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01:12, 4th May 2024 (GMT+0)

Of on a Mission in Minnow II.

Posted by FateFor group archive 0
Sdian McGuire
Down and outer, 1002 posts
Sat 30 Oct 2021
at 01:55
  • msg #26

Of on a Mission in Minnow II

Nah, Low on cash right now, so going to skim a gas giant, but jumped here because that's where the tapes send you.
Vilani Patrol
NPC, 88 posts
Sat 30 Oct 2021
at 02:23
  • msg #27

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 26):

He laughs.

"It is about 12 days round trip to the nearest gas giant. Have a nice trip. Oh, and there my be raiders out there, so take care..."

The guys with suggest that the Gas Giant you need to go to is closer to 20 days round trip, and in rather a different direction. But they note their lack of concern, suggesting that you are indeed likely to encounter a raider, who has paid for that lack of concern! Of course, a raiders craft might be the best way aboard the Refinery station...

Cole, 05 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1003 posts
Sun 31 Oct 2021
at 03:37
  • msg #28

Of on a Mission in Minnow II

We thank you for the warning, we shall be alert.

I recommend we move toward that GG now, then adjust once we are behind it, we have the fuel to jump, but that alone might cause too much interest. As for acquiring the raider, a good concept, but likely difficult as I expect like most pirates they will have a lot of crew.
Fate
GM, 5729 posts
Roll for dodge!
Sun 31 Oct 2021
at 07:24
  • msg #29

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 28):

Most pirates would be expecting a crew of no more than 10 barely armed civilians. A Jammer to stop them giving a warning would work well.

Just to be clear, lets say the suspect refinery is at GG2, but the nearest is GG1, while the Refuelling Station is nearer the star than GG1. So where exactly are you heading?

Cole, 05 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1004 posts
Sun 31 Oct 2021
at 21:42
  • msg #30

Of on a Mission in Minnow II

GG1 to start. Skimming stars is less safe and not even sure the Viliani would do such a thing, as it is seldom if ever needed.
Fate
GM, 5731 posts
Roll for dodge!
Sun 31 Oct 2021
at 23:41
  • msg #31

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 30):

No, Vilani definitely do not skim stars...

You head to the nearest gas giant and begin skimming when you detect a small squad of 3 Combat Shuttles approaching.

Combat Shuttle 39M, 20 dTon Needle/Wedge
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1005 posts
Mon 1 Nov 2021
at 04:15
  • msg #32

Of on a Mission in Minnow II

How inconvenient, fast and armored. We can outrun them, but doubt we can outfight them unless we get them one at a time.


How far and in what direction?
Fate
GM, 5732 posts
Roll for dodge!
Mon 1 Nov 2021
at 04:49
  • msg #33

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 32):

Predictably, they are coming from the Gas Giant were sensors confirm a refinery Station is based. They seem to be employing jammers.

"Perhaps convenient. We can pretend to co-operate, and let two dock, before taking out the third. With some of their boarding party down, we can capture the other two. While they could have up to 12 each, I doubt they will for such a long trip. But we should try to hide behind the Gas Giant so no-one is the wiser."

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1006 posts
Mon 1 Nov 2021
at 19:49
  • msg #34

Of on a Mission in Minnow II

That sounds like a plan, lets keep skimming around the back as if we don't see them.

So they will be here in a week or so from the GG2 vicinity?
Fate
GM, 5734 posts
Roll for dodge!
Tue 2 Nov 2021
at 01:11
  • msg #35

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 34):

They will be there in about an hour, clearly having left GG2 (about 4 days away for you) around the same time as you arrived in system.

Hiding at the back of the gas giant while you refuel would work well, though sensors do work in a limited fashion through the gas giant.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1007 posts
Tue 2 Nov 2021
at 17:45
  • msg #36

Of on a Mission in Minnow II

I see...the sensors even when being jammed?

As they appraoch, we'll make an effort to call out for help and act generally like a merchant with a not so well trained crew.
Gunners in turrets, but not aimed yet, but we will be tracking so we can engage quickly when it's time.
Fate
GM, 5736 posts
Roll for dodge!
Tue 2 Nov 2021
at 19:04
  • msg #37

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 36):

"The jamming would make them easier to pick up on sensors, since jamming is basically producing a lot of white noise. They would be doing that to stop us calling for help, but it would stop them as well, so we should be ready to start jamming when we shoot back. Thing about jamming...it is not clear from a distance who is doing it!"

You move to the other side of the Gas Giant, and wait. The hostile craft split up three ways to come around the gas giant, their positions illuminated by their jammers!

Opposed Tactics roll to catch one on its own initially. The amount you beat the tactics roll by will give you rounds 1 on 1...

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1008 posts
Wed 3 Nov 2021
at 02:27
  • msg #38

Of on a Mission in Minnow II

WOW!!!

 beat it  and a Crit...

[Private to GM:  19:25, Today: Sdian McGuire rolled 5 using 3d6 with rolls of 2,1,2.  Tactics.]
Fate
GM, 5738 posts
Roll for dodge!
Wed 3 Nov 2021
at 05:21
  • msg #39

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 38):

Skill would need to be 15+ for 5 to be a crit, but a damn good roll!

As they approach, you are able to lock onto them due to them using jammers. It is just as well...the gas giant, which reduces accuracy and damage of beams (consider it as reducing weapon range by 1/10), also increases stealth, both for you and your missiles. But since you can detect them, you can launch a missile through the gas of the planet, making it very hard to detect. You can also maneuver to get closer to one or two than the third.

Both of which you do. Launching the missile, Yung No keeps a good lock on the Target, while Duran guides the missile in. As it makes its final approach, you only detect weapons fire in the last few seconds, before there seems to be an explosion. Then one jammer cannot be detected. Neither can the ship...

Yung asks if she should activate the jammer now. The other craft are 60,000 miles and 7,000 miles away, in approximately opposite directions.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1009 posts
Thu 4 Nov 2021
at 03:10
  • msg #40

Of on a Mission in Minnow II

No, Lets do another missile at the closer one. then we can play with the last one.
Fate
GM, 5740 posts
Roll for dodge!
Thu 4 Nov 2021
at 03:35
  • msg #41

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 40):

When one jammer was lost, there is a pause before the other jammers switch off, as you launch another missile.

"Unit 3, come in. We have lost your scanner..."

There is a pause as your missile makes its approach. Without the jammer on, it is much harder, but Duran, guided by Yung No, does well. You sense another explosion.

"Shit. We just shot down a missile. Merchant vessel, you don't stand a chance...stand down your weapons or we will execute the entire crew... slowly."

They have closed by this time to 3,000 miles and 30,000 miles, with the first one seemingly having detected you, finally. A beam flash across the bow confirms this.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1010 posts
Fri 5 Nov 2021
at 18:10
  • msg #42

Of on a Mission in Minnow II

We "Stand Down" our weapons and get ready for company.
We do keep them readily available on standby if needed.
Pirate Ship
NPC, 1 post
Fri 5 Nov 2021
at 21:51
  • msg #43

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 42):

"Much better. We do have use for live compliant prisoners..."

The shuttles home in on your position, and the nearest begins to dock while the other is still 5,000 miles away, and approaching.

There are no jammers currently active.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1011 posts
Sat 6 Nov 2021
at 03:06
  • msg #44

Of on a Mission in Minnow II

We say nothing and do nothing.
Fate
GM, 5743 posts
Roll for dodge!
Sat 6 Nov 2021
at 07:35
  • msg #45

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 44):

The first shuttle docks, and folk start to open the doors. The second shuttle continues its approach. There are currently no jammers active. Preparations? Ship plan under Group 0 map. 8 is the airlock.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1012 posts
Sat 6 Nov 2021
at 22:27
  • msg #46

Of on a Mission in Minnow II

I assume that there will be a coupe of guys at the end of the hall way around the door (or behind it) of room 7
A couple more are in the sickbay/gunners positions to stop anyone getting in there. Air locks will be opeed/closed as needed

Initially we should have 4 men firing from those two locations with a back up of two more blocking the way to the cockpit.

We assume 4-56 bordes and as soon as we control things, we go the other way, Jammer is now on.
Fate
GM, 5745 posts
Roll for dodge!
Sun 7 Nov 2021
at 00:11
  • msg #47

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 46):

Never assume...they are where you direct them to be! Resolve it with a tactics roll, or role-play it? We have a map...

The guys with you want to capture the craft as soon as possible, drawing them out if you can.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
This message was last edited by the GM at 00:12, Sun 07 Nov 2021.
Sdian McGuire
Down and outer, 1013 posts
Sun 7 Nov 2021
at 18:57
  • msg #48

Of on a Mission in Minnow II

The Iea ws to let them get aboard, and then take them out quickly before boarding their ship. My goal is to limit any chances of my guys getting hurt (benefit of the defense to start) before counterattacking.

Rolling dice is like giving up with this die roller.  rolled a 6 (1,2,3) with my dice on my desk though ;-)
Fate
GM, 5747 posts
Roll for dodge!
Sun 7 Nov 2021
at 19:09
  • msg #49

Of on a Mission in Minnow II

In reply to Sdian McGuire (msg # 48):

Lol, Ok, lets role play it. You have the guns from the syndicate. Looking at the Map for group 0, we have the deck plan of the ship, with the dock at 8. As they enter, to the rear is the door to the sickbay and the two Gunners, so Gulzina, Gulzat, Duran and Jurelda. Assume William and Saasha are at 12 and Willow and Bonny at 17, Gunther and the kids at 5 and 6, Yung No, Nellie and yourself at 2.

That gives you the syndicate lads and Jurelda to decide locations for. They would want to be spead between 3, 7 or 11.

Cole GG1, 11 Aug 2181, supplies 6100 person-days basic food, consuming 110 person-days food per week, usual starship fees $5000 + $3200, Cash: $19,648,900
Sdian McGuire
Down and outer, 1014 posts
Mon 8 Nov 2021
at 01:45
  • msg #50

Of on a Mission in Minnow II

Well since we left Nellie and the kids behind, we have one of the syndicate guys flying.
I believe Gunter also stayed back, as did Gulzat.

As they enter, to the rear is the door to the sickbay and the two Gunners, so Gulzina, Saasha, Duran and Jurelda. Assume William and Luretha are at 12 and Willow and Bonny at 17, Yung No, a syndicate guy and I am at 2.

Has Hamish left the ship?

The four remaining syndicate Goons can be behind a armored screen in the door way of 7, in the overhead at the entrance to 17 looking down and behind protection in 3 to protect 2. Sdian will back this last guy up.
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