.98 : 1, Your favour  +1
Cav     Only You              +3
Arm     Only You              +3
Art     Only You              +3

Since both sides are moving, neither has any position bonus relative to each other. However, your type and numeric superiority give you a +16 advantage. The enemy immediately attempts to retreat back to the city.
Jack 'Patch' Flint
Pirate CO, 167 posts
Fri 16 Apr 2021
at 10:06
  • msg #278

Re: Rise of the Privateer

Now they were in open country, and didn't have the benefit of the city to defend themselves. But even if they did hole up, the enemy could just retreat and that did not please Jack.

"All work and no play make Jack a dull boy" he shouted out while laughing, feeling a shred of something resembling excitement at the prospect of securing another victory. Happiness was a feeling that Jack perhaps didn't quite feel the same way others did, but this was possibly as close as it got and he had personally killed near a dozen enemies. It was a good day indeed.

"Kill all of them, to the man and I'll give you a full day to take what you want from the city!" he said, feeling magnanimous and wanting to share his joy.

Intelligence had reported that the enemy had some engineers and were mostly comprised of infantry, irregulars too. They would be shown the error of warring against Jack. Jack had armour. Jack had heavy support. Jack had mortars.

"Go!"


OOC:
// encouragement with promise of pillage
11:05, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,4,2.  Leadership.

// I knew it!!
11:05, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 6,4,6.  Strategy (all out attack).

// Jack will take +3 risk.


Fate
GM, 5234 posts
Roll for dodge!
Fri 16 Apr 2021
at 11:02
  • msg #279

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 278):

Your Attack, Regular Attack, Skill 14+16(Benefits)+2(Risk)+2(Strategy)-1(Casualties) = 33, rolled 16, so 17 under.

Vilani Commander is choosing a Full retreat.

The enemies retreat is remarkably better ordered than the previous group, though they are not successful at disengaging entirely. They manage to restrict losses significantly, before returning to the outlying houses in the city, where they seem to melt away. You capture much of the equipment, though. Particularly the heavy engineering equipment.
Jack 'Patch' Flint
Pirate CO, 168 posts
Fri 16 Apr 2021
at 11:17
  • msg #280

Re: Rise of the Privateer

There was no reason to stop the retreat, and so Jack pushed his men further and faster, wanting to destroy the second army also.

OOC:

All out attack
Jack will be +3 again.
12:16, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,3,3.  Strategy.



// We should come up with names of the battles, so Jack can add them to his character description
// Victor of the Battle of X, <year/date>

Fate
GM, 5235 posts
Roll for dodge!
Fri 16 Apr 2021
at 11:40
  • msg #281

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 280):

As you push on, the enemy disappears into the settlement, completely dispersing.

The victors usually come up with the names!
Jack 'Patch' Flint
Pirate CO, 169 posts
Fri 16 Apr 2021
at 12:44
  • msg #282

Re: Rise of the Privateer

OOC:

Can you remind me of the names of the location, planet etc?
Fate
GM, 5236 posts
Roll for dodge!
Fri 16 Apr 2021
at 20:34
  • msg #283

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 282):

You are on Lemrukiri, fighting for Girii in one of the final battles. Pick some locations from the Ukraine for town names...I had not gone that far!
Jack 'Patch' Flint
Pirate CO, 170 posts
Sat 17 Apr 2021
at 10:15
  • msg #284

Re: Rise of the Privateer

For all intents and purposes the battle was won. Even if they managed to re-muster, they wouldn't stand a chance against his fort. However just to dissuade it Jack decided on a strategy to entirely devastate the opposition and send a message to those that would harbour his enemies.

"Starshine, come in. I will send you coordinates. Target the site with whatever you have, save at least fifty percent of our ordinance though but, blow the place into the next universe. he said, and the grinned.

"Now it's time to reap our rewards" as he turned the small army back to the city they'd just taken for some well-deserved sacking.




OOC:

OKay, so the goal here is to disengage the force from the army that's melted away and just have the Starshine bomb it as much as they can. I expect levelling a city would be difficult without dropping some high mass (asteroid, etc) objects on it. Or having some significant blast-force missiles/bombs. But ultimately the goal is to just cause as much destruction as possible - without expending all of the Starshine's ordinance.

The army Jack is currently commanding, on the ground, will move back to the city to begin fortification and pillaging. I expect a lot of wealth can be accumulated from ransacking a city, plus it'll give the crew and Jack's followers full license to do what they want and ultimately endear them to his cause and command. It's a tactical move to garner more support from under his command.

As per usual, Aside from 'filling your pockets' all loot must be given to the Captain for divvying up as per agreements.




Victor of:

Battle of the Fortress of Vinnitsa
Battle of Nikopol and Alchevsk


(need something for the space battle)

Fate
GM, 5243 posts
Roll for dodge!
Sat 17 Apr 2021
at 10:36
  • msg #285

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 284):

"The most destructive thing we can dp, short, of nukes, is to use beam weapons to create a firestorm, sir. It is frowned upon, but if they are just waiting to attack when you leave, we can justify that I suppose."

Once your forces have withdrawn, they begin firing. It takes some time, during which civilian pour from their homes and out of the city, with thousands getting killed or badly burnt during the process.

The result is that as you are pillaging the other city, many of your men are set upon by civilians (you loose a total of 10 riflemen, 1 during the fighting and the other nine during the unrest), but you do manage to gather significant loot (approximately $4 million dollars worth, after your men took their share as well) which does cause the men to like you more, though the anger caused by firestorming the other city kind of negates that.

Command also hear of the unrest caused by the orbital attack, and order your ship to stop it at once. You are congratulated on your success, but criticized for the orbital attack. Can't keep everyone happy, apparently.

Your orders to prepare for departure from the city come soon after, and a 'peacekeeping' militia are deployed to hold both the fort and the cities.


16 of April, 2179
Jack 'Patch' Flint
Pirate CO, 171 posts
Sat 17 Apr 2021
at 12:52
  • msg #286

Re: Rise of the Privateer

Jack looked at the comms unit and the command to cease the firestorm and shrugged. So what if they didn't agree with his method, the purpose was clear, to set the toll of conflict too high for people to oppose him with any sincerity. At least the message had clearly made its mark, and so he did relent and call off the firestorm.

Jack chuckled at the gathered force of the civilians, and admired their resolve to defend the city or at least their properties and family from the carnage but ultimately it paid not much of a second thought. He just strolled through the city watching the burning and his men run around with their arms filled with bounty. In that moment, he felt alone in the universe, almost above it and looking down with an objective disembodied awareness. Something small in the grand scheme of history, that piece by piece was building to a legacy he dared not settle his gaze onto for fear of jinxing it.

When the men were spent He ordered the force, back to the Starshine where he promptly checked the accumulated loot.

"Well done boys and girls. You have done me proud, and now we're all richer for it! he said while walking back to his own quarters.


OOC:

Could I make some kind of leadership role to actually see the reaction of my crew? I guess the 'pillaging' and 'firestorm' would be negative and positive modifiers to the final skill right?

Overall though, even if they dislike it I think the actions of essentialyl two additional wins from battle, and a lot of loot is pmaybe worth rolling to see how more loyal they become to jack.

Fate
GM, 5244 posts
Roll for dodge!
Sat 17 Apr 2021
at 21:46
  • msg #287

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 286):

To be fair, with the finances I have kind of handwaved it to avoid getting bogged down in accounting. There were captured ships, and there were wages, repairs and a good many other expenses, none of which I have really kept track of, so I have taken the approach to say they cancel each other out, unless you want to go back and add them all up, then I will go back and estimate expenses....your call.

Cash can be spent on new Military units that would answer to you, rather than your superiors. At the moment, you have just 6 Riflemen units (60 men). See gear available for troop types and costs...raising quality of troops to Elite requires battle experience...so you could raise 5 units of Riflemen (those that had been with you from the first attack on the base). For Riflemen, that will cost $60,000 to raise them from good Quality to Elite quality. You also do not have any specialist teams of your own, though some are assigned to you for now.

Then there is replacement of losses, and loot from previous battles, and of course loot from this combat.

With the loyalty of your men, feel free to make a roll, with a base +1 per victory (the last battle counts as one) since you took losses, but also gained loot. With the firestorm and the killing of captives, you gain a Social Stigma (War Criminal) worth -5, though lack of evidence prevents them from prosecuting you. Most are just assigned to you for now, but if you want to spend cash on recruiting some, then you can, and they will remain in your service (and you will have to pay wages) after the fight.

The battle on Lemrukiri was chosen because you can easily spend a long time here. The siege does not end until 02 Sep 2179 (Current date16 of April, 2179), but that is the interstellar picture. How the war progresses is very much up to the individuals. You were an untried Commander, so naturally they gave you obscure missions to see how you go. Obscure mission, almost by definition, have little impact on the 'grand' story, which makes them perfect for your introduction to Mass Combat.

Speaking of Introductions, I have given you the skill Strategy (Land), which you should actually have been using, and you have 4 more cp to spend on skills/advantages that you have used (or wealth, to keep some of the hard earned cash!), or to reduce disadvantages that have caused issues.

Duke is in the realm of possibilities, but not on Lemrukiri, since he is a starship engineer/inventor.
Jack 'Patch' Flint
Pirate CO, 172 posts
Sat 17 Apr 2021
at 22:09
  • msg #288

Re: Rise of the Privateer

OOC: Alright,  that all makes sense. So maybe to 'push the waters' of getting Duke to come on board somehow.

- Jack will spend some money trying to get himself some 'really nice gear'. He'll try and get hold of things that are awesome (this might get him to know about Duke's suit)

- Similarly, he'll have people search for anything that can be found that would help him to upgrade the Starshine.

- He will replace losses though.

- Jack will try to expand his own personal forces. Initially i thought it may be feasible to get a new ship - but they're way way too costly for what JAck has. His ship seems pretty maxed out, so I think any extra 'soldiers' would have to be permenantly landed. The fortress might make a good base of operations.

However what he will do is spend some money on hiring an absolutely 'elite' personal bodyguard, who he will ultimately try to make absolutely loyal to him.

- <b>Loyalty</i> 23:06, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,6,2.  Leadership.


Ultimately, Jack will return the forces to the Fortress, and start setting it up to be a friendly port. Then he will return to the Starshine and sit in orbit while gathering comms and intelligence.

See what the other forces want to do.
Fate
GM, 5245 posts
Roll for dodge!
Sun 18 Apr 2021
at 00:33
  • msg #289

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 288):

With regards to Duke, let me try to put things in perspective:

Duke works for AK Kalishnikov as one of his top scientists developing cutting edge combat technology. Kalishnikov, and indeed Duke, are loyal Terrans, and Terra is about to have another War with the Vilani Empire. You are a Vilani Pirate, war criminal even...yes, supporting Terra in your own fashion, but...

To put it into recent history, your status is like the Taliban fighting Russia, where Duke is like a top US weapons scientist. They might field test some stuff they have made and handed out to their troops, but your chances of getting your hands on their scientists for really new stuff? I hope you can see the challenge...it would be a significant undertaking to have Duke on your crew!

In keeping with the Vilani way of thinking, the best upgrade is...add another one, or make it bigger! Starshine is already pretty close to maxed out in terms of what is available to you, though capturing a larger vessel would be seen as a significant upgrade.

You can have up to 10 extra troops, but not that many of the specialist units have much less than 10 men. You could retrain one unit of riflemen and add 5 small specialist units, and still fit them. Hence, you could easily add 2x Support, 1xAA, 1x Anti tank and 1x Mortar units with ease, though only the support weapon would usually be useful in Ship to ship combat.

The fortress will have friendly units not so suited to combat assigned to it, and you will be directed to more hostile territory, where your...leadership and diplomacy style are more acceptable.

There are still plenty of regions to be fought over, so you are advised to recover your forces and gather what extras you can from among the populace in preparation for a counter-attack.

Now with options, so you are looking at spending cash to make your 5 Riflemen units elite? That would be $300,000. To upgrade their equipment from Good Quality to fine will cost $60,000 per units, or an additional $300,000, which is twice the normal cost to upgrade them in peacetime, because you are in the field.

You can upgrade any equipment to fine, using what is available from those you have captured, but since you are in the field, cost for equipment upgrades are doubled. So to raise the  2x Support, 1xAA,, 1x Anti tank and 1x Mortar units I talked about before, at Good Quality troops, will cost $347,000. But to give them Fine Equipment, normally costing as additional $173,500 (the base cost of the troops) will now cost an additional $347,000, raising the total cost to $694,000. That will bring the total to $1,294,000 for your 5 Elite Riflemen and Good Quality 2x Support, 1xAA, 1x Anti tank and 1x Mortar units, all with Fine Quality equipment, and all able to be carried on Starshine. If I understood you correctly, this is the type of elite cadre of guards you are looking for?

Of course, for such action, you might want to capture a Gashidda and modify it as follows:

AK Gashidda Planet Raider, Upgrade Cost M$26.5 Solars + M$130.4 Solars for small craft, 400 dTon Close Structure
(4.7G/Move:370, dDR:90, dHP: 62, dTons of Cargo Space: 2, SM:+9, Fuel: 2 Parsecs)
Crew:80 (Includes 40 Troops), Life Support: 80, Endurance: 9.2 weeks, 1x Workshops, 1x Sickbays
4x AK APC, 4x AK Modular Combo Fighter, 4x AK Light Modular Tank,
Weapons: 12xBeam,
Jack 'Patch' Flint
Pirate CO, 173 posts
Sun 18 Apr 2021
at 10:26
  • msg #290

Re: Rise of the Privateer

OOC: Alright!

Well i guess we have our next mission - lets see if we can capture us a bigger ship.
Fate
GM, 5249 posts
Roll for dodge!
Sun 18 Apr 2021
at 10:48
  • msg #291

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 290):

Let me know if you are taking up any suggestions, and/or purchasing any other units, before they send you in for the next region. Or are you volunteering for a Ship patrol mission, to patrol against rumoured incursions by other pirates trying to take advantage of the situation?
Jack 'Patch' Flint
Pirate CO, 174 posts
Mon 19 Apr 2021
at 07:28
  • msg #292

Re: Rise of the Privateer

OOC: lets restock the units andthen upgrade to elite. I was thinking maybe like 5-10 super elite personal body guard but i can certainly make this force his elite personal bodyguard instead.
Fate
GM, 5252 posts
Roll for dodge!
Mon 19 Apr 2021
at 08:29
  • msg #293

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 292):

There is no level of super elite, and new units are never better than Good. You only get the opportunity to upgrade them to Elite after several combats.

So, spending $1,294,000 to upgrade your 5 Elite Riflemen and recruit Good Quality specialist units, 2x Support, 1xAA, 1x Anti tank and 1x Mortar units, all with Fine Quality equipment.

That will leave you with M$2.52 and the following troops;

Your Forces:
Personal Troops [Maint: $235.3k per month, round up to $236k]
5 x Elite Riflemen (TS: 5x1920, F, Rec), x10 men  [Maint: 5x$28.8k]
2 x Good Support Weapon (TS: 2x(2000) F), x3 men  [Maint: 2x$22k]
1 x Good Anti-Aircraft Guided Missile team (TS: (2000) (Air)) x4 men [Maint: $16.5k]
1 x Good Anti-Tank Guided Missile Crew (TS: (4800) (Arm)) x4 men [Maint: $19.8k]
1 x Good Mortar Unit (TS: (2000) (Art)) x4 men [Maint: $11k]

The rest of the forces assigned to you are Good Quality, with Good Quality Gear
5 x Good Light Tanks (TS: 5x3000) Arm, Cav, F
10 x Good APC (TS: 10x2400) Arm, Cav, T1
10 x Good Riflemen (TS: 10x1280) x10 men, F, Rec
2 x Good Combat Engineers Vehicle (TS: 2x1280) x5 men, F, Eng, Cav
1 x Good Anti Tank Guided Missile crew (TS: (3840))x4, (Arm)
2 x Good Mortar Team (TS: 2x(1600))x4, Art
2 x Good Support Weapon (TS: 2x(1600))x3, F

Repairs are made to bring them back to operating condition. Some of the infantry has been left to garrison the fortress and the towns.

This gives you the following Strengths:
Total TS: 63,960, Rec: 22,400
F: 45,880
Art: 5200
Air: (2000)
Arm: 39,000 + (8640)
Cav: 41,560
Eng: 1280

Bearing in mind your reputation, command directs you to travel about 500 miles. To aid this, you find 10 wheeled trucks in the city you have just captured. They are not new, but in reasonable condition. They will permit the movement of infantry over long distances, and carriage of supplies.

All Terrain Truck, 200 K Solars, 5 dTons, Fusion Reactor
  (Wheeled (All Terrain)/Move:40, dDR:4, dHP:10, Seating: 24/12 and 15 ton cargo/ 30 ton, no PAX),
A versatile and cheap all terrain truck, these are often used as Troop carriers by the Vilani military, or as supply trucks by all armies, due to their versatile abilities.

Combat Engineers Vehicle, $240 k Solars, 14.65x10x8 (4 dTons)
Two of these were captured when the second force fled.
(Tracks, Move: 16, Armour, (Front, Rear, Sides, Top and Underside):40, SM:+3, HP: 140)
Sensors: 2, Fusion Power Plant, Gauss HMG

At your destination, a substantial force of Shigniid Dir Ugkin are known to be holding out. These unorthodox troops have been using guerilla tactics in the jungle areas to good effect, and repeated heavy air attacks have been unable to dislodge them, and have resulted in considerable loss of aircraft. They are not believed to have many tanks, but do have considerable anti-tank and anti-aircraft weaponry.

[OOC: They may be considered Elite forces, and are considered to have been 'gifted' considerable quantities of reasonable equipment in the engagements they have fought in so far. Numbers in reports vary from 50 units to 500 units. Forests are very green, and do not burn...that has been tried! There are known to be some swamplands as well. However, the forest areas are large, approximately 200 miles by 160 miles, and they are believed to be spread out within.

Nothing at all like Vietnam...any similarities are purely co-incidental!]

This message was last edited by the GM at 11:19, Wed 21 Apr 2021.
Jack 'Patch' Flint
Pirate CO, 175 posts
Fri 30 Apr 2021
at 13:51
  • msg #294

Re: Rise of the Privateer

OOC:
Could we build the 'super elite' personal bodyguard (A group of say 15 or watever) as allies instead? and kind of zoom in on them a little so they're not handled as a 'mass combat unit' so much as an ally group?
Fate
GM, 5290 posts
Roll for dodge!
Fri 30 Apr 2021
at 21:10
  • msg #295

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 294):

Even if they were allies, in mass combat they would still be handled as a unit or group of units in mass cambat. Of course, where numbers are smaller, they can be handled individually, but in mass combat situations, even you would be assigned as a unit if you were not the leader.

Really, your forces will form the core of your elite bodyguard in time, though some of them are not elite...yet.

Key NPCs may be purchased as allies, with specifics, but they need to be unique to get to be a unit on their own. Have you access to GURPs:Mass Combat?
Jack 'Patch' Flint
Pirate CO, 177 posts
Thu 27 May 2021
at 12:05
  • msg #296

Re: Rise of the Privateer

Jack didn't like the new commands, indeed he felt like he was being directed a little too much and with the next mission that much harder he wondered if he was being punished for his recent use of orbital bombardment. Either way, he made a mental note to deal with that problem later.

For now, he commanded the forces to move to the new city but stay outside while they could gather intelligence. He wasn't above using orbital bombardment again, especially if the geurillas were proving to he problematic, but thought that this could potentially be dealt with a better way.

"Set up outside the city, we'll assess the sitation before going in. I don't want to lose  half my armour by being hasty."

He wondered if he could turn the population against the geurillas, even though it might be difficult in lieu of recent events.
Fate
GM, 5391 posts
Roll for dodge!
Thu 27 May 2021
at 20:28
  • msg #297

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 296):

Indeed, Jack was being directed a lot, but then, he was working for the military, even if only for a short time. Whist they did provide legitimacy and pay, they also provided very concise direction.

The new city he was being directed against was much smaller, and most, if not all of the civilian population have left. Perhaps due to fear of Jack, but just as likely due to the harsh recruitment tactics of the local militia.

The surrounding area had a lot of hilly jungle, with a swamp on the north side of the city fed by a river that bisected the city.

Will need a recon roll to start off...
Jack 'Patch' Flint
Pirate CO, 178 posts
Thu 27 May 2021
at 23:08
  • msg #298

Re: Rise of the Privateer

OOC:
00:08, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 1,5,1.  recon.
Fate
GM, 5394 posts
Roll for dodge!
Thu 27 May 2021
at 23:48
  • msg #299

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 298):

Ok, to recap:

Your Forces:
Personal Troops [Maint: $235.3k per month, round up to $236k]
5 x Elite Riflemen (TS: 5x1920, F, Rec), x10 men  [Maint: 5x$28.8k]
2 x Good Support Weapon (TS: 2x(2000) F), x3 men  [Maint: 2x$22k]
1 x Good Anti-Aircraft Guided Missile team (TS: (2000) (Air)) x4 men [Maint: $16.5k]
1 x Good Anti-Tank Guided Missile Crew (TS: (4800) (Arm)) x4 men [Maint: $19.8k]
1 x Good Mortar Unit (TS: (2000) (Art)) x4 men [Maint: $11k]

The rest of the forces assigned to you are Good Quality, with Good Quality Gear
5 x Good Light Tanks (TS: 5x3000) Arm, Cav, F
10 x Good APC (TS: 10x2400) Arm, Cav, T1
10 x Good Riflemen (TS: 10x1280) x10 men, F, Rec
2 x Good Combat Engineers Vehicle (TS: 2x1280) x5 men, F, Eng, Cav
1 x Good Anti Tank Guided Missile crew (TS: (3840))x4, (Arm)
2 x Good Mortar Team (TS: 2x(1600))x4, Art
2 x Good Support Weapon (TS: 2x(1600))x3, F

Repairs are made to bring them back to operating condition. Some of the infantry has been left to garrison the fortress and the towns.

This gives you the following Strengths:
Total TS: 63,960, Rec: 22,400
F: 45,880
Art: 5200
Air: (2000)
Arm: 39,000 + (8640)
Cav: 41,560
Eng: 1280

All Terrain Truck, 200 K Solars, 5 dTons, Fusion Reactor, x 10
  (Wheeled (All Terrain)/Move:40, dDR:4, dHP:10, Seating: 24/12 and 15 ton cargo/ 30 ton, no PAX),

Combat Engineers Vehicle, $240 k Solars, 14.65x10x8 (4 dTons) x2
(Tracks, Move: 16, Armour, (Front, Rear, Sides, Top and Underside):40, SM:+3, HP: 140)
Sensors: 2, Fusion Power Plant, Gauss HMG

You are approaching a jungle area (with a small abandoned city) where the guerilla force is known to be hiding. Describe to me the precautions taken, and what your intentions are.

Recon Modifiers, Strategy 14, Intelligence Analysis 14, rolled 5 under, +6 for advantages, so they win by 4.]

16 of May, 2179
This message was last edited by the GM at 09:34, Thu 10 June 2021.
Jack 'Patch' Flint
Pirate CO, 179 posts
Sun 13 Jun 2021
at 09:32
  • msg #300

Re: Rise of the Privateer

Jack didn't like the prospect of having the move the force through a densly foliated jungle with geurillas in order to reach a destination overrun by rebels and scum. Also, the intelligence that they had a significant amount of anti-armour meant that steamrolling the area with tanks was perhaps a little hasty.

His first thought, while the company staged outside of the jungle was to send small teams of recon personnel in. Snipers ultimately, to gain an even better understanding of the enemy's movements. Once some time had been spent figuring out the enemy positions, the teams would be greenlit to go. Shoot, cause havoc and move. Killshots were not necessary but the feeling that snipers and bullets could come from anywhere was the intention. This process was to clear out an area and make it undesirably for geurillas to operate in a portion of the jungle, allowing the armour to move forward.


OOC: Sorry for the delays, I've been away on holiday and interviewing for new jobs and all that malarky!

Anyway actions:

 - stage the main force just outside the jungle, on the perimeter.
 - push as many as possible small recon teams into the jungle to do more observation.
 - Jack want's a good picture of enemy movements within the area between the force and the city (and adjacent areas).

10:32, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 5,1,2.  Strategy.


Fate
GM, 5459 posts
Roll for dodge!
Sun 13 Jun 2021
at 11:21
  • msg #301

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 300):

Fortunately the rebels are the destination, you do not need to pass through them.

Unfortunately they are expecting your observers, and there are light casualties on both sides, but your information is not good, and the groups reports seem to conflict with each other. Fortunately your heavy artillery restricted them from inflicting heavier casualties, though you cannot tell how much damage you inflicted in return. They are too mobile to get useful information though.

Total TS: 63,960, Rec: 22,400
F: 45,880
Art: 5200
Air: (2000)
Arm: 39,000 + (8640)
Cav: 41,560
Eng: 1280


17 of May, 2179
This message was last edited by the GM at 11:22, Sun 13 June 2021.
Jack 'Patch' Flint
Pirate CO, 180 posts
Sun 27 Jun 2021
at 20:08
  • msg #302

Re: Rise of the Privateer

Jack was frustrated with the results of his recon plan, he hoped that more intelligenc ewould have helped but in fact it didn't and so he considered perhaps a battle of attrition. He pondeed it and gathered some of the command officers he'd appointed during their campaign.

"Before I decide my next strategy I want an analysis from all of you" he said tersely. In the meantime he would have his artillery units bomb the city.

"Admittedly, I am of the thought of creating a firestorm over the city and its surrounding area, as my patience wears thin with these guerrillas.
Military Advisor
Mon 28 Jun 2021
at 09:38
  • msg #303

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 302):

"Sir, in this case the city, which is really only a small town, is largely irrelevant. That is a good thing...these guys are hiding in the swamp nearby, and they know their land well. A firestorm would be nice, but I doubt the swamp will burn. All the same, I suspect we have been sent to one of the few places orbital bombardment is not only acceptable, but may even be a good idea. I would advise slow advance, using orbital bombardment supported by mortars, to create enough destruction to try to get them to do something stupid, and have armour waiting for when they do."
Jack 'Patch' Flint
Pirate CO, 181 posts
Fri 2 Jul 2021
at 10:00
  • msg #304

Re: Rise of the Privateer

Jack smiled, a rare thing indeed infront of his men and nodded. "Make it so..." he said, before taking up his own position in the army.

HE would follow the plan in an effort to route out the enemy.
Fate
GM, 5512 posts
Roll for dodge!
Mon 5 Jul 2021
at 19:53
  • msg #305

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 304):

You are able to Contact your ship.

Roll an attack roll for the ship, vs a defense roll for the fighters.

Roll also a strategy roll if you wish to advance the men slowly forward to identify positions to target.
Jack 'Patch' Flint
Pirate CO, 182 posts
Tue 6 Jul 2021
at 12:37
  • msg #306

Re: Rise of the Privateer

OOC:

Alllll riiiighht, lets rock and roll!

13:37, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,4,2.  guns.
13:37, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,4,3.  Strategy.
Fate
GM, 5516 posts
Roll for dodge!
Wed 7 Jul 2021
at 20:32
  • msg #307

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 306):

The heavy bombardment does effect the enemy's ability to fight, though you find them them still surprisingly resilient. Your casualties are light (5%)  despite the heavy fire support, due to the enemy's willingness to close to close quarters and fight with knives!
Jack 'Patch' Flint
Pirate CO, 183 posts
Tue 20 Jul 2021
at 10:43
  • msg #308

Re: Rise of the Privateer

And let us deal death upon them from above" he said rather poetically watching the enemy rain down. It was glorious to behold and strengthened his resolve to take the place and claim it as his own.

The effectiveness of the bombardment wasn't quite what he had expected however and Jack heard reports from his men of the enemy closing distance and fighting up close. This suited him all the more. He liked to see his enemy, it felt a little more personal and intimate - but he would.

"Keep the bombardment's going, lets push more aggressively, meet them head on and be victorious"

OOC:

Jack will go high risk (right on the front line to engage with them) +3/+3

Full attack please.
Fate
GM, 5544 posts
Roll for dodge!
Tue 20 Jul 2021
at 20:52
  • msg #309

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 308):

Ok, so attack, or all out attack (which significantly increases casualties)?

Need a tactics roll either way.
Jack 'Patch' Flint
Pirate CO, 184 posts
Tue 20 Jul 2021
at 21:09
  • msg #310

Re: Rise of the Privateer

OOC: I intended attack .

22:09, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,3,6.  Strategy.
Fate
GM, 5545 posts
Roll for dodge!
Tue 20 Jul 2021
at 21:39
  • msg #311

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 310):

Glad I checked then!

The enemy seems to adopt a very mobile form of defence, negating much of the benefits of orbital bombardment.

Vilani Force: 50 x Elite Jungle Riflemen (TS: 50x1280 = 62,720, F, Rec), x10 men
 casualties 10% (-2), defensive bonus +6
F sup, 1.5:1, (0), total bonus:+4

Your force: TS: 63,960, Superiority in Art (+3), Arm (+3), Cav (+3), casualties 5% (-1), total bonus: +8+3(risk) =+11, skill 14, rolled 11, so 14 under.

You win, but not by as much as you anticipate. You gain a better position (+2), and inflict more casualties than you suffer, but only just. You suffer 10% casualties, inflicting 15%.

17 of May, 2179
Jack 'Patch' Flint
Pirate CO, 185 posts
Sun 25 Jul 2021
at 11:00
  • msg #312

Re: Rise of the Privateer

There's not much to do, Jack things other than to press the attack.


OOC:
12:00, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 3,3,1.  Strategy.
Fate
GM, 5558 posts
Roll for dodge!
Sun 25 Jul 2021
at 20:18
  • msg #313

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 312):

Vilani Force: 50 x Elite Jungle Riflemen (TS: 50x1280 = 62,720, F, Rec), x10 men
 casualties 25% (-5), defensive bonus +6
F sup, 1.5:1, (0), total bonus:+1

Your force: TS: 63,960, Superiority in Art (+3), Arm (+3), Cav (+3), casualties 15% (-3), position bonus +2, total bonus: +8 +3(risk) =+11, skill 14, rolled 7, so 18 under.

Once again you win, but not by as much as you anticipate. You gain a better position (+3), and inflict more casualties than you suffer, but only just. You suffer 10% casualties, inflicting 20%.

17 of May, 2179
Jack 'Patch' Flint
Pirate CO, 186 posts
Sun 8 Aug 2021
at 09:56
  • msg #314

Re: Rise of the Privateer

OOC: Is there a way to just bomb the whole area?
Fate
GM, 5580 posts
Roll for dodge!
Sun 8 Aug 2021
at 20:19
  • msg #315

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 314):

It can be done, but from the tunnels and bunkers you have found, it would be very limited in effect if you did not have boots on the ground to draw them out and direct the heat precisely.
Jack 'Patch' Flint
Pirate CO, 187 posts
Sat 14 Aug 2021
at 17:19
  • msg #316

Re: Rise of the Privateer

Jack stomped around for a bit considering what the best option was, but his patience was growing thin with the guerillas, and so he acted with a hint of rashness, deciding for his entire force to move in.

Ahead of the groups, he sent scouts to give them as much of an advanced warning as possible, but otherwise he'd move in.

He himself would be on foot, and with a small platoon clearing the area for armour.




18:18, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 2,5,2.  Strategy.




Fate
GM, 5590 posts
Roll for dodge!
Sun 15 Aug 2021
at 03:05
  • msg #317

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 316):

OOC: Understand. What type of strategy here? Just usual attack?
Jack 'Patch' Flint
Pirate CO, 188 posts
Sun 15 Aug 2021
at 08:37
  • msg #318

Re: Rise of the Privateer

OOC: Deliberate attack (it should half their bonus)
Fate
GM, 5593 posts
Roll for dodge!
Sun 15 Aug 2021
at 09:45
  • msg #319

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 318):

Deliberate Attack: This is a slow but carefully planned attack, aimed at reducing any advantage the defender has. It’s an option only in a pitched battle or a siege, and never available to a side that starts the battle confused. Any benefits that the defender would receive from Defense Bonus (but not Position Bonus) are halved, rounding up. This makes a Deliberate Attack extremely useful against well-prepared defenders. The attacker also receives a +1 battle strategy modifier – and if he has Artillery Superiority, he gets an extra +1. However, a Deliberate Attack is slow to develop, and thus allows the other side to change its strategy.

They once again employ a mobile defence.

Vilani Force: 50 x Elite Jungle Riflemen (TS: 50x1280 = 62,720, F, Rec), x10 men
 casualties 45% (-9), defensive bonus +3
F sup, 1.5:1, (0), total bonus: -3

Your force: TS: 63,960, Superiority in Art (+4), Arm (+3), Cav (+3), casualties 25% (-5), position bonus +2, Strategy +1, total bonus: +8 +3(risk) =+11, skill 14, rolled 9, so 16 under.

Your steady advance, using the heavy artillery to support your positions, works very well. Attempts to resist your troops are heavily punished, keeping your casualties to a bare minimum. None, in fact, while inflicting heavy casualties on the enemies. You inflict 35% casualties, for no loss of your own. Their casualties are now around 80%, while yours remain at 25%.

18 of May, 2179
Jack 'Patch' Flint
Pirate CO, 189 posts
Sun 15 Aug 2021
at 22:02
  • msg #320

Re: Rise of the Privateer

At last, Jack felt they'd had an impact on them, he himself had pressed into a small group of the enemy and popped off a few shots - they were running but Jack was sure he'd hit at least one or two of them. With the armour, he doubted they stood much more of a chance, and so he committed his attack fully.



OOC: Finish them off with All out attack please
23:02, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 1,3,2.  Strategy.
(maximum risk)
Fate
GM, 5594 posts
Roll for dodge!
Sun 15 Aug 2021
at 22:14
  • msg #321

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 320):

Vilani Force: 50 x Elite Jungle Riflemen (TS: 50x1280 = 62,720, F, Rec), x10 men
 casualties 80% (-16), defensive bonus +3
F sup, 1.5:1, (0), total bonus: -3

Your force: TS: 63,960, Superiority in Art (+4), Arm (+3), Cav (+3), casualties 25% (-5), position bonus +2, Strategy +2, total bonus: +9 +3(risk) =+12, skill 14, rolled 6, so 20 under.

The enemy attempts to deploy a force to hold you up while the rest attempt to retreat into the swamp, but they expose themselves to the long range guns of the armou you positioned on higher ground. Casualtie are heavy, and the attempt at an orderly retreat turns into carnage. There are no forces left that you can find by the time this maneuver is over.

19 of May, 2179
Jack 'Patch' Flint
Pirate CO, 190 posts
Wed 25 Aug 2021
at 21:04
  • msg #322

Re: Rise of the Privateer

while the remainder of the resistance force were being slaughtered by his men, Jack placed a booted foot on one stump above a fallen foe and looked down at it. "Resist me not... he said simply, knowing that there were three battles in the recent days that he'd won.

"Well done... see what plunder you can take" he informed the force.

The battle was won for now.
Fate
GM, 5616 posts
Roll for dodge!
Wed 25 Aug 2021
at 22:45
  • msg #323

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 322):

These fighters seem to be particularly poorly armed, many even with knives and weapons of all sorts. Your troops gather much of what they can, most of which goes to the men. Surprisingly, there are no vehicles, and you learn from the survivors that these were essentially prisoner battalions, made up from numerous prisoners, some of whom were even pirates in former lives. Hence, all vehicles were taken, o stop them trying to flee.

You hear nothing from command for now, other than congratulations for dealing with them.

20 of May, 2179
Jack 'Patch' Flint
Pirate CO, 191 posts
Tue 14 Sep 2021
at 07:49
  • msg #324

Re: Rise of the Privateer

Jack decided his campaign was over and that he should return to STarshine - but would keep orbit while he reassessed the local systems.
Fate
GM, 5643 posts
Roll for dodge!
Tue 14 Sep 2021
at 20:17
  • msg #325

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 324):

With the worst of the resistance defeated, most commanders agree that you are best to return to your ship, allowing more diplomatic commanders to deal with the remaining forces. You have about three months left of the siege... although it is becoming clear that the result has already been decided. By the time they finally surrender, you have just arrived back at the pirate planet of Lone Pine, though it is now seemingly an independent colony rather than a pirate colony.

Blackbeard invites you in to celebrate the result of your efforts, and to discuss the future.

02 Sep 2179, Lone Pine
Jack 'Patch' Flint
Pirate CO, 192 posts
Mon 6 Nov 2023
at 09:29
  • msg #326

Re: Rise of the Privateer

It took three months to return to Lone Pine and in that time the siege had completed. His own victories could have really been the punctuation of the conflict that turned the tides in favour of his allies. It was certainly a joint effort though and realistically, he wondered if he'd have won at all if he didn't simply have better forces on his side.

During the trip, the sentiment on Starshine was good, everyone was celebratory, eager to share out the plunder of the engagement and expecting more once the battle had been finally won. But there were some of his crew that perhaps seemed more cautious around him. The name he'd been given The Burner wasn't an insult, but did seem to reflect the darker nature of his psyche - but he held onto it. If his reputation grew, then so would his opportunities.

After a short period of reflection Patch spent much of his time celebrating, carousing. He drank and lived a hedonistic life - something he felt was the ultimate homage to one well lived in face of recent death.

Upon arrival, and as they approached their current home base Flint spoke.
"Alright boys and girls, here we are... back to the lovely place we can call home that is Lone Pine. You each have a week of free time. If you're late back, or cause me any trouble, I'll cut your share.

Otherwise, don't do anything I wouldn't do.
he said jovially over the intercomm.

Now was his time to visit Blackheard.
Fate
GM, 7703 posts
Roll for dodge!
Tue 7 Nov 2023
at 06:26
  • msg #327

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 326):

Blackbeards offices look more bureaucratic than a pirate office, but there are subtle differences only a trained eye would pick up. Like the towers with dark windows and gun ports that certainly housed snipers, and the relaxed dress code. But he was not one to be double crossed, that is for sure.

You are ushered in for modest but tasteful snacks while you wait, but the wait is not long. A lone suited gentleman comes in and invites you to the main hall. Several others are there as well, some captains you recognize, others you do not know. There is an empty seat not far from where Blackbeard himself sits.

02 Sep 2179, Lone Pine
Jack 'Patch' Flint
Pirate CO, 193 posts
Tue 7 Nov 2023
at 07:11
  • msg #328

Re: Rise of the Privateer

Jack chuckled at the aesthetic of Blackbeard's offices, more so when he noticed the sniper nests. This man perhaps was a touch paranoid, or at least desperate to ensure that every grain f power he took was well kept. It did feel like a pale shade compared to the Vilani look though and Jack couldn't quite tell whether it was a poor imitation of simply a parody. Perhaps it was neither.

Jack took some of the snacks while waiting and tipped them with is tongue to get a sense of their taste, then opted not to have them and put them. He made a face, as if unsure whether or not he would like them but had opted for abstinence. He didn't have much time, however, before he was ushered into the room.

"I hope I'm not late he said with a cocked grin, noting the single empty chair, that he made his way to.

While moving around the table, he nodded greetings to the other captains and then sat, leaning back in his chair and awaiting Blackbeard's address.
Blackbeard
Sun 12 Nov 2023
at 00:32
  • msg #329

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 328):

"Now that we are all FINALLY here, I can get to the matter that will bite us all.

We are pirates, though we have a planet of our own. Unless we want to become conquerors though, we need to make sure we have some friends. We have a good fleet, but a concerted effort by any regional governor has the potential to end that. Keeping jump tapes very discreetly has helped a lot with that, but we still benefit from trade. Particularly with Girii.

Now in recent years I have gone to great lengths to be friends with that government. Not just because they are close and have had hostile relations with many other regions, giving some credibility to our actions. To that end, our support of their military has seen some of you fighting in a war that is not ours, solidifying our relationship with them.

But they present another opportunity, as well as another threat. Terrans, a barbarian race that has in recent history challenged the might of Vland themselves. These humans possess technology that does not lock them to jump tapes. They have also been teaching Girii new ship designs, much to the chagrin of local governments and Vland themselves. They have the potential to be a real threat to us. Diplomacy and our actions have avoided that so far.

But there are pirates, claiming to be from here, that seem to be trying to disrupt that by hitting Girrian targets. I hope you can appreciate why I am very angry about this. This has to stop. Letting the Military stop this could mean they hit some of you, so I hope you appreciate why you should be the folk to put an end to them. Hunt them down, end them and see if you can give the evidence of the pirates to Girian law enforcement, so they know it is not us and they have the opportunity to identify who is really behind it. With evidence, since we have a good idea already for at least some of them.

Questions?
"

02 Sep 2179, Lone Pine
This message was last updated by the GM at 04:17, Sun 12 Nov 2023.
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