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22:24, 2nd May 2024 (GMT+0)

Working near Karukhi.

Posted by FateFor group archive 0
Fate
GM, 6876 posts
Roll for dodge!
Mon 12 Sep 2022
at 22:15
  • msg #1

Working near Karukhi

Visibility is down to 100 yds. I would say -1 to visibility and damage for laser weapons for every 10 yds beyond that.

The ship has 4 storm rifles (including Gloria's and Lois') can be found among the crew, in addition to the 4 magnum pistols and 10 hand flamers, some of which may be carried by individuals in the other small craft.

The ship has been brought down around the stricken small craft, and the recovery ball has been deployed to move it aboard the ship, as a sky crane. The operation is expected to take 5 minutes and utilise most of engineering and flight crews. You have 5 security plus Brutus...are turrets manned? You have 1 spare pilot (may have rifle skill), 10 scientists (most have skill 10-12 with hand flamers, magnum pistols and/or shotguns) and possibly the bridge crew (though engineering officer will be busy). Who has what weapon on security duty?

As mentioned, Brutus found a shotgun in the biolab which was designed  to carry disabling rounds (biochem, sleep poison), though there is a pack (50 rnds) of solids there as well.

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2329 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 13 Sep 2022
at 23:55
  • msg #2

Working near Karukhi

As the Captain, Gloria is in the bridge commanding. all lasers are manned and our sensors (that work at this level and range) are operational and manned. Comms are on intercomm, but net control is rigorous, as chatter will greatly reduce efficiency.
Fate
GM, 6881 posts
Roll for dodge!
Wed 14 Sep 2022
at 00:42
  • msg #3

Working near Karukhi

In reply to Gloria Flake (msg # 2):

Tell me about the sentries: persons and weapons.

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2330 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 14 Sep 2022
at 20:38
  • msg #4

Working near Karukhi

Well four Storm rifles, a couple of flamers with Laser pistols,  and the remainder (4-6) with Laser rifles.
The Magnum pistols are with the mechanics along with flamers.

Guards may get down on the ground if that assists them in protecting the hook up.
If they don't have to, We'd prefer they did not.
Fate
GM, 6885 posts
Roll for dodge!
Wed 14 Sep 2022
at 21:00
  • msg #5

Working near Karukhi

In reply to Gloria Flake (msg # 4):

Bridge crew on gaurd duty, or just scientists? Led of course by the available security guy, right?

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 21:05, Wed 14 Sept 2022.
Gloria Flake
Entrepreneur , 2331 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 14 Sep 2022
at 23:30
  • msg #6

Working near Karukhi

Your question is confusing... of course the Bridge crew is not on guard, they are operating the ship!
When is the last time your saw a ship's captain go guard the ladder?

the bridge crew is managing the power, aand holding the ship steady forthis operation, the engineering section is also busy doing the engineering involved. If there are people not needed at those tasks, they can be detached to assist the guards.
Fate
GM, 6888 posts
Roll for dodge!
Thu 15 Sep 2022
at 01:42
  • msg #7

Working near Karukhi

In reply to Gloria Flake (msg # 6):

When docked, the CO might stay on the bridge, but the pilot and other lower ranked members of the bridge team often keep watches, so asking. You are landed at the moment.

I am trying to work out who is using what gun, as you have few trained with them, so that I understand you weapon skills...

You have 1 spare pilot (may have rifle skill), 10 scientists (most have skill 10-12 with the pistol lasers and hand flamers) with 4 storm rifles (including Gloria's and Lois') can be found among the crew, in addition and 4 hand flamers (2 are used in small craft, 4 with mechanics, 4 magnum pistols are also with the mechanics). It should be noted that very few scientists are trained with any rifles.

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2332 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 15 Sep 2022
at 02:29
  • msg #8

Working near Karukhi

Indeed, but since we are only planning to be down for a few minutes, barring issues, the Pilot and  one shift of te bridge crew are up here with Gloria.  Bruus is down in the downed ship, unless he comes out and takes command of the defense, which would be Gloria's expectation for her security guy.
Fate
GM, 6889 posts
Roll for dodge!
Thu 15 Sep 2022
at 03:00
  • msg #9

Working near Karukhi

In reply to Gloria Flake (msg # 8):

He is Manning a Gatling lasers (with minimal fire zones) and a radio, so he could do it from there...will wait to hear from him.

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 275 posts
5'11"
Thu 15 Sep 2022
at 12:59
  • msg #10

Working near Karukhi

Comms*, Brutus to Gloria: "Unless you say otherwise, skipper, I'm gonna head out and hunt some bugs. Thin 'em out or drive them back a bit; maybe they rethink. Anyway, it should gain us some time which we do need. If it's goes badly, I always wanted to pass under the skies. And maybe I'll choke one of them. Ha!"

======
OOC: *Extracted from Exploring the Vilani Borders, msg #989

This message was last edited by the player at 20:42, Thu 15 Sept 2022.
Gloria Flake
Entrepreneur , 2334 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 15 Sep 2022
at 19:46
  • msg #11

Working near Karukhi

Gloria did not want him to do this, but he was off before she could stop him.
Curses. She has  WO Sigorney  take control of the local security.

Also from the old thread ... may I suggest you lock it.
Fate
GM, 6892 posts
Roll for dodge!
Thu 15 Sep 2022
at 20:41
  • msg #12

Working near Karukhi

In reply to Gloria Flake (msg # 11):

Let's just use this one for actions and that one for questions regarding this combat. Then I will lock it.

Brutus surmises that the bugs, being intelligent, will use stealth to approach from all sides, looking to get close enough to use lasers with minimal degradation of performance. So far they have used precision shots almost exclusively, and he would expect this to continue.

However, the radar directed fire on the main guns, along with the slow rate of fire would make the option of staying back and sniping, which had been tried when the craft first had to land, a bad idea, and actions so far confirm that they seem to have realised that. Therefore you expect them to try to get close with stealth and then rush forward.

Analysis of where you are most useful is the section at the top of the U of the Gashidda where the small craft is exposed. Brutus suspects that the heaviest fighting will be there, so he heads out 30 yards in that direction.

Roll per...

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 276 posts
5'11"
Thu 15 Sep 2022
at 20:57
  • msg #13

Working near Karukhi

OOC: 21:55, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 3,6,1.  Perception 12.
Does any level of nightvision (up to 10) or magnification (up to x4) help?

Fate
GM, 6893 posts
Roll for dodge!
Thu 15 Sep 2022
at 22:18
  • msg #14

Working near Karukhi

In reply to Brutus Cartwright (msg # 13):

Neither in the day time if you are scanning a wide area. Magnification will help when you want to identify something seen, however.

Sneaking out, you spot three large arachnids armed with Dinosaurs lasers and pistols about 170 yds out, looking like they are trying to hide. You suspect more you have not seen. They are crawling in your direction, staying low in the long grass.

[Private to GM: Remaining Aliens: 230 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 277 posts
5'11"
Thu 15 Sep 2022
at 22:31
  • msg #15

Working near Karukhi

OOC: just browsed the Equipment thread for "Dinosaurs lasers" and caouldn't find them.
Can you point me to the right place?

Fate
GM, 6895 posts
Roll for dodge!
Thu 15 Sep 2022
at 23:36
  • msg #16

Working near Karukhi

In reply to Brutus Cartwright (msg # 15):

Ultra Tech has the specs...
Cyril Zotmund
NPC, 3829 posts
Commander UNN (Ret)
ex Scout and Exploratory
Fri 16 Sep 2022
at 00:03
  • msg #17

Working near Karukhi

In reply to Fate (msg # 16):

TL 10 Dinosaur Laser   8d(2) burn   Acc  12  Range 1300/3900    Wt 19/dp  RoF 1   Shots 35(5)    St  10   Bulk -5  Rcl 1   Cost $19,000  LC  1

Dinosaur Laser (TL10): A big laser sniper rifle, capable of stopping a battlesuit or a dinosaur (hence its nickname). Also called a “heavy laser.” These are mostly military weapons, but are sometimes used as an “elephant guns” for big game.
This message was last edited by the player at 00:07, Fri 16 Sept 2022.
Brutus Cartwright
Security, 281 posts
5'11"
Sun 18 Sep 2022
at 09:34
  • msg #18

Working near Karukhi

[Private to GM: The following is to try and reduce the time Gloria (as the player) has to  wait...
Main post is for three potential round of actions for Brutus, acting as "spotter" while the penalties for him sniping seen too high.
]

Giving coords for his current position, Brutus calls in an aerial straffing run, left to right across his line of sight, on the arachnid's position.
He crawls (or crouches if the grass is long enough) stealthily towards the bugs but diagonally right towards their right flank, closer to the potential arc of fire of the ship on the ground. Allowing time for the straffing run, both he and the arachnids Brutus has seen will likely have moved and the straffing run falls 10 yards behind the lead bugs. Brutus hopes so and that the aerial attack will catch bugs following behind the ones he's seen.
OOC: After a round of moves and staffing Brutus expects the lead bugs to be 190y from the ship and him 40y from the ship. i.e. he's 60y from the edge of the smoke and bugs are 90y into the smoke, so 150y between him and the bugs.
The straffing run is 200y from the ship.


***

Brutus continues crawling diagonally, keeping below the grassline, hopefully getting a better position. He calls for straffing, "Same again!" [OOC: for round 2, 11:35, Today: Brutus Cartwright rolled 11,12 using 3d6,3d6 with rolls of 1,4,6,2,5,5.  Try again: Stealth 12 Tactics 12
Assuming the bugs have kep moving, expecting that this puts Brutus 50y from the ship, 50y from the smoke, with the bugs 80y into the smoke so 130y between him and the bugs.
The straffing run is 200y from the ship.]


***

The security officer next [OOC: round 3] calls for straffing, "Parallel to the last one but 175 yards out from the ship," (which should be immediately behind the lead bugs).
As the straffing starts Brutus tries a 'pop up and look while they're distacted by straffing'.
OOC: If relevant   15:05, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 3,2,3.  Per 12, so MoS 4.
The straffing run is 175y from the ship.

This message was last edited by the player at 18:47, Sun 18 Sept 2022.
Fate
GM, 6906 posts
Roll for dodge!
Sun 18 Sep 2022
at 20:40
  • msg #19

Working near Karukhi

In reply to Brutus Cartwright (msg # 18):

The lead bugs were 170 yds from the ship, but reading the intent of your post, the strafing run is at 180 yrs. You start at 50 yds from the ship, and in grass 3 ft high, so plenty of cover to crouch.

The first straffing run creates a number of small grass fires, which is exacerbated by the second straffing run soon after. The smoke thickens, and a number of lead bugs seem to stop and start scanning the grass ahead of them.

By the time you next look, you are 60 yds from the ship, and the smoke has moved closer to 90 yds from the ship. Need a per roll...

[Private to GM: Remaining Aliens: 227 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2336 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 18 Sep 2022
at 20:41
  • msg #20

Working near Karukhi

OK, So with our sensors, we should be able to ID Brutus's targets and relay their positions and track their movements real time, so the strafing ships have solid target data.
Brutus Cartwright
Security, 282 posts
5'11"
Sun 18 Sep 2022
at 20:46
  • msg #21

Working near Karukhi

OOC: 15:05, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 3,2,3.  Per 12, so MoS 4.
This message was last edited by the player at 20:47, Sun 18 Sept 2022.
Fate
GM, 6907 posts
Roll for dodge!
Sun 18 Sep 2022
at 21:30
  • msg #22

Working near Karukhi

In reply to Brutus Cartwright (msg # 21):

Correct. You can link them to straffing Brutus' targets.

You can also link them to the ships guns, which fire at those Brutus identified, killing all three. But then the radars start to pick up a lot more. 18 more, to be exact, spread right around the mother ship. The long grass makes the radar readings unreliable though, but the gunners get to work and security gets into position.

Brutus picks up a few more from the disturbances in the grass and realises that the ones he saw were not leading, but in a line with most of the others. He is 60 yds from the ship, the smoke has closed 80 yds and the hostiles are detected at 150 yds out, now just 80 yds from Brutus position.

The techies call out that three cables are attached, 2 more to connect.

[Private to GM: Remaining Aliens: 221 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 283 posts
5'11"
Sun 18 Sep 2022
at 21:39
  • msg #23

Working near Karukhi

OOC: To clarify, Brutus is 60y from the ship and the smoke is 20 y from him, correct?
I couldn't get the number to add up on the bugs though: if they're 150y from the shup then wouldn't that put them 90y from Brutus?


***
Edit:
Brutus calls in a straffing run to be smack on the heads of the bugs, again running parallel to the ship but this time to extend for its entire length. He moves stealthily under cover of the grasses some five or ten yards to the right, still staying about 60 yards from the ship. He then pops up for another look.

======
OOC: 00:22, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 2,2,4.  Stealth 12+1=13
00:27, Today: Brutus Cartwright rolled 17 using 3d6 with rolls of 6,5,6.  Perception 12

This message was last edited by the player at 23:28, Sun 18 Sept 2022.
Fate
GM, 6910 posts
Roll for dodge!
Mon 19 Sep 2022
at 20:43
  • msg #24

Working near Karukhi

In reply to Brutus Cartwright (msg # 23):

My bad, you are correct, they would have been 90 yds from you. As they reach 80 yds from your position, the next strafing run goes through, creating more grass fires as the smoke drifts closer. It is now just 10 yds from your position. Do you have a mask and helmet on?

You pop up to see what you can see, but smoke obscures your vision. The ships guests are starting to see a ring of targets 130-140 yards out, closing in. They are hitting them as fast as the main weapons charge.

Meanwhile, the techies get another line on. One more to go.

[Private to GM: Remaining Aliens: 210 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 284 posts
5'11"
Mon 19 Sep 2022
at 22:28
  • msg #25

Working near Karukhi

Not having seen any arachnids just now, Brutus doesn't call a straffing run. Maybe that'll mean the smoke doesn't advance any more just yet. He comms, "Hey Sensors! how many bugs are you counting?"

Wiping a forearm across his hemet to clear a carbon smudge, the security officer is thankful for its integrated mask. Crouching he moves back towards the ship, opening up the gap to the smoke to a respectable 20 yards.

======
OOC: 23:27, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 5,1,2.  Perception 12.

Fate
GM, 6913 posts
Roll for dodge!
Tue 20 Sep 2022
at 02:23
  • msg #26

Working near Karukhi

In reply to Brutus Cartwright (msg # 25):

The fires, fed by the gentle winds, continue to grow and the smoke advances to your old position, seemingly following you back.

The small craft, linking in with the radar from the mothership, begin strafing independently.

"We are reporting about 50 bugs left, but they are spread out at pretty much all directions." Sensors informs you.

At being hit, the bugs give up on hiding and begin to rush forward, at about 50 yds per round! They will be 40 yds from your position, and about 80 yds from the ship by the end of the round!

The gaurds start to open up on them, reducing the numbers a little further as well.

[Private to GM: Remaining Aliens: 190 (40) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2337 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 20 Sep 2022
at 03:21
  • msg #27

Working near Karukhi

Gloria does all she can to provide targeting data to those able to use it, including the disabled ship if it can fire.
She has power near max for the left once they get the last cable hooked up.
She will have the mother ship protect the recovery ship as they lift out, but won't attempt the transfer until they can do it safely.

OOC - I am sort of guessing as how how you see this being done, as the recovery ship can't fly into the hanger with the other ship hanging beneath it as I picture it.
Fate
GM, 6914 posts
Roll for dodge!
Tue 20 Sep 2022
at 03:37
  • msg #28

Working near Karukhi

In reply to Gloria Flake (msg # 27):

Correct. Probably the easiest would be to lift it into orbit, but cables are vulnerable to enemy snipers.

Hence the intention is to attach two pull cables, winch it into the hanger, attract lift cables to the cargo crane before disconnecting the ones on the recovery drone, before releasing the recovery drone. It will take time, but has the best cover.

Alternatively, you could move the ship and recovery drone together, requiring two separate piloting rolls with a -4 penalty to both. That would be very close formation!

[Private to GM: Remaining Aliens: 190 (40) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 285 posts
5'11"
Tue 20 Sep 2022
at 09:31
  • msg #29

Working near Karukhi

OOC: Last round, msg #25, Brutus had: 23:27, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 5,1,2.  Perception 12, so MoS 4.
What bugs were within his sight and can this count as Aiming?

Fate
GM, 6917 posts
Roll for dodge!
Tue 20 Sep 2022
at 12:03
  • msg #30

Working near Karukhi

In reply to Brutus Cartwright (msg # 29):

I would say that you can see the 2 nearest bugs. Aiming will have to be done separately.

[Private to GM: Remaining Aliens: 190 (40) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 285 posts
5'11"
Tue 20 Sep 2022
at 20:37
  • msg #31

Working near Karukhi

[Private to GM: We haven't explicitly talked about it but I've been envisaging that Brutus would have been crouching, one pistol in hand (like Kirk in Star Trek). For last round I've done a successful Fastdraw, which is fine:
==>  15:54, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 3,3,3.  Fastdraw 14.
In case you didn't like the Kirk comparison, I did a second Fastdraw but failed. I propose Butus's action last round (msg #25) would be to ready the second pistol.
]
Minor Retcon (msg #25): Crouching low Brutus sees two bugs heading for the ship as a run so he fast draws a laser pistol but his other pistil took a moment to be readied. The bugs don't seem to notice the camouflaged almost motionless security officer as they get within 80 yds of the ship.
End minor retcon (msg #25)

***
40 yards from the sprinting bugs and offset by about, Brutus tests his gunslinging skills for the first time against a truly alien species.

<Pausing here to make sure GM is OK with things to this point and to confirm applicable modifiers. I think these are the current modifiers:
Bean (pistol) 15  +7(Gunslinger Accuracy) +3(RoF 10) -8(range) -3(smoke) -5(head) =9, too difficult to be reliable

Can dual attack be held as until the bugs emerge from the smoke? If yes:
Bean (pistol) 15  +7(Gunslinger Accuracy) +3(RoF 10) -7(range) -0(smoke) -5(head) = 13, which is worth a go.  >



======
OOC: Positioning notes for Brutus's comprehension:
At the start of his turn, msg #31, Brutus is currently 50y from the ship [msg #25] and the smoke is 60y from the ship and the bugs are sprinting, currently 40y from Brutus and 80y from the ship, which I think places Brutus offset about 25 yards from their line of advance.

This message was last updated by the GM at 20:37, Tue 20 Sept 2022.
Fate
GM, 6919 posts
Roll for dodge!
Tue 20 Sep 2022
at 20:48
  • msg #32

Working near Karukhi

The problem is that that smoke is 10 yards from your position, and closing. You would be better waiting until they are within 20 yards of you, reducing range penalty to -3 and smoke penalty to -1 (-1 per full 10 yards of smoke, so less than 20 yards is -1). Otherwise, happy with the plan.

These guys are going to approach his position, as the bugs are right around the ship, so offsetting just means that you face different bugs ..

[Private to GM: Remaining Aliens: 190 (40) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 286 posts
5'11"
Tue 20 Sep 2022
at 22:54
  • msg #33

Working near Karukhi

OOC: OK, I'll go with that. TY. It gives:
Bean (pistol) 15  +7(Gunslinger Accuracy) +3(RoF 10) -3(range) -1(smoke) -5(head) = 16
23:28, Today: Brutus Cartwright rolled 10,11 using 3d6,3d6 with rolls of 4,5,1,4,4,3.  Dual attack laser pistols, head shot  16.


Bug #1 gets 6 shots, all(2) burn: 12, 13, 7, 13, 15, 16
23:46, Today: Brutus Cartwright rolled 13,14,8 using 4d6,4d6,4d6 with rolls of 6,1,3,3,6,2,3,3,2,1, 1,4.  Laser damage v bug #1, (2) burn, 3 of 6.
23:48, Today: Brutus Cartwright rolled 14,16,17 using 4d6,4d6,4d6 with rolls of 4,4,2,4,2,4,6,4,1,5, 5,6.  Laser damage v bug #1, (2) burn, 6 of 6.

Bug #2 gets 5 shots, all(2) burn: 12, 18, 15. 10, 12
23:50, Today: Brutus Cartwright rolled 13,19,16,11,13 using 4d6,4d6,4d6,4d6,4d6 with rolls of 3,3,6,1,3,6,6,4,5,4, 6,1,4,4,1,2,3,3,1,6.  Laser damage v bug #2, (2) burn


Fate
GM, 6921 posts
Roll for dodge!
Wed 21 Sep 2022
at 03:36
  • msg #34

Working near Karukhi

In reply to Brutus Cartwright (msg # 33):

The flimsy helmets offer insufficient protection against the pistol, and both go down with an alien scream. You spot more about 15 yards either side, which keep moving and raise their pistols...

The attackers continue to advance to 40 yards out, now out of the smoke, firing their laser pistols as they advance. One scientist is hit in the head and drops, though much of the shot is absorbed by the helmet, but most are missed as they aim almost exclusively for head shots. The return fire is more accurate, and, aided by the straffing runs and the main turrets, only 25 can now be clearly seen, but they are now getting too close for the turrets. Waving knives and pistols, it is clear they seek to get very close!

[Private to GM: Remaining Aliens: 175 (25) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2338 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Sep 2022
at 03:38
  • msg #35

Working near Karukhi

We are leaving Brutus...
Gloria Flake
Entrepreneur , 2339 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Sep 2022
at 03:38
  • msg #36

Working near Karukhi

Since we don't have piloting skills for all concerned, we take the two ships up to a few thousand feet (10-12 thousand) and then perform the hand over.
I think the two small ships can keep the bugs heads down and we can add a few bursts as well.

Did Brutus rejoin the ships?
Fate
GM, 6922 posts
Roll for dodge!
Wed 21 Sep 2022
at 03:57
  • msg #37

Working near Karukhi

In reply to Gloria Flake (msg # 36):

Brutus and the patrol are still outside of the main craft, and the techs are rushing to re-enter...and you have one injured patrol member down.

[Private to GM: Remaining Aliens: 175 (25) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 287 posts
5'11"
Wed 21 Sep 2022
at 09:14
  • msg #38

Working near Karukhi

Assuming Brutus gets this on the comms, "On my way, Skipper. OK, boys, by the numbers, peel back!"

If not already being recovered Brutus sprints for the location of the fallen; (no one gets left behind!)

Clumps of bugs get a grenade or a called in straffe.

Happy to call it a day here - Brutus will give suppressing fire to cover the other security guys' retreat and then call a final straffing run to cover his own. He's last to board. Hopefully.
Fate
GM, 6924 posts
Roll for dodge!
Wed 21 Sep 2022
at 12:35
  • msg #39

Working near Karukhi

In reply to Brutus Cartwright (msg # 38):

Problem is, a number of bugs will reach the craft before you do. All of them, actually, as they are the same distance and already running with alarming speed. Your recall of the patrol stationed around the ship will see some struggling to get back to the door before you, but worse, they will be exposed to short range fire.

The engineer suggests lifting off the main ship and bringing the APC down to rescue the patrol...but even lifting off now has the risk of some jumping for the closing doors. The techs are scrambling for weapons even as the last ones board.

[Private to GM: Remaining Aliens: 175 (25) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2340 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Sep 2022
at 16:25
  • msg #40

Working near Karukhi

OK, we'll go with GM guidance and let the APC pick up the security team.
Main ship will use it's weapons to combat bugs as it lifts out.
Brutus Cartwright
Security, 288 posts
5'11"
Wed 21 Sep 2022
at 17:30
  • msg #41

Working near Karukhi

How far is Brutus from the security team?
And what's the distance from Brutus of the 3 or 4 bugs up the line from Brutus?
And what's the distance from Brutus of the 3 or 4 bugs down the line from Brutus?

I'm thinking something like Bug #1 = 15y south, #2 = 30y south, #3 = 50y south, #4 = 70y south (or maybe a couple of them are paired), and similarly
Bug #5 = 15y north, #2 = 35y north, #3 = 55y north, #4 = 70y north (and again maybe a couple of them are paired).
This message was last edited by the player at 21:54, Wed 21 Sept 2022.
Fate
GM, 6927 posts
Roll for dodge!
Thu 22 Sep 2022
at 13:50
  • msg #42

Working near Karukhi

In reply to Brutus Cartwright (msg # 41):

Chef engineer in an NPC worried about his ship...

Brutus, nearest 2. Ugs would be about 15 yards either side of you, so we can roll with those distances. But the two nearest you would be starting to move towards you now... probably on you next round. The ones beyond them would have noticed you as well...

[Private to GM: Remaining Aliens: 175 (25) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 289 posts
5'11"
Thu 22 Sep 2022
at 13:57
  • msg #43

Working near Karukhi

He comms, "Call out, who's on the ground! Two lines. Aimed head 5 shot bursts. Spray fire 10 for 1 yard separation."

======
OOC: Need a bit more info, please -
Which direction (and approx distance) is Brutus from the rest of the security team?
And how far now is the smoke from Brutus?
How can ship straffing from a line? If so, what is it's width? How many bugs can it actually shoot in a round?
(Thinking of calling a straffing line right down the line of bugs including through Brutus's current location as he does a runner.)
looking for straws to grasp at here, but maybe the two bugs dying (just killed by Brutus) might have the possibility of frightening the next adjacent bugs?

[Private to GM: I've been reading tactical Shooting - can Brutus have the last round as a pop up attack? Sole differances are -2 to skill and he starts and end the round under cover (such as there is)??]
This message was last edited by the player at 17:07, Thu 22 Sept 2022.
Fate
GM, 6929 posts
Roll for dodge!
Fri 23 Sep 2022
at 05:48
  • msg #45

Working near Karukhi

In reply to Brutus Cartwright (msg # 43):

The rest of the security team is around where the ship is lifting off, about 40 yards away. They are not closely grouped, as they were around the perimeter of the ship. The smoke is still about 10 yds from Brutus, and he has been retreating back to the ship with it. The bugs are in a circle around the ships position, not in a line, so strafing would not be in a straight line. However, if the APC landed, it could spread suppressive fire in some directions.

Brutus' best bet it to take out two more bugs to his right, and then turn to deal with those on his left (or visa versa). These guys do not seem at all phased by the loss of their brethren...

Pop-up attacks are fine, but head shots are better...

[Private to GM: Remaining Aliens: 175 (25) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 05:51, Fri 23 Sept 2022.
Brutus Cartwright
Security, 290 posts
5'11"
Fri 23 Sep 2022
at 23:46
  • msg #46

Working near Karukhi

Brutus tries to shoot the bug 15 yards south of him at the same time trying to take down the bug 15 yards further south.
He fires both pistols, each four shot bursts to the head, and then takes a pace towards the towrds the security team as he relaxes back into a decptive crouch.

======
OOC: 00:29, Today: Brutus Cartwright rolled 13 using 3d6 with rolls of 4,4,5.  Nearest south bug, 4 shots,15+14-5(15y)-5(head=19
00:31, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 4,2,5.  Next south bug, 4 shots,15+14-7(30y)-5(head)=17.
00:33, Today: Brutus Cartwright rolled 17,15,10,13 using 4d6,4d6,4d6,4d6 with rolls of 5,5,1,6,6,2,5,2,5,1, 2,2,4,1,5,3.  Nearest south bug, laser pistol 4d(2): 4 possible hits
00:40, Today: Brutus Cartwright rolled 7,17,11,9 using 4d6,4d6,4d6,4d6 with rolls of 1,1,2,3,3,6,3,5,4,3, 2,2,3,1,1,4.  Next south bug (60y), laser pistol 4d(2): 4 possible hits

This message was last edited by the player at 23:52, Fri 23 Sept 2022.
Fate
GM, 6934 posts
Roll for dodge!
Sat 24 Sep 2022
at 00:52
  • msg #47

Working near Karukhi

In reply to Brutus Cartwright (msg # 46):

As the ship lifts off, half of the arachnids attempt to jump up and grab hold, with three succeeding! The APC moves close, continuing to fire at the attackers as the security now find themselves fighting for their lives! They fight well, managing to kill another 10 in the close fighting, but 2 of them are injured as the arachnids close, firing at heads and slashing with their blades!

Since they are in a circle around the site of the ship, strafing would be more difficult.

Brutus fires at the two on the south side of him with full auto mode. The first misjudges completely, its head bown clean off as all four rounds hit. The further one dodges the first, and turns to smile when the next rounds hit, killing him too.

[Private to GM: Remaining Aliens: 165 (15) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 291 posts
5'11"
Sat 24 Sep 2022
at 04:57
  • msg #48

Working near Karukhi

So how many are near Brutus? Distance and directions of nearest 4?
And did the ship manage to shoot even a couple?
Fate
GM, 6936 posts
Roll for dodge!
Sat 24 Sep 2022
at 06:14
  • msg #49

Working near Karukhi

In reply to Brutus Cartwright (msg # 48):

Sorry, busy time, rolled some details, but failed to include them. The ship is finding such close range very difficult...it is not designed to shoot attackers off the hull.

Nearest 2 are attacking from the North in Melee combat! They attacked, but fortunately both missed!

[Private to GM: Remaining Aliens: 165 (15) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 292 posts
5'11"
Sat 24 Sep 2022
at 08:46
  • msg #50

Working near Karukhi

Presumably having both just converged on Brutus to engage, the pair are adjacent?
And assuming it takes a meter or so of movement to change direstion by 90° the next closest bug from the north is that direction, if still moving at fifty yards per second, would be about 6 yards and the next about 26 yards distant?

======
OOC: Thinking of two lots of spray fire.

Fate
GM, 6937 posts
Roll for dodge!
Sat 24 Sep 2022
at 11:37
  • msg #51

Working near Karukhi

In reply to Brutus Cartwright (msg # 50):

They were generally spaced 10 yds apart. The next big to the north has reached the security guys and is in combat with them. There are about a dozen bugs engaging your security forces, and some seem to be shooting some kind of web at them, though it seems limited in effect so far.

The two attacking you are adjacent to each other. I am actually disappointed I did not get at least one dodge roll for you needed out of them...but there is next round!

[Private to GM: Remaining Aliens: 165 (15) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 293 posts
5'11"
Sat 24 Sep 2022
at 13:40
  • msg #52

Working near Karukhi

OOC: Not complaining but just being honest that now announcing bugs are generally 10y apart feels a bit of a surprice (having asked for distances several times) and also the following exchange (which was understood to be a confirmation of approx 15y spacing):

msg #34: "...You spot more about 15 yards either side,..."
msg #41: "...And what's the distance from Brutus of the 3 or 4 bugs up the line from Brutus?
   And what's the distance from Brutus of the 3 or 4 bugs down the line from Brutus?
   I'm thinking something like Bug #1 = 15y south, #2 = 30y south, #3 = 50y south, #4 = 70y south (or maybe a couple of them are paired), and similarly
   Bug #5 = 15y north, #2 = 35y north, #3 = 55y north, #4 = 70y north (and again maybe a couple of them are paired)...."
msg #42: "...Brutus, nearest 2. Ugs would be about 15 yards either side of you, so we can roll with those distances. ..."

While we're clarifying detail, I'd like to touch on a couple more things, please:

a) Tactical distances: How far is Brutus from the security detail? (Or the nearest of them?) And how  far is Brutus from the bugs attacking the security detail? (Or the nearest of these bugs?)

b) Bugs numbers: Based on msg #34 "...only 25 can now be clearly seen...", less 2 Brutus killed (#47), less 10 killed by security (msg #47), so 13 remain?
So if there are about a dozen (msg #51) engaged with security and a pair engaged with Brutus and another pair south of Brutus (msg # 41 & #42), is that totals 28. Is that the lot?
(I think a tactical map, maybe Owlbear, would have made this easier. Oh well).

c) Speed: Most of the security team can move 5 yards in a second (round) but Brutus can move 6y/second? And the bugs can move 50y/second?

Brutus Cartwright
Security, 294 posts
5'11"
Sat 24 Sep 2022
at 15:13
  • msg #53

Working near Karukhi

Brutus takes a step back and sprays fire over the two side-by-side bugs whilst using his other gun to try and pick off the closest of the other bugs (that are trying to shoort webs at the security team) and then turns, crouching, to face bugs remaining in the other direction.

======
OOC: 15:19, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 3,5,3.  Laser sprayin fire, 4 shots, 5 shots: 15+8-5(head)=18 (bug 1) & 19 (bug 2, +1 for rapid fire 5shots).
Bug 1 MoS 7, so 4 possible hits.  Bug 2. MoS8 but RCL 2 so also 5 possible hits
15:29, Today: Brutus Cartwright rolled 13,6,20,11 using 4d6,4d6,4d6,4d6 with rolls of 2,3,2,6,3,1,1,1,6,3, 6,5,3,4,2,2.  Bug 1 possible damage, 4 shots at 4d (2).
15:30, Today: Brutus Cartwright rolled 12,16,13,14,15 using 4d6,4d6,4d6,4d6,4d6 with rolls of 2,3,4,3,6,4,3,3,2,1, 5,5,3,1,5,5,5,4,4,2.  Bug 2 possible damage, 5 shots at 4d (2)
15:19, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 3,5,3.  Laser sprayin fire, 4 shots, 5 shots: 15+8-5(head)=18 (bug 1) & 19 (bug 2, +1 for rapid fire 5shots).
15:54, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 5,3,1.  Bug attacking security, 5 shots: 15 +8 -5(head) +1 rapid fire) -8(50y range?)
Assuming a bug attacking the security team is between 30 and 50y from Brutus, modified skill = 11, so MoS 2, three possible hits.
16:08, Today: Brutus Cartwright rolled 14,10,14 using 4d6,4d6,4d6 with rolls of 6,5,1,2,2,3,4,1,6,2, 2,4.  3 possible hits on bug attacking security. Might be unaware or rear attack.

Fate
GM, 6938 posts
Roll for dodge!
Sun 25 Sep 2022
at 08:41
  • msg #54

Working near Karukhi

In reply to Brutus Cartwright (msg # 52):

The 15 yd spacing from earlier will reduce as they close in towards the centre, and I am trying to replicate that. They were previously about 15 yds spaced. To be honest, many would be getting to be beside each other now.

The other bugs are attacking the security detail, or will be, except for the three that managed to get a grip of the ship. The nearest would be about 30-35 yds away now, with all the movements of the previous round.

As message #51 clarified, about a dozen are attacking the security forces, and 2 attacking you. I agree that a tactical map could have helped a little, but in this case not a lot. Unfortunately I am not good at using them, especially when I have limited access to my computer due to work.

The bugs can really sprint, and do so. I am pretty sure there is sprinting in Basic that will allow you to move more than your basic move (double?) but there is also enhanced move that some critters have. They have paid for it with attack penalties though...most missed both attacks.

So I understand you are shooting at the two bugs attacking you with one weapon, and one bug attacking your friends with the second weapon. Impressive.

All your shots hit, stopping further attacks and killing both, with the second pistol taking out the more distant opponent.

The security detail retreat back to where the ship was as they return fire, hitting 5 more while the Gatling lasers from the APC, which has just touched down in the middle of the shrinking ring formed by the security take out three more. The beams are not intended to fire onto melee, but do engage one more outlying member, leaving just the three still clinging to the hull of the ship as it rises. 8 Security members are injured in the engagement so far.

[Private to GM: Remaining Aliens: 153 (3) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 11:41, Sun 25 Sept 2022.
Brutus Cartwright
Security, 296 posts
5'11"
Sun 25 Sep 2022
at 12:01
  • msg #55

Working near Karukhi

WIth only three bugs visible that cling to the ship Brutus moves swiftly as he can to close the gap to 30 yards.  He comms the ship, "Three bugs hanging onto the hull of the ship. If want to hover for a few seconds I'll shoot the creatures off." He effortlessly holsters both pistols while on the move, something he's practised thousands of times. Reaching for his rifle, the security officer assesses his distance to the nearest hull-clinging bug.

======
OOC: All good on the spacing.
Edited in light of GM's edit.
In passing, it was Brutus's objective to try and pull some of the attacks off the security team onto himself! (Selfless + Duty!

***
14:11, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 5,4,1.  Fastdraw 14
14:12, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 4,2,2.  Fastdraw 14

This message was last edited by the player at 13:14, Sun 25 Sept 2022.
Fate
GM, 6947 posts
Roll for dodge!
Tue 27 Sep 2022
at 22:22
  • msg #56

Working near Karukhi

In reply to Brutus Cartwright (msg # 55):

Just waiting on the ships response...

[Private to GM: Remaining Aliens: 153 (3) + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2341 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 28 Sep 2022
at 03:36
  • msg #57

Working near Karukhi

In reply to Fate (msg # 56):

Not sure which response you are looking for...Butus is in command down there, we are in support. we will dispatch any bug showing it self.
Other than that, we are trying to load a damaged ship.

We want the APC to pick up everyone and get the #&%$!! out of there.
Fate
GM, 6948 posts
Roll for dodge!
Wed 28 Sep 2022
at 04:34
  • msg #58

Working near Karukhi

In reply to Gloria Flake (msg # 57):

Brutus'just informed you that there are three critters on the outside of your ship, above. He was asking for a response...
Gloria Flake
Entrepreneur , 2342 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 28 Sep 2022
at 19:43
  • msg #59

Working near Karukhi

Ahh, I missed that, we will stop and  hover for a minute or so at 800-1,000 feet, before continuiing the climb.

Hovering as requested.
Brutus Cartwright
Security, 298 posts
5'11"
Wed 28 Sep 2022
at 23:14
  • msg #60

Working near Karukhi

"Thanks, skippr," replies Brutus as he aims for a couple of seconds and fires, each several times, once for each clinging arachnid..

======
OOC: 00:10, Today: Brutus Cartwright rolled 6,25 using 3d6,6d6 with rolls of 4,1,1,5,6,5,4,4,1.  Laser rifle 15 +15(aim 2 sec) -5(head) -13(300y) =12
00:12, Today: Brutus Cartwright rolled 6,10 using 3d6,6d6 with rolls of 3,2,1,3,2,1,1,2,1.  Laser rifle 15 +15(aim 2 sec) -5(head) -13(300y) =12.
00:13, Today: Brutus Cartwright rolled 10,20 using 3d6,6d6 with rolls of 5,4,1,6,1,3,5,4,1.  Laser rifle 15 +15(aim 2 sec) -5(head) -13(300y) =12

Fate
GM, 6952 posts
Roll for dodge!
Thu 29 Sep 2022
at 12:05
  • msg #61

Working near Karukhi

In reply to Brutus Cartwright (msg # 60):

Nice shooting.

You pick off the three on the ship and they drop off.

Though the smoke is closing, you seem to have a break as the security forces get themselves aboard the APC, wounded first. You have a few dead aliens around, but no more live ones.

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 299 posts
5'11"
Thu 29 Sep 2022
at 12:36
  • msg #62

Working near Karukhi

When the wounded are aboard Brutus does a quick sweep to pick up alien weaponry, priority given to the powerful rifles and comms equipment.

After which, "All aboard. And then let's be off."

======
OOC: For anything that isn't a blinding glimpse of the obvious:
13:34, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 4,1,6.  Perception 12

Fate
GM, 6954 posts
Roll for dodge!
Thu 29 Sep 2022
at 20:27
  • msg #63

Working near Karukhi

In reply to Brutus Cartwright (msg # 62):

You are able to gather, without venturing too far, 6 dinosaur lasers, 25 vibro knives and heavy laser pistols but just 4 damaged comms sets, since you had all been using head shots and the comms were in the helmets. You may be able to get one working headset from them all.

The smoke is now closing on the APC...and sensors indicate movement in it...

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 300 posts
5'11"
Thu 29 Sep 2022
at 20:31
  • msg #64

Working near Karukhi

Taking the last of the scavenged hit onto their vehicle Brutus says to the poilot, "Ok, get us off the ground."

He then switches channels, "Might be more incoming. Think we've done enough here, skipper?"
Fate
GM, 6956 posts
Roll for dodge!
Thu 29 Sep 2022
at 20:43
  • msg #65

Working near Karukhi

In reply to Brutus Cartwright (msg # 64):

The heavily armoured APC lifts off the ground as the smoke, and movement, close in below. But this vessel has been shot at many times during the strafing runs to no effect, and they seem to have learnt their lessons. No shots are fired as you depart.

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2343 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Sep 2022
at 23:18
  • msg #66

Working near Karukhi

In reply to Brutus Cartwright (msg # 64):

Affirmative, time to clear out of there. You will have to hold for a bit while we get the damaged ship into the hanger.
Fate
GM, 6960 posts
Roll for dodge!
Fri 30 Sep 2022
at 00:10
  • msg #67

Working near Karukhi

In reply to Gloria Flake (msg # 66):

For once, things go as planned...you get the damaged craft into the hanger without further ado, and are able to retreat safely back into orbit.

The colonists on the ground do not have the same luxury, and are nervous about the growing fires.

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2344 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Sep 2022
at 02:37
  • msg #68

Working near Karukhi

We have no way to extinguish fires, but give us a few to look for ways to help.

Is there a road or something that divides the grass, providing a moderately wide break?
How strong is the wind and which way is it blowing.

I assume the ship has no way to suck up large amounts of water and dump it on the grass?  Like dumping the fuel tanks?
Fate
GM, 6962 posts
Roll for dodge!
Fri 30 Sep 2022
at 03:24
  • msg #69

Working near Karukhi

In reply to Gloria Flake (msg # 68):

This is a relatively new colony on an uncivilized planet...there are no roads to speak of, and the river near the colony runs in the direction the wind is blowing, so it will be of no help. It is relatively small anyway, just 5-15 yards across, and shallow in the wider sections. Let's say the wind is blowing westerly, 15-25 it's and picking up, and the river runs in a generally Westerly direction.

Fuel is hydrogen, when refined, but there is no way if dumping it in a hurry. But the colony is already busy burning fire breaks on the eastern, northern and southern sides. It has nearby small hilltops on the northern and southern sides.

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2345 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Sep 2022
at 18:32
  • msg #70

Working near Karukhi

OK, so that's what I was looking to do ... can't think of much else, other than pumping river water to fight the fire.
Brutus Cartwright
Security, 301 posts
5'11"
Fri 30 Sep 2022
at 19:11
  • msg #71

Working near Karukhi

Do we have land vehicles? Like a bulldozer or something that can make a mechanical fire break?
Fate
GM, 6964 posts
Roll for dodge!
Sat 1 Oct 2022
at 00:59
  • msg #72

Working near Karukhi

In reply to Brutus Cartwright (msg # 71):

No Bulldozers, though the colonist seem to have at least one, which they are using.

They are concerned about fighting fires and enemies at the same time though...and ask if you could land to provide some backup, as well as information.

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 302 posts
5'11"
Sat 1 Oct 2022
at 02:36
  • msg #73

Working near Karukhi

"Your call, skipper. I'm willing." Brutus recharges his weaponry regardless.
This message was last edited by the player at 08:09, Sat 01 Oct 2022.
Gloria Flake
Entrepreneur , 2346 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 1 Oct 2022
at 02:39
  • msg #74

Working near Karukhi

Absolutely, we are here to provide assistance.
Brutus Cartwright
Security, 303 posts
5'11"
Sat 1 Oct 2022
at 08:11
  • msg #75

Working near Karukhi

"Now that we've got some readings on the alien bugs can we filter the sensors to scan for them? Look for build ups of them? I'd guess they might be pushed by the fires.."
Fate
GM, 6966 posts
Roll for dodge!
Sat 1 Oct 2022
at 09:20
  • msg #76

Working near Karukhi

In reply to Brutus Cartwright (msg # 75):

Happy for either of you to roll for Electronics Ops(Sensors) for one of the NPCs...

Form of assistance? Troops? Medical support (you have a few already in med bay)? Other?

[Private to GM: Remaining Aliens: 150 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 304 posts
5'11"
Sat 1 Oct 2022
at 10:19
  • msg #77

Working near Karukhi

"Probably best if it's just my hide we're risking, skipper. Sensors support of where, maybe how many, bugs there are and a terrain scan for informing my HUD. Maybe the techs can filter out the fire a bit; sort of clean upo the signal for bug detecting. Otheresie, hmm, grass tall enough for pop-up attacking would be good. Or a bush line. The APC can support for straffing or quick pick up if needed."

======
OOC: Gloria hasn't rolled any dice lately so she can do the Sensors & First aid rolls.
I think Med Bay folks get a first Aid roll immediately on dressing a wound (for 1HP gain) and then after 10 mns (for 1dHP gained if TL8; 1d+1HP if TL9). Not sure what bonuses a Med Bay gives to skill.

In case this is relevant for Brutus:
11:18, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 4,1,3.  Strategy 12.
MoS = 4

Gloria Flake
Entrepreneur , 2347 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 1 Oct 2022
at 17:48
  • msg #78

Working near Karukhi

We have very few "troops" so i am less than intersted in risking them, especially as they are also my gunners etc.

Medical support of course, beam weapons support, of course.

Gloria, personally has NO Sensor Operation ability.
It would seem whomever does, isn't so hot as well   10:44, Today: Gloria Flake rolled 14 using 3d6 with rolls of 6,5,3.  Sensors.


You see Brutus, there is a REASON Gloria tries to avoid rolling dice.
Brutus Cartwright
Security, 305 posts
5'11"
Sat 1 Oct 2022
at 18:10
  • msg #79

Working near Karukhi

Gloria Flake:
...You see Brutus, there is a REASON Gloria tries to avoid rolling dice.
OOC: Well that's completely fine, I just didn't want to hog the bandwidth (and leave Gloria feeling left out.)

The medical operators cleanse and dress the wounds of the wounded as they encounter them.
======
OOC: 18:56, Today: Brutus Cartwright rolled 12,9,13,11,8 using 3d6,3d6,3d6,3d6,3d6 with rolls of 4,4,4,4,2,3,4,5,4,1, 5,5,3,1,4.  Medical rolls (immediate: bandaging to recover 1HP)
Not sure how many were injured but this should be a good start.


A short while later, perhaps ten minutes or so, prioritising the most severely damaged, the medical operators check the wounded, their dressings and administer various medical substances, potions and elixirs to the uninitiated, to contain and overcome the shock exerperienced by the injureds.
======
OOC: 19:02, Today: Brutus Cartwright rolled 9,12,9,13,7 using 3d6,3d6,3d6,3d6,3d6 with rolls of 1,6,2,1,5,6,2,1,6,6, 2,5,1,1,5.  Medical rolls (10 mins: shock reduction, may recover 1d+1HP))
19:03, Today: Brutus Cartwright rolled 6,6,6,2,4 using 1d6+1,1d6+1,1d6+1,1d6+1,1d6+1 with rolls of 5,5,5,1,3.  HP recovered (after 10 mins & successful first aid).


Meanwhile, elsewhere on the ship a techie scans the terrain, trying to filter out some of the infra-red from the fire to gain detail for Brutus's HUD on his planned solo foray at such time as significant knots of alien bugs are located.
======
OOC: 19:07, Today: Brutus Cartwright rolled 6 using 3d6 with rolls of 3,1,2.  Ground scan.
I'm going to claim that this was peformed by the most skilled scanner operator that we have,
"Here, let me try..." and that with a skill of 16 or higher, this is a critical success. Hopefully.
Fate
GM, 6967 posts
Roll for dodge!
Sat 1 Oct 2022
at 20:39
  • msg #80

Working near Karukhi

In reply to Brutus Cartwright (msg # 79):

You find that by adjusting the scans that you have a better chance of picking up the hostile troops, though you are still prone to getting some false readings. Nonetheless, it is sufficient to target them with the beams, and the gunners start firing. This has the effect of giving them a hurry up, and you detect nearly 250 sensor signatures in the region. Investigation by the APC indicates that there is at least one collection of local fauna showing up as well, but strategic analysis of the sensor readings indicates at least 100 approaching the colony.

Treatment of the injured indicated 8 with various injuries, mainly to the head and neck region that were largely protected by the helmet.

So Brutus getting ready to deploy in the APC? What altitude is the ship at? Is the medical team deploying, or working from the ship?

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 306 posts
5'11"
Sat 1 Oct 2022
at 20:47
  • msg #81

Working near Karukhi

"Skipper, your call on deploymnt!"

======
OOC: Do we have a missile that could do over such a large group of bugs without collateral damage to the colonists?

This message was last edited by the player at 20:49, Sat 01 Oct 2022.
Gloria Flake
Entrepreneur , 2348 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Oct 2022
at 00:05
  • msg #82

Working near Karukhi

We will hold in low orbit, the APC can serve to pull out the wounded and zap a fewbugs on theway in, but not on the way out (the wounded don't deserve that sort of treatment.  We do have missiles and could alter warheads to something suitable, assuming we have such.

I doubt these bugs can target an incoming missile at something above the speed of sound, at least without a crew served weapon with sensor suite ... a large object to be sure, even in TL 10.
Fate
GM, 6968 posts
Roll for dodge!
Sun 2 Oct 2022
at 12:26
  • msg #83

Working near Karukhi

In reply to Gloria Flake (msg # 82):

You do not have any area denial warheads, and to use a missile to target a single big when the beam weapon does just as well is a poor use of resources. But you could.

You have not seen the bugs using missiles at all so far. The heaviest you have seen is the beam weapons on the downed ship.

However being in orbit makes sensors even less effective, especially with the cloud cover rolling in around 5-7,000 ft. So sending the APC with just Brutus and a medical crew to pick up injured?

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 307 posts
5'11"
Sun 2 Oct 2022
at 12:35
  • msg #84

Working near Karukhi

"So, skipper, want to send the APC with just me and a medical crew to pick up injured?"
Gloria Flake
Entrepreneur , 2349 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 2 Oct 2022
at 17:56
  • msg #85

Working near Karukhi

So, should I just send the APC with Brutus and a Medical Crew ?  ...  Nah, They don't need Brutus there, I'll have Sigourney run that mission.  She thinks.


Brutus, Lets get an engineer or two together and see if we can think up and make a better bug killer system that the Mini-Fac can make. Have Sigourney run that Med-Evac missio
This message was last edited by the player at 18:02, Sun 02 Oct 2022.
Brutus Cartwright
Security, 308 posts
5'11"
Sun 2 Oct 2022
at 18:15
  • msg #86

Working near Karukhi

Brutus does as bid.
Fate
GM, 6969 posts
Roll for dodge!
Mon 3 Oct 2022
at 10:21
  • msg #87

Working near Karukhi

In reply to Brutus Cartwright (msg # 86):

Think up a better bug killer system? What ideas/rolls are you suggesting? Brutus is not an engineer, by the way...

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 309 posts
5'11"
Mon 3 Oct 2022
at 12:53
  • msg #88

Working near Karukhi

Definitely not an engineer. The best thing to kill bugs is Brutus in terrain suitable for pop up attacks.

He suggests, "Insecticide? Big bugs so lots of insecticide?"
Gloria Flake
Entrepreneur , 2350 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Oct 2022
at 20:31
  • msg #89

Working near Karukhi

In reply to Fate (msg # 87):

But he can think and seems to know what we need to be able to do to dispatch them...
I was thinking more in terms of slug/grenade thrower sorts of things, since we don't seem to have any.

Maching or pressing our such projectiles shouldn't be hard, clipped wire wound inside as fragments is easy enough and I will presume we can create an explosive and detonator system as well.
Fate
GM, 6971 posts
Roll for dodge!
Tue 4 Oct 2022
at 01:27
  • msg #90

Working near Karukhi

In reply to Gloria Flake (msg # 89):

Using hydrogen cylinders as the explosive, or doing some refining? Will still need to mine raw materials, design and fabricate the parts. Given the local colony use a lot of slug throwers, you are likely to get better value having Brutus assist the locals given the time frame.

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2351 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Oct 2022
at 02:32
  • msg #91

Working near Karukhi

I doubt Brutus alone can accomplish all that much, but he can serve as a highly overpaid emissary and coordinate our efforts.

We can adjust the Hydrogen content to acheive a reasonable explosive effect. We do not want anything too powerful and it splinters the fragemnts into parts too small to be effective.  We squash any thought of flamable weapons like Napalm, at least for the short term.

We have enough spare metal to build a hundred or so Bomblets/mortar shells. These will have a burst radius of about 50meters with a casualty percentage of 48% against standing or kneeling targets at that range (50 meters)
Fate
GM, 6974 posts
Roll for dodge!
Tue 4 Oct 2022
at 02:41
  • msg #92

Working near Karukhi

In reply to Gloria Flake (msg # 91):

You have a dTon or so of steel? It is not listed anywhere...when did you get it?

Even with suppliers, you will still take at least a day, probably several, to manufacture these weapons, and the attack and fire is expected in hours though.

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2352 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Oct 2022
at 02:48
  • msg #93

Working near Karukhi

We have at LEAST a dTon of spare metal for incidental ship repairs, like every warship has. The stuff to make hasty repairs to get home.
Gloria is dipping into those for needed weapons.  While the near term issue is the fire and close in bugs, that is not likely the end of it, there were more bugs dropped than we have accounted for.

BTW - at 6 to 10 pounds per shell, we are not going to use a dTon to make a hundred or so rounds.
This message was last edited by the player at 02:49, Tue 04 Oct 2022.
Fate
GM, 6976 posts
Roll for dodge!
Tue 4 Oct 2022
at 04:20
  • msg #94

Working near Karukhi

In reply to Gloria Flake (msg # 93):

The ship has 4 dTons of cargo space, almost all of which is good, and the recovery ball has just 0.4 dTons of cargo space, which would be repairing ships. There would be at most a couple of sheets and perhaps a few pipes, as the intention is to provide you with the ability to mine and refine enough to make your own sheets, rather than to carry everything like current warships.

You need to create hydrogen cylinders for the explosives, which will be heavy. A 250 lb bomb, which you would be replicating, has about 130 lbs of steel. If you want mortar rounds, you could ask the locals...

But you may well be right. There are likely more than what you have faced so far.

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 310 posts
5'11"
Tue 4 Oct 2022
at 13:46
  • msg #95

Working near Karukhi

"Happy to mop up, skipper, but a hundred or more's a bit too many. Anyway, ready whenever you've decided what we want to do."
Gloria Flake
Entrepreneur , 2353 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Oct 2022
at 16:30
  • msg #96

Working near Karukhi

Trying to find a way to do something, despite all these experts telling me why this or that is impossible.
Have them do a quick sensor scan of the area, Brutus. See if we can find any wrecks or other sources of metal.

We could probably find the charcoal, saltpeter andsulpher to make black powder, but it maay be faster and easier to make up some Nitric Acid.
That can be poured over cotton or other fibers to make a moderate explosive, which is what we want.

Brutus Cartwright
Security, 311 posts
5'11"
Tue 4 Oct 2022
at 16:50
  • msg #97

Working near Karukhi

"Ok, skipper," Brutus replies and  does as bid.
OOC: sensor scan result 13

He asks the techs, "Some insects, hive ones anyway, often have a ruler, a queen. Would these bugs have that?"
Gloria Flake
Entrepreneur , 2354 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Oct 2022
at 18:10
  • msg #98

Working near Karukhi

She continues to talk to the engineers.
Fate
GM, 6979 posts
Roll for dodge!
Tue 4 Oct 2022
at 19:40
  • msg #99

Working near Karukhi

In reply to Gloria Flake (msg # 98):

Regarding the queen, quite possibly. Some also do not, so the biologists are unsure. They simply don't have enough information, though they believe that access to the downed ship, which is unfortunately biological in nature, may answer many of those questions.

Regarding the survey of the local area, the colony does have a mine site nearby, though they have abandoned it for now to concentrate their defences. A geological survey would take too much time, but the downed Karukhi craft near the colony is about the only downed ship in the area, and the colonists have striped it for the parts, and continue to strip it still.

But being local, they might know of some options.

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 312 posts
5'11"
Tue 4 Oct 2022
at 21:12
  • msg #100

Working near Karukhi

"Permission to explore the downed bug mothership, skipper?"
Gloria Flake
Entrepreneur , 2355 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Oct 2022
at 21:35
  • msg #101

Working near Karukhi

No, not yet. We do not have the strength we might well need. But do ask the locals about their ship and what weapons they may have to use, You are free to mention we want to make mortar shells or bomblets we could carpet an area with.
Colonists
Wed 5 Oct 2022
at 02:00
  • msg #102

Working near Karukhi

In reply to Gloria Flake (msg # 101):

Is Brutus down there?

They have a couple of Gatling lasers, mortar boxes, quite a few grenades and a small number of mines they have deployed. They have used the steel to create pull boxes around the perimeter. They do not think there will be enough time to manufacture anything, but they do ask about what to expect from the enemies.

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership.]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2356 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Oct 2022
at 03:22
  • msg #103

Working near Karukhi

Brutus is still up in the ship.

I expect to be surprised by something they do... and I expect this battle to last more than just a day or two.
The weapons you have are likely what you want, especially the mortar shells, which may cause them some harm if in groups.

Colonists
Wed 5 Oct 2022
at 05:02
  • msg #104

Working near Karukhi

In reply to Gloria Flake (msg # 103):

Still need to determine where Brutus is.

"We are prepared for a seige. We have enough food to last two weeks, and a number of large  lasers for big game as well as flamers and smaller laser rifles. That should help for a longer seige, and the explosives if they attempted a mass attack. What have you seen of their tactics?"

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, no bonus to roll, strategy 14)
Friendly: 4 Combat Engineers (F/Eng 4x640), 1x Command post (C3I800), 5xMortar teams(Art 5x800), 5xSupport weapon (F5x800), 5x Riflemen(F/Rec640), 3xConscripts(F640), F11,680, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, strategy 12+7=19
]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 11:25, Wed 05 Oct 2022.
Brutus Cartwright
Security, 313 posts
5'11"
Wed 5 Oct 2022
at 06:54
  • msg #105

Working near Karukhi

Brutus ends to Gloria (only), "We could offer them some of the captured bug weaponry."
Gloria Flake
Entrepreneur , 2357 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Oct 2022
at 16:12
  • msg #106

Working near Karukhi

Good Idea, if they have people to use it and we can tell them how ... surmising how it works could present unwelcome surprises.


As for where Brutus is... see message 103.  He had checked the sensors for me and is now speaking with me face to face on the Bridge.
Fate
GM, 6982 posts
Roll for dodge!
Wed 5 Oct 2022
at 19:27
  • msg #107

Working near Karukhi

In reply to Gloria Flake (msg # 106):

Ok. So APC at this time is doing a medical run? Your sickbay will be full after one run.

I presume after that the APC is active in scouting and straffing for bugs?

The alien weapons are Blue-Green lasers, which you know to be effective in water and have longer range. It takes a simple modification to change the grip to make them suited to humans. Otherwise they make for very effective weapons. What the colonists really ask for is skilled military leadership.

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)
Friendly: 4 Combat Engineers (F/Eng 4x640), 1x Command post (C3I800), 5xMortar teams(Art 5x800), 5xSupport weapon (F5x800), 5x Riflemen(F/Rec640), 4xConscripts(F320), F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, strategy 12+7=19
]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 314 posts
5'11"
Wed 5 Oct 2022
at 19:46
  • msg #108

Working near Karukhi

"I think we should help, skipper, and I know just the person, a man actually,for the job. But it's your call, skipper," prompts Brutus. It's pretty obvious he means himself. "I know you could do it, skipper, but you're irreplaceable and I'm not."
Gloria Flake
Entrepreneur , 2358 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Oct 2022
at 22:39
  • msg #109

Working near Karukhi

I am not so sure you are replaceable either, we will get the controls and grips altered on their lasers and send them down when ready.
You go guide them BUT I do NOT expect to see you out there alone and on your own.  Use the soldiers you command.

Gloria will have one of the heavy lasers kept aboard unaltered, to hand in for Tech Intelligence to analyze. She keeps one other altered laser for experimentation.

Sigourney is still acting as the Commander of the APC, which can cause as much grief as they can when not evacuating the injured. Gloria suggests dropping some armed mortar rounds on any groups of two or three bugs, even if dropped by hand, the effects may be very helpful, especially if they are not familiar with fragment producing explosives.
Fate
GM, 6984 posts
Roll for dodge!
Thu 6 Oct 2022
at 05:28
  • msg #110

Working near Karukhi

In reply to Gloria Flake (msg # 109):

The arachnids seem to be very good at staying out of sight, and if they plan to attack, they have not yet shown it. The fire is able to approach by the time you modify the weapons and Sigourney and Brutus head down. The locals are welcoming, and as Sigourney lifts off to go hunting, Brutus introduces himself to the local leadership. The men look over the weapons, noting the vibro blades, and discuss the overrun tactics they had used with you. They hastily hand our close range weapons, including all the laser pistols you had, and start adopting the fortified positions with barbed wire. They also breif you on the flying units, which you have yet to see, and discuss your strategic training, coming to the conclusion that your might be the best person to command the defences. Defences are centred around the 70 trained soldiers, including the heavy weapons.

Bombing them will require finding them. Organic creatures in organic plant matter that do not seem to be showing up on thermal scans will be tricky...

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 315 posts
5'11"
Thu 6 Oct 2022
at 11:33
  • msg #111

Working near Karukhi

OOC: Do you think this needs a map?
Fate
GM, 6987 posts
Roll for dodge!
Thu 6 Oct 2022
at 19:24
  • msg #112

Working near Karukhi

In reply to Brutus Cartwright (msg # 111):

Working on it, though Mass Combat may not. That is the beauty of the Mass Combat rules...they simplify a lot of otherwise complicated combats with regards to the NPCs, so the players state what plans they make (including selecting a strategy), the GM assigns a bonus/penalty to the strategy roll modifier to their actions, as well as to all the other factors (day/night, terrain, troop types and numbers, etc) and both leaders make a strategy roll. Then results, including casualty modifiers are applied, and both sides evaluate and decide what the do for the next round. Mass combat rounds are similar in duration to space combat rounds.

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 316 posts
5'11"
Thu 6 Oct 2022
at 19:42
  • msg #113

Working near Karukhi

Well honestly I've never done any combatty things and while I can roll 3d6 any number of times, to have even the faintest chance of figuring out deployment and so forth I'd need to see it. My spacial awareness is rather poor. Might be related to gender/hunter genes (cavemen v mammoths) or something.
Any help/advice from any resident military experts would be rather welcome.
Fate
GM, 6990 posts
Roll for dodge!
Thu 6 Oct 2022
at 19:50
  • msg #114

Working near Karukhi

In reply to Brutus Cartwright (msg # 113):

That's fine. Do you have access to GURPs Mass Combat? There are also some of the relevant rules in the Rules Clarification thread. Basically, you take penalties for casualties, so you want to minimise yours and maximise theirs, until you have enough of a difference to finish them with more risky maneuvers. Sounds simple, and it really is. People overcomplicate it sometimes I think. Good planning and keeping your troops alive has historically won 90% of battles. Wars are more complicated...

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 317 posts
5'11"
Thu 6 Oct 2022
at 19:59
  • msg #115

Working near Karukhi

I'm away from home so I've been working from memory this week. I don't recall ever buying that though.
It's the topography of the area to be defended that would help maybe. Otherwise I predict I'll get a glazed look and just rattle dice in a meaningless way. I don't think that's a great way to resolve something as potentially epic as this.
Gloria - what do you think?
Fate
GM, 6991 posts
Roll for dodge!
Thu 6 Oct 2022
at 23:58
  • msg #116

Working near Karukhi

In reply to Brutus Cartwright (msg # 115):

Ok, I got a map uup under group 4. Red is the grass fires, black is the burnt zone.

Have a read through the Rules thread msg #9.
Gloria Flake
Entrepreneur , 2359 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 7 Oct 2022
at 20:56
  • msg #117

Working near Karukhi

OK, Gloria tells the sensor operator to switch to Ultraviolet, the Arachnids should glow up immediately.  (I actually keep a black light in the house just for this, although the interest is mostly scorpions which we seldom ever see inside. they glow under UV light.)


Yes, Brutus, Gloria will help with tactics and strategy.  [her PC is experienced, but likely a bit out of date]
Fate
GM, 6993 posts
Roll for dodge!
Fri 7 Oct 2022
at 21:27
  • msg #118

Working near Karukhi

In reply to Gloria Flake (msg # 117):

How well does UV work through cover?

Also, initial strategy?

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 318 posts
5'11"
Sat 8 Oct 2022
at 11:21
  • msg #119

Working near Karukhi

OOC: I've read the mass combat rules.
If you can give me a couple of hours I'll try and make a contribution to the battle. 9but may have some queries first.) I hope that's ok..
Brutus Cartwright
Security, 319 posts
5'11"
Sat 8 Oct 2022
at 12:05
  • msg #120

Working near Karukhi

Fate:
In reply to Gloria Flake (msg # 117):

How well does UV work through cover?...
Applying rotational polarisation of the UV shoud detect moving edges. Some kind of threshhold filter may suppress the grass movement (if there's much left after the fires).

Fate:
In reply to Brutus Cartwright (msg # 115):

Ok, I got a map uup under group 4. Red is the grass fires, black is the burnt zone...
  I can't seem to access a map as "group 4". Maybe permission needes to be turned on?

Edit: Brutus has Strategy 12, Tactics 12 if they have any effect.

***
Edit 2: Does Brutus have a position bonus? Is this different to terrain bonus?

***
Edit 3: "Deliberate Defense" seems to require a Defense Bonus. Does Brutus have a Defense Bonus? if so, what is it? If not, may one be generated?
Deliberate Defense also surrenders Initiative. Does Initiative aways go to the attacker? Otherwise how might Brutus gain Initiative?

***
Edit 4: Thinking of Skirmish followed by (one of) Defense or Deliberate Defense..
Would that be legal?
This message was last edited by the player at 13:59, Sat 08 Oct 2022.
Gloria Flake
Entrepreneur , 2360 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 8 Oct 2022
at 19:14
  • msg #121

Working near Karukhi

Most plants won't glow, the bugs should.
Fate
GM, 6995 posts
Roll for dodge!
Sat 8 Oct 2022
at 21:53
  • msg #122

Working near Karukhi

In reply to Brutus Cartwright (msg # 120):

Ok, what measures could a TL9 civilization take to mitigate this easy detection by UV?

Happy to see questions, will look into the access. I have included Brutus Strategy skill.

Good point with Position Bonus...that is a relative factor relative to the enemies position, which is currently unknown. It is separate from terrain and defensive bonus and strategy bonus. You have terrain bonus of +1 and defensive bonus of +1 for now.

Deliberate defense or deliberate attack surrender initiative to the other side, unless both sides choose a deliberate strategy or Parley. The deliberate I think have to be chosen on the first round, and possibly the first round only...need to check.

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 Terrain, +1 defensive bonus, strategy 12+8=20

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 320 posts
5'11"
Sat 8 Oct 2022
at 22:27
  • msg #123

Working near Karukhi

Brutus Cartwright:
Fate:
In reply to Gloria Flake (msg # 117):

How well does UV work through cover?...
Applying rotational polarisation of the UV shoud detect moving edges. Some kind of threshhold filter may suppress the grass movement (if there's much left after the fires)...
Is there much grass left after the fires?

Brutus Cartwright:
<quote Fate>...Edit 4: Thinking of Skirmish followed by (one of) Defense or Deliberate Defense..
Would that be legal?
I believe it is allowed apart from in a pitched battle but these are rules I only just read for the 1st time.

Fate:
In reply to Brutus Cartwright (msg # 120):

Ok, what measures could a TL9 civilization take to mitigate this easy detection by UV?...
Tunneling. Or personal stealth field. Or teleportation. I beleive we saw no evidence of any such capabilities on the fallen. Correct?

New query:  How is initiative determined?
Fate
GM, 6997 posts
Roll for dodge!
Sun 9 Oct 2022
at 10:57
  • msg #124

Working near Karukhi

In reply to Brutus Cartwright (msg # 123):

The grass has actually been shortened and blackened considerably, making it much harder to sneak around. The fires are still going at this point.

Initiative is determined in the scouting phases, after which you take it in turns.

I would assume also several types of clothing could provide UV absorption. No personal stealth shield or teleportation were detected, tunneling you are not so sure of.

You are correct, during a siege, either side may use a deliberate strategy. So Skirmish then deliberate defence would be fine. Let me know when you make the Strategy roll...include it in the description.

I do also notice that the defence bonus is from the terrain...so they do not stack.

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 321 posts
5'11"
Sun 9 Oct 2022
at 11:18
  • msg #125

Working near Karukhi

OOC: I don't recall how we do scouting phase.. How does that work?
Fate
GM, 6998 posts
Roll for dodge!
Sun 9 Oct 2022
at 11:22
  • msg #126

Working near Karukhi

In reply to Brutus Cartwright (msg # 125):

Normally a roll of recon troops, but in this case you have a significant bonus due to the air units. Still, patrols would add...the aim is to find the enemy.

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 322 posts
5'11"
Sun 9 Oct 2022
at 12:21
  • msg #127

Working near Karukhi

So scouting first?

======
13:23, Today: Brutus Cartwright rolled 14 using 3d6 with rolls of 3,6,5.  Scouting roll unmodified as yet

***
and thought I'd throw this in just in case, e.g. "...and watch out for bugs following the advance of a fire..."
13:25, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 5,2,1.  Tactics 12
This message was last edited by the player at 12:27, Sun 09 Oct 2022.
Gloria Flake
Entrepreneur , 2361 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 9 Oct 2022
at 19:07
  • msg #128

Working near Karukhi

In reply to Fate (msg # 122):

Clothing would work to conceal or at least reduce* UV visability of all covered portions of the bugs anatomy. Obviously some portions cannot be covered while moving or fighting.

* thicker, denser coverings would conceal better, but hamper movement more.
Fate
GM, 6999 posts
Roll for dodge!
Sun 9 Oct 2022
at 19:20
  • msg #129

Working near Karukhi

In reply to Gloria Flake (msg # 128):

The arachnids have body armour and limb armour, and wear treated glass helmets that reduce UV (aka Polaroid), so they are mostly covered. Arachnids, like most insects, have an exoskeleton that can be simply reinforced by rigid armour that is dense but not bulky.

Scouting reveals no bugs near the fire, and the tactics roll suggests it might be a distraction. With sealed helmets and Blue-Green lasers, you realise the river presents an even better alternative attack vector.

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur , 2362 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 9 Oct 2022
at 21:03
  • msg #130

Working near Karukhi

Of course body armor heats at a different rate than the background, so normal IR will work.
The river approach is an unpleasant surprise, but certainly logical from a bug perspective.
I assume our lasers will not do a lot in the water ... maybe boil up some water for tea.
I mean what's 50 or 100 thousand Joules of energy.
Brutus Cartwright
Security, 323 posts
5'11"
Sun 9 Oct 2022
at 22:07
  • msg #131

Working near Karukhi

OOC: Brutus didn't mention anything about a river as the player still can't access the map. Any chance of granting me access to group 4?
Or else adding the map to Group 1 or 2 (both of which I can "see" in the pull down map menu)?
Gloria Flake
Entrepreneur , 2363 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 10 Oct 2022
at 02:10
  • msg #132

Working near Karukhi

In reply to Brutus Cartwright (msg # 131):

FWIW, I also do not see group 4... you likely have to go into the GM menu, go to groups and add whomever to group four and save it.
Brutus Cartwright
Security, 325 posts
5'11"
Mon 10 Oct 2022
at 21:59
  • msg #133

Working near Karukhi

======
OOC: Glanced at the map (which won't magnify) but for which, TY!! Initial reaction/thoughts follow.
Potential retcon (depending on specifics of environment & equipment): Submerged cameras, feed into computer, compares agasint known immage, looking for size-filtered changes. Three layers. The cameras watch strung out razor wire (underwater) which is backed with proximity mines. Same to north and to SE.

Fate
GM, 7008 posts
Roll for dodge!
Tue 11 Oct 2022
at 01:24
  • msg #134

Working near Karukhi

In reply to Brutus Cartwright (msg # 133):

OK, additional defenses are put into the water, along with surveillance, which also includes sonar in case the waters are muddied...

The day goes on. You are confident from what glimpses you have had that the creatures have moved to your area, but no engagements of confirmed sighting as the sun sets...

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 326 posts
5'11"
Wed 12 Oct 2022
at 22:52
  • msg #135

Working near Karukhi

======
OOC: Ok so far. But not sure who does what next.

Gloria Flake
Entrepreneur, 2368 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 13 Oct 2022
at 02:21
  • msg #136

Working near Karukhi

Well since things are calm for the moment, Gloria goes in and strips her clothes off and gets a shower, then puts on clean garments, she feels much refreshed, soft and feminine again.
Fate
GM, 7009 posts
Roll for dodge!
Thu 13 Oct 2022
at 05:40
  • msg #137

Working near Karukhi

In reply to Brutus Cartwright (msg # 135):

Gloria feels nice and clean. Everyone else is still on high alert waiting for the expected attack, which has not yet eventuated. They may be waiting until you drop your gaurd...the locals suggest shifts in order to avoid gaurd duty fatigue..

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 327 posts
5'11"
Thu 13 Oct 2022
at 18:46
  • msg #138

Working near Karukhi

Patrols it is then.
Fate
GM, 7012 posts
Roll for dodge!
Thu 13 Oct 2022
at 22:20
  • msg #139

Working near Karukhi

In reply to Brutus Cartwright (msg # 138):

Sure. Numbers? Range? Regularity?

40 Combat Engineers in 4 units of 10 (F/Eng 4x640), Command post (C3I800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 328 posts
5'11"
Fri 14 Oct 2022
at 13:48
  • msg #140

Working near Karukhi

Brutus says, "The sensor ring around our perimeter is our first line of defence. The rest of you will be split into three teams, one on gaurd, one on standby and one at rest. Gaurds and standby alternate every hour. I'll run with Team 1." gesturing he adds, "You, and you, with lead teams 2 and 3."

The two most experienced military types can run teams 2 and 3. Brutus keep someone with him that knows most of Team 1. The three of them can figure out the team staffing themselves.
Fate
GM, 7016 posts
Roll for dodge!
Fri 14 Oct 2022
at 21:32
  • msg #141

Working near Karukhi

In reply to Brutus Cartwright (msg # 140):

The rest of the day passes uneventfully. As dusk falls, there are reports of sniper attacks, though it is hard to pinpoint where they are coming from. But the enemy units do not show themselves. Response?

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 329 posts
5'11"
Fri 14 Oct 2022
at 22:34
  • msg #142

Working near Karukhi

"Hey Gloria! Did the scanneers pick up where any of the snipers are? Lasers are kind of tough to make invisible."
Fate
GM, 7017 posts
Roll for dodge!
Fri 14 Oct 2022
at 23:13
  • msg #143

Working near Karukhi

In reply to Brutus Cartwright (msg # 142):

The smoke is starting to clear, but you can get a rough idea of the snipers locations...they are about 600 yds away, and the shots were good. Fortunately, the range and smoke haze reduced damage, and the injuries minor, most absorbed by armour/helmets.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 135 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2370 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 14 Oct 2022
at 23:32
  • msg #144

Working near Karukhi

We are working it and will engage as soon as we have a solid target or targets.

16:31, Today: Gloria Flake rolled 10 using 3d6 with rolls of 4,1,5.  Laser shot 1.
16:31, Today: Gloria Flake rolled 13 using 3d6 with rolls of 2,5,6.  Laser shot 2.
16:30, Today: Gloria Flake rolled 16 using 3d6 with rolls of 4,6,6.  Laser shot 3.
16:30, Today: Gloria Flake rolled 8 using 3d6 with rolls of 3,3,2.  Laser shot 4.
Fate
GM, 7020 posts
Roll for dodge!
Sat 15 Oct 2022
at 03:22
  • msg #145

Working near Karukhi

In reply to Gloria Flake (msg # 144):

You try to get a target and fire at what you believe are the sources of the sniper fire. Perhaps it was, because it stops soon after.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 11:04, Sat 15 Oct 2022.
Brutus Cartwright
Security, 330 posts
5'11"
Sat 15 Oct 2022
at 09:51
  • msg #146

Working near Karukhi

The base continues rotational duty shifts..

"Hey, skipper, do the techs have any thoughts on the bugs using so much energy when they run? Does that put them on some sort of timer? Might it be worth running a scanner over the downed ships? Either they might be salvaging or, if abandoned, maybe there's something there was could scavenge and maybe learn from."
Gloria Flake
Entrepreneur, 2371 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 15 Oct 2022
at 23:37
  • msg #147

Working near Karukhi

I'll send one of the scientific ships to look at it from  distance
Fate
GM, 7021 posts
Roll for dodge!
Sun 16 Oct 2022
at 10:01
  • msg #148

Working near Karukhi

In reply to Gloria Flake (msg # 147):

Which ship, and from what distance? The scientific shuttle was the one shot down...

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 331 posts
5'11"
Sun 16 Oct 2022
at 15:12
  • msg #149

Working near Karukhi

Finishing his off shift Brutus washes, eats and equips for watch duty.

======
OOC: Roughly what time of day is it?

Gloria Flake
Entrepreneur, 2372 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 16 Oct 2022
at 17:54
  • msg #150

Working near Karukhi

In reply to Fate (msg # 148):

You mean it's not fixed YET?

I am assuming the AK Modular Surveyor: 9M, 6 dTon Flattened Sphere  was the one damaged.

The AKHB Surveyor: 52 M Solars, 20 dTon Sphere, 10 yd dia  can dod the job, but will need to do it from a distance, as it doesn't take lasers well.  However it would seem to have a far better array of survey instruments.
This message was last edited by the player at 18:01, Sun 16 Oct 2022.
Fate
GM, 7023 posts
Roll for dodge!
Sun 16 Oct 2022
at 19:57
  • msg #151

Working near Karukhi

In reply to Gloria Flake (msg # 150):

It is fixed. It is just that you know it has less armour and is vulnerable to laser fire...the AKHB are not aerodynamic, and from memory is more lightly armed, but that may work too.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2373 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 17 Oct 2022
at 00:39
  • msg #152

Working near Karukhi

In reply to Fate (msg # 151):

I was assuming it could do the job from well out of laser range, or at least effective laser range. If they get too good, we can use the sand caster and withdraw.
Fate
GM, 7027 posts
Roll for dodge!
Tue 18 Oct 2022
at 05:25
  • msg #153

Working near Karukhi

In reply to Gloria Flake (msg # 152):

Sand in gravity will fall away quickly....

Dinosaur laser range is 1300 yds (3900 ft) for full damage, and 3900 yds (11,700 ft) for half damage. With DR of 100, 8d(2) burn, with precision shots (Half DR), they would need a crit (half DR again) to do damage above 3900 ft.

So assuming you plan to stay above that altitude, what exactly are you trying to do?

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2375 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 19 Oct 2022
at 20:02
  • msg #154

Working near Karukhi

In reply to Fate (msg # 153):

I would think from 12,000 feet altitude we should be able to do a very good scan of the Mother ship carcass and ascertain if it is still living, if it is providing succor to these bugs and if they are getting any value from it.
Fate
GM, 7029 posts
Roll for dodge!
Thu 20 Oct 2022
at 04:33
  • msg #155

Working near Karukhi

In reply to Gloria Flake (msg # 154):

Your scan is sufficient to tell that there is a lot of activity around it. It has largely been pulled apart, and there are dead around that seemed to have survived the crash, but not for that long. What they are getting from it is much harder to tell, but it does not seem like food.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2376 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Oct 2022
at 18:26
  • msg #156

Working near Karukhi

The surveyor can fire it's laser at specific targets, meanwhile we can have the Gashidda swing in a bit lower and add to the destruction.
Fate
GM, 7030 posts
Roll for dodge!
Thu 20 Oct 2022
at 18:54
  • msg #157

Working near Karukhi

In reply to Gloria Flake (msg # 156):

Sure. Which targets specifically? How low are you bringing Gashidda?

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 80 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2378 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 21 Oct 2022
at 02:33
  • msg #158

Working near Karukhi

Well you didn't provide much detail, so where ever the biggest crowd of bugs is...

I don't think the Gashidda has to get all that low, but low enough where we get max effect on the target, 50k feet?
We want to leave burnt junk behind.  we can make several passes if it helps. Basically want them to get no value from the wreck and will shoot up anything they have recovered as well.
Fate
GM, 7035 posts
Roll for dodge!
Fri 21 Oct 2022
at 02:44
  • msg #159

Working near Karukhi

In reply to Gloria Flake (msg # 158):

There is not a lot of detail you will get at 50,000 ft. The terrain have a reasonable amount of light foliage and sections of the ship have to some extent been dismantled, with items recovered already hidden out of sight. Indeed, when you start shooting the remaining bugs scatter with astonishing speed. Sensors indicate that stealth was their first reaction, but even with advanced sensors you soon run out of live targets.

Spending some time, you are able to reduce the ship to what seems like a wreck within 30 minutes.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2379 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 21 Oct 2022
at 03:57
  • msg #160

Working near Karukhi

In reply to Fate (msg # 159):

Remember I may be at 50,000 feet, but the survey ship is at 12k feet and has fine equipment for finding things... and transmitting it back up to us.  Sucks to be the bugs just now.
Fate
GM, 7038 posts
Roll for dodge!
Sat 22 Oct 2022
at 12:52
  • msg #161

Working near Karukhi

In reply to Gloria Flake (msg # 160):

Survey ship is designed for stellar survey, though. Not good at filtering noise.

But as stated, you do succeed in reducing the mother ship to rubbish.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 333 posts
5'11"
Sun 23 Oct 2022
at 08:49
  • msg #162

Working near Karukhi

"How's it going,Skipper? Any movement?" comms Brutus.
Gloria Flake
Entrepreneur, 2380 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Oct 2022
at 17:09
  • msg #163

Working near Karukhi

They seem to have pulled a bunch of stuff out of the wreck, can't say what exactly, but it's gone into the woods.
best guess is 20 or 30 bugs involved in the effort, but they work hard and without rest, so likely what 100 of us might manage.
Brutus Cartwright
Security, 334 posts
5'11"
Sun 23 Oct 2022
at 17:31
  • msg #164

Working near Karukhi

"How far from me are they?"
Gloria Flake
Entrepreneur, 2381 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 23 Oct 2022
at 17:57
  • msg #165

Working near Karukhi

In reply to Brutus Cartwright (msg # 164):

Out where their ship crashed, so a good distance, but those bugs seem to move quickly.
We killed a few.

Fate
GM, 7043 posts
Roll for dodge!
Sun 23 Oct 2022
at 19:26
  • msg #166

Working near Karukhi

In reply to Gloria Flake (msg # 165):

The crash site is over 100 miles from the colony.

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 335 posts
5'11"
Sun 23 Oct 2022
at 21:10
  • msg #167

Working near Karukhi

"Thanks, Skipper!"
Gloria Flake
Entrepreneur, 2382 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 25 Oct 2022
at 18:40
  • msg #168

Working near Karukhi

We pick up the Sensor bird and move back to the campsite, sitting over head at 50 miles or so.
This message was last edited by the player at 22:21, Tue 25 Oct 2022.
Fate
GM, 7049 posts
Roll for dodge!
Tue 25 Oct 2022
at 19:25
  • msg #169

Working near Karukhi

In reply to Gloria Flake (msg # 168):

By mack you mean moving Brutus to the campsite? With how many others? The colonists are willing to have 10 scientists and 10 troops go to assist...( 1 unit of 10 conscripts and 1 unit of 10 riflemen from a mechanics perspective).

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 133 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

20 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2383 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 25 Oct 2022
at 22:23
  • msg #170

Working near Karukhi

In reply to Fate (msg # 169):

Not moving Brutus, just moving back to support him and the colonists.
Brutus Cartwright
Security, 336 posts
5'11"
Tue 25 Oct 2022
at 23:01
  • msg #171

Working near Karukhi

======
OOC: I'm not sure how we proceed..

Fate
GM, 7050 posts
Roll for dodge!
Wed 26 Oct 2022
at 01:24
  • msg #172

Working near Karukhi

In reply to Brutus Cartwright (msg # 171):

The night comes and goes as Gloria is scouting the downed craft. During the night, sniping continues, inflicting minor damage to both sides, though the colonists suffer from injuries rather than fatalities. You are not sure about the enemy casualties, but there are a number reported as killed. Through the next day, the sniping seems to abate, and you track them using the Gashidda sensors to a gorge about 65 miles from your friendly colonists. The rocky terrain makes sensors less accurate, but they identify what seems to be a cave system they seem to be using.

The local colonists are concerned about allowing them to get too settled in...

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

22 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2384 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 26 Oct 2022
at 04:04
  • msg #173

Working near Karukhi

We do not have the forces to push them out, but your people may, and they should be arriving here soon.
Fate
GM, 7053 posts
Roll for dodge!
Wed 26 Oct 2022
at 05:03
  • msg #174

Working near Karukhi

In reply to Gloria Flake (msg # 173):

"We are not sure that they will get here that soon, but we are concerned that they may be able to reproduce. Can you lead an exploratory mission to work out what they are doing there, rather than just waiting to find out the hard way? We can spare 2 Engineering units, 2 Gatling Lasers, the Auto grenade launcher and 3 Riflemen units, alone with 10 scientists, as long as your ship and small craft continue to provide top cover."

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

22 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 337 posts
5'11"
Wed 26 Oct 2022
at 06:40
  • msg #175

Working near Karukhi

Brutus waits from Gloria's response.
Gloria Flake
Entrepreneur, 2385 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 27 Oct 2022
at 02:31
  • msg #176

Working near Karukhi

I see no problem with providing top cover, but extraction in an emergency may well be beyond us.
Fate
GM, 7055 posts
Roll for dodge!
Thu 27 Oct 2022
at 04:06
  • msg #177

Working near Karukhi

In reply to Gloria Flake (msg # 176):

Extraction of the colonists or the expedition team? Either would be difficult...so happy for Brutus to lead the expedition?

4 units of 10 Combat Engineers (F/Eng 4x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 4 Gatling lasers plus 1 Auto grenade launcher, 4 per team (F5x800), 5x Riflemen units of 10 (F/Rec640), 40xConscripts in 4 teams of 10(F320),
Mass Combat strength: F11,040, Art4,000, Eng2,560, Rec3,200, +3 Art, +3 C3I, +1 defensive bonus, strategy 12+7=19

[Private to GM: Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

22 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 338 posts
5'11"
Thu 27 Oct 2022
at 09:03
  • msg #178

Working near Karukhi

If Gloria approves, of course!
Gloria Flake
Entrepreneur, 2386 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 27 Oct 2022
at 18:21
  • msg #179

Working near Karukhi

In reply to Fate (msg # 177):

I had assumed he was doing so...
I was speaking of extracting the expedition team, should things go poorly.
Fate
GM, 7056 posts
Roll for dodge!
Thu 27 Oct 2022
at 20:15
  • msg #180

Working near Karukhi

In reply to Gloria Flake (msg # 179):

You make plans and set out. The expedition force consists of 75 brave souls led by Brutus in a convoy of 8 trucks and two small tracked vehicles (modified mini tractors, with the Gatling lasers on the top.)

Spoiler text: (Highlight or hover over the text to view)
Think something like this https://www.unusuallocomotion.com/medias/images/thomas-rover-1.jpg?fx=r_950_950

The terrain is rough and only partially chartered, and you expect to cover 50 miles in the first day, but the last 15 miles are very rugged, and the trucks particularly are likely to struggle. Or you could hike, 2 days hard slog or three days at a more careful pace.. Travel plans?

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng strategy 12+3=15

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Air +1 defensive bonus, strategy 12+10=22

[Private to GM: Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

22 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 02:14, Fri 28 Oct 2022.
Brutus Cartwright
Security, 339 posts
5'11"
Sat 29 Oct 2022
at 22:48
  • msg #181

Working near Karukhi

Tracked vehicle for the first day and try them for the start of day 2; bailing on them and finishing by hiking if they struggle badly.
Fate
GM, 7059 posts
Roll for dodge!
Sun 30 Oct 2022
at 08:16
  • msg #182

Working near Karukhi

In reply to Brutus Cartwright (msg # 181):

The small tracked vehicles can keep up with the hiking. The trucks, not so much. After the first day, the trucks find the rough terrain too much, though the tracked vehicles, being smaller, manage Ok.

But this is hostile territory as far as you know. After the first day, there are reports you are being shadowed, though there have not yet been any attacks. How do you set up for the night?

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng strategy 12+3=15

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Air +1 defensive bonus, strategy 12+10=22

[Private to GM: Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. 13x Rifleman, good (F/Rec 13x960=12,480, air2,560, +3 Air, strategy 17)]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 340 posts
5'11"
Sun 30 Oct 2022
at 09:27
  • msg #183

Working near Karukhi

Do we know by what we're being shadowed?
Fate
GM, 7060 posts
Roll for dodge!
Sun 30 Oct 2022
at 10:45
  • msg #184

Working near Karukhi

In reply to Brutus Cartwright (msg # 183):

You believe it is either a pack of local wildlife, or more likely, the bugs.
Brutus Cartwright
Security, 341 posts
5'11"
Sun 30 Oct 2022
at 10:58
  • msg #185

Working near Karukhi

Upon stopping Brutus tries to backtrack a little way to get a reading on what follows them but doesn't manage to glean anything much.

We set up defensively, perimeter sensors and paired guards. Overwatch on patrolling gaurds. Rotational 3 shifts. Hot meals, water, sleep..

======
OOC: For the details of making secure camp,
10:57, Today: Brutus Cartwright rolled 6 using 3d6 with rolls of 3,2,1.  Strategy or Tactics 12
Success MoS 6

Fate
GM, 7061 posts
Roll for dodge!
Sun 30 Oct 2022
at 19:35
  • msg #186

Working near Karukhi

In reply to Brutus Cartwright (msg # 185):

Cool. On about the second watch, there is a raid. What risk factors do you take if attacked? Factor between -3 and 3 effects your strategy roll, but also the chance of you getting injured, as details on the rules thread.

The hilly terrain gives you a +2 terrain +1 defensive bonus, will use the initial strategy roll to set up camp.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng strategy 12+3=15

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Air +1 defensive bonus, strategy 12+10=22

[Private to GM: Raid, loss by 5+ risk, Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. Three groups, 60 +60 +60 Rifleman, good (Each F/Rec 6x960=5,760, casualties 0%, 0%, 50%, air2,560, cast 0%, +3 Air, strategy 17)]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2387 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Oct 2022
at 19:51
  • msg #187

Working near Karukhi

In reply to Fate (msg # 184):

Assuming this is relayed up, the ship can try to ascertain what is tracking them and even zap them perhaps. Or send the APC down to apply some pressure.
Fate
GM, 7062 posts
Roll for dodge!
Sun 30 Oct 2022
at 20:15
  • msg #188

Working near Karukhi

In reply to Gloria Flake (msg # 187):

Gloria, give me a strategy/tactics roll to interpret what is happening.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng strategy 12+3=15

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Air +1 defensive bonus, strategy 12+10=22

[Private to GM: Raid, loss by 5+ risk, Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. Three groups, 60 +60 +60 Rifleman, good (Each F/Rec 6x960=5,760, casualties 0%, 0%, 50%, air2,560, cast 0%, +3 Air, strategy 17)]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 342 posts
5'11"
Mon 31 Oct 2022
at 10:46
  • msg #189

Working near Karukhi

Comms channel to Gloria is open.

======
OOC:I think deliberate defence would give Brutus's expedition a +2 bonus. Is that correct?
If yes then Brutus will take a +2 risk factor.
This message was last edited by the player at 13:32, Mon 31 Oct 2022.
Gloria Flake
Entrepreneur, 2388 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 31 Oct 2022
at 16:51
  • msg #190

Working near Karukhi

Gloria keeps Brutus informed and hoses the trackers as she can (direct things, of course)


09:49, Today: Gloria Flake rolled 5 using 3d6 with rolls of 3,1,1.  Tactics.
I doubt Strategy (Space) would be very useful...
Fate
GM, 7064 posts
Roll for dodge!
Mon 31 Oct 2022
at 19:48
  • msg #191

Working near Karukhi

In reply to Brutus Cartwright (msg # 189):

Yes, the appropriate strategy would be land. Tactics will work.

Monitoring the movements, you note that they are becoming adept at hiding from the air, using foliage and natural barriers to good effect. You also note that they have split their forces, with one force probing the colony when you move to cover the expeditionary force.

Deliberate defence would give a +2 bonus if you have fire superiority, so that may depend on the force being brought, and you need to take time to set it up, since it will take a few hours. If attacked while setting it up, or if you lack fire superiority, you only get a +1.

Which is what they try to do. With Gloria and the APC covering you, simultaneous attack on both you and the colony occur. The attempt to raid your forces targets the engineering corps, which bears the brunt of the minimal casualties you take. By contrast, they pay a heavy price, and while it is hard to guage numbers, you are confident that they have taken significant losses.

You will have to make a Misfortune of War, you want 6 or higher.

Meanwhile, you have reports of a major attack on the colony being repelled when a large force attempted to use the river to gain entry. It was soon found that the HE mortars were like depth charges in water, and we're used to devastating effect, though exactly how many were killed is very hard to ascertain. Carnivorous fish, attracted by the blood and bodies, added to both the carnage and confusion.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, -1 casualties (5%), strategy 12+3-1=14

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Air +1 defensive bonus, strategy 12+10=22

[Private to GM: Raid, loss by 7 risk, Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. Three groups, 60 +60 +60 Rifleman, good (Each F/Rec 6x960=5,760, casualties 35% (-7), 30%, 50%, air2,560, cas 0%, +3 Air, strategy 17)]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 343 posts
5'11"
Mon 31 Oct 2022
at 19:56
  • msg #192

Working near Karukhi

======
OOC:
19:54, Today: Brutus Cartwright
rolled 10 using 3d6 with rolls of 4,3,3.  Misfortune of War 6

Fate
GM, 7066 posts
Roll for dodge!
Mon 31 Oct 2022
at 20:08
  • msg #193

Working near Karukhi

In reply to Brutus Cartwright (msg # 192):

You are not injured in the first 20 minutes at least. Next actions? Deliberate defence has worked, but they are likely to withdraw after the losses suffered.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, -1 casualties (5%), strategy 12+3-1=14

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Air +1 defensive bonus, strategy 12+10=22

[Private to GM: Raid, loss by 7 risk, Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. Three groups, 60 +60 +60 Rifleman, good (Each F/Rec 6x960=5,760, casualties 35% (-7), 30%, 50%, air2,560, cas 0%, +3 Air, strategy 17)]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 344 posts
5'11"
Mon 31 Oct 2022
at 20:32
  • msg #194

Working near Karukhi

Brutus calls in an air strike to try and bracket nail the foe driven forward by the land-based ordinance.

======
OOC: This all new, so fingers crossed.
If Brutus's folks gain +1 for air superiority, then Skirmish & Brutus will take a +3 risk factor
.
Fate
GM, 7067 posts
Roll for dodge!
Mon 31 Oct 2022
at 23:00
  • msg #195

Working near Karukhi

In reply to Brutus Cartwright (msg # 194):

Ok, so you can call in the APC, roll for strategy... engineering will not help with skirmish, but skirmish will still effect retreating forces.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Air, -1 casualties (5%), +3 Skirmish, 12+3-1+3=17

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, +3 Skirmish, strategy 12+9=21, rolled 11, 10 under

[Private to GM: Fighting retreat, Remaining Aliens: 125 + 8 Fighters + 60 injured around mothership. Three groups, 60 +60 +60 Rifleman, good (Each F/Rec 6x960=5,760, casualties 35% (-7), 50%(-10), 50%(-10), air2,560, cas 20% (-4), +3 Air, +3 risk, strategy 13, 15, 10+3 defence) Rolled 5, 4 under, colony suffers 5%]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 345 posts
5'11"
Tue 1 Nov 2022
at 00:22
  • msg #196

Working near Karukhi

======
OOC: I'd have thought Tactics rather than Strategy, so I've done both in case.
00:20, Today: Brutus Cartwright rolled 14 using 3d6 with rolls of 4,5,5.  Strategy 12
00:20, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 6,5,1.  Tactics 12

Fate
GM, 7068 posts
Roll for dodge!
Tue 1 Nov 2022
at 03:22
  • msg #197

Working near Karukhi

In reply to Brutus Cartwright (msg # 196):

Happy to accept either.

Your forces pursue them, skirmishing to maximise enemy casualties while minimising your own. They scatter in many directions, taking significant losses as they do so, but also inflicting some damage as they do. You manage to kill at least 20 bugs, and others are injured before you loose then in the night.

At the colony, once your air units are busy, thebug ground forces remaining call in their own air units to assist their retreat, but they suffer significant casualties when doing so. Once contact is made, the colonists press the skirmishing, destroying 3 of the flying bugs outright and sending the other 5 into the woods. The count ot least 40 dead bugs, and more were lost in the river, with only 4 colonists killed and 15 injured.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Air, -2 casualties (10%), +3 Skirmish, 12+3-1+3=17, rolled 12, so 5 under

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 10% casualties (-2)

[Private to GM: Fighting retreat, Remaining Aliens: 130 + 5 Fighters. 125 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600) casualties 50%(-10)
, +3 risk, strategy 5)
]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 346 posts
5'11"
Tue 1 Nov 2022
at 04:14
  • msg #198

Working near Karukhi

Taking  equipment from the dead bugs, what do we accumulate?

The wounded are fixed up as best we can and then continue with our overnight camp.
Fate
GM, 7070 posts
Roll for dodge!
Tue 1 Nov 2022
at 04:46
  • msg #199

Working near Karukhi

In reply to Brutus Cartwright (msg # 198):

You manage to gather 15 dinosaur lasers, 20 heavy laser pistols and 20 vibro knives, as well as an assortment of armour and other equipment suited for arachnids more than humans.

You bury the dead engineer and soldier who died, and have3 more with significant injuries that will keep them out of combat. As the night progresses, you manage to resolve a number of injuries and while it is a tense night, there are no further attacks and morning is a welcome sight.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Air, -1 casualties (5%), +3 Skirmish, 12+3-1+3=17, rolled 12, so 5 under

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 5% casualties (-1)

[Private to GM: Fighting retreat, Remaining Aliens: 130 + 5 Fighters. 125 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600) casualties 50%(-10)
, +3 risk, strategy 5)
]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 347 posts
5'11"
Tue 1 Nov 2022
at 11:20
  • msg #200

Working near Karukhi

Out of the 'other equipment suited for arachnids', Brutus sets the engineers the task of looking for and stripping out arachnids comms. Maybe we can get an inside line on the beasties. Might not be just yet, but without trying we can't succeed.

brutus comms to Gloria the outcome and adds, "Thanks for the aerial support. Huge help. Please pass that on!" After summarising the looted equipment he asks, "Want me to reserve any of the weaponry for our crew? I was thinking we split it half to the colonists and half for us." Brutus pockets a pair of vibroknives.

======
OOC: As a pro tem measure, would distributing the 15 dinosaur lasers, 20 heavy laser pistols and 18 remaining vibroknives amongst the camping group make much difference to their fighting capability? i.e. mass combat stats?

This message was last edited by the player at 17:43, Tue 01 Nov 2022.
Gloria Flake
Entrepreneur, 2389 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 1 Nov 2022
at 17:36
  • msg #201

Working near Karukhi

Come Morning, Gloria broadcasts the thanks for support through the ship, then coordinates with Brutus to have the APC with draw the wounded and any surplus booty (ie weapons and such, not the other sort of booty, just to be clear).
Fate
GM, 7071 posts
Roll for dodge!
Tue 1 Nov 2022
at 19:31
  • msg #202

Working near Karukhi

In reply to Gloria Flake (msg # 201):

Distribution of the weapons that the troops are unfamiliar with will not add to the combat statistics now, but may in time. The significant defeats of two forces bolsters morale, and as Gloria passes this on to the crew, this extends to the ship as well.

The APC delivers some medical supplies and takes the more badly injured back to the colony. The colony, having defended itself well, sends replacement forces. The whole transfer of loot and people takes about 4 hours, and is done by mid morning.

You do find more comms units, like those found in the initial engagement. You have already worked out the encryption used in the radio comms, but the alien language still eludes the linguists.

2 units of 10 Combat Engineers (F/Eng640), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F3x800), 3x Riflemen units of 10 (F/Rec640), 10xConscripts in 1 teams of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Air,

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 10% casualties (-2)

[Private to GM: Fighting retreat, Remaining Aliens: 130 + 5 Fighters. 125 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600) casualties 50%(-10)
, +3 risk)
]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 348 posts
5'11"
Tue 1 Nov 2022
at 23:17
  • msg #203

Working near Karukhi

We move on.

======
OOC: Is is corrent that we originally estimated several hundred bugs made it alive to planetside?
Of which about one hundred were in the caves to which we're headed?
And we've just killed about 20 of them (in the attacks on Brutus's crew) and maybe a dozen or so kliled attacking the colonists' base?

Fate
GM, 7073 posts
Roll for dodge!
Wed 2 Nov 2022
at 04:15
  • msg #204

Working near Karukhi

In reply to Brutus Cartwright (msg # 203):

It is very hard to estimate how many are left, but the forces feilded have not been that large, and the number of injured bugs seems to be growing as well.

You treck through increasingly heavy terrain with large rocks, with animal tracks making it much easier for those hiking than the vehicles. It is late afternoon by the time you arrive at the cave entrance. The opening is reasonably large, and seems to have been used bylarge beasts regularly, with ceilings about 10 ft high in places.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 10% casualties (-2)

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 04:58, Wed 02 Nov 2022.
Brutus Cartwright
Security, 349 posts
5'11"
Wed 2 Nov 2022
at 09:46
  • msg #205

Working near Karukhi

Brutus reports in to Gloria describing the situation. "Thinking of setting a base here to watch the cave mouth and scouting around for tracks that may indicate other entrances. If none then I will lead a recon patrol inside. How's that sit with you, skipper?"

======
OOC: Do we gave anything like remote scout drones?
(Like the flying/hovering basket ball sized ones in Star Wars).

Fate
GM, 7074 posts
Roll for dodge!
Wed 2 Nov 2022
at 11:27
  • msg #206

Working near Karukhi

In reply to Brutus Cartwright (msg # 205):

You would likely have one or two, controlled by the ship and used to scout dangerous environments. But they would be easily picked off by dinosaur lasers. The APC may be your safest bet.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 10% casualties (-2)

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 350 posts
5'11"
Wed 2 Nov 2022
at 11:48
  • msg #207

Working near Karukhi

"Skipper, how would you feel about committing the APC to investigating inside these caves?" Brutus adds.

======
OOC: Just to check - The cave, insofar as visible so far, is easily navigable by the APC?

Gloria Flake
Entrepreneur, 2390 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 2 Nov 2022
at 19:06
  • msg #208

Working near Karukhi

I am not in favor of the APC  in a cave, it doesn't back up well and is not that maneuverable in tight confines.
Fate
GM, 7075 posts
Roll for dodge!
Wed 2 Nov 2022
at 19:19
  • msg #209

Working near Karukhi

In reply to Gloria Flake (msg # 208):

The APC would not be able to get that far. The small tracked Gatling lasers will be tight enough. But it will be good for gaurding the entrance.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 10% casualties (-2)

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 351 posts
5'11"
Wed 2 Nov 2022
at 22:54
  • msg #210

Working near Karukhi

"Your call skipper, if you're happy for it to guard the entrance?"
Gloria Flake
Entrepreneur, 2391 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 3 Nov 2022
at 23:49
  • msg #211

Working near Karukhi

In reply to Brutus Cartwright (msg # 210):

I have no issues with that other than crew rotation and the normal functions needed for hours of boring circling.
Fate
GM, 7077 posts
Roll for dodge!
Thu 3 Nov 2022
at 23:51
  • msg #212

Working near Karukhi

In reply to Gloria Flake (msg # 211):

They might need to visit the mothership to pick up a second pilot...otherwise all good.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

Forces at base
2 units of 10 Combat Engineers (F/Eng 2x640), Command post (C3I,800) of 10 leaders, 5xMortar teams of 4, (Art 5x800), 2 Gatling lasers, 4 per team (F2x800), 2x Riflemen units of 10 (F/Rec2x640), 30xConscripts in 3 teams of 10(F3x320),
Mass Combat strength: F5,120, Art4,000, Eng1,280, Rec2,240, +3 Art, +3 C3I, 10% casualties (-2)

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2392 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 3 Nov 2022
at 23:57
  • msg #213

Working near Karukhi

In reply to Fate (msg # 212):

Or to switch off crews.
Fate
GM, 7079 posts
Roll for dodge!
Fri 4 Nov 2022
at 00:14
  • msg #214

Working near Karukhi

In reply to Gloria Flake (msg # 213):

Your call. So what are we doing for the rest of the day? It is late afternoon.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 00:15, Fri 04 Nov 2022.
Gloria Flake
Entrepreneur, 2393 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 4 Nov 2022
at 04:42
  • msg #215

Working near Karukhi

Supporting those on the ground, trying to scan for threats from the ship above.
Brutus Cartwright
Security, 352 posts
5'11"
Fri 4 Nov 2022
at 09:59
  • msg #216

Working near Karukhi

When scan reports have come in from above and the entrance is secured Brutus plans to lead a snmall team, perhaps four plus him, along the right hand wall with a similar team shadowing along the left hand wall. A 'Gatling truck' can follow up the middle, perhaps ten yards behind, with some more boots on the ground just behind using that as cover.

======
OOC: All new here, so I hoep the above isn't completely silly.
09:59, Today: Brutus Cartwright rolled 14 using 3d6 with rolls of 5,3,6.  Strategy or Tactics 12
Failed by 2

Fate
GM, 7081 posts
Roll for dodge!
Fri 4 Nov 2022
at 13:10
  • msg #217

Working near Karukhi

In reply to Brutus Cartwright (msg # 216):

Nope, sounds fine. Do you want to role play the encounter? In which case I would want to give Gloria a local guy to control so he was not watching a long drawn-out fight.

Or we can use mass combat rules again. Your call.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 353 posts
5'11"
Fri 4 Nov 2022
at 14:37
  • msg #218

Working near Karukhi

RP would be nice
Gloria Flake
Entrepreneur, 2394 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 4 Nov 2022
at 17:01
  • msg #219

Working near Karukhi

In reply to Fate (msg # 217):

OOC- Gloria is fine at just watching... RL is a lot right now, although slowly improving...
Fate
GM, 7082 posts
Roll for dodge!
Fri 4 Nov 2022
at 20:47
  • msg #220

Working near Karukhi

In reply to Gloria Flake (msg # 219):

Ok, sounds good then.

In that case we should cover off on details. Most of the troops wear clamshell armour, and have a helmet with an inbuilt filter, infra-red and night vision visors and a small encrypted radio comms system. Their suits are nanoweave, but not sealed. Your characters sheet set up with what you have on you?

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 354 posts
5'11"
Fri 4 Nov 2022
at 22:01
  • msg #221

Working near Karukhi

Gripboots, Space Biosuit & sealed Visored Space Helment (incl Hyperspectral visor etc), Light Clamshell over the top..
Fate
GM, 7084 posts
Roll for dodge!
Sat 5 Nov 2022
at 10:49
  • msg #222

Working near Karukhi

In reply to Brutus Cartwright (msg # 221):

Cool. Tools and weapons? Perhaps just mark with a star what you are taking on the char sheet...

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),
Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor.

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 50%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 355 posts
5'11"
Sun 6 Nov 2022
at 09:41
  • msg #223

Working near Karukhi

With the entrance secured, Brutus leaves his heavy rifle and pack in the APC, checks his knife, pistols, spare C-cells, watch, first aid kit and sparay bandage and then signalsfor the teams to head into the cave, with he and his taking the lead.
Fate
GM, 7086 posts
Roll for dodge!
Sun 6 Nov 2022
at 11:24
  • msg #224

Working near Karukhi

In reply to Brutus Cartwright (msg # 223):

You head into the depths. The limestone caves have clearly been frequented by local animals for years, and the white stalegmites and stalegmites are spread out as you descend. The bugs seem eerily at home here, skittering in the dark and firing on the advance troops, with their fire being returned loudly as firearms smash some from the roof. Then the cave branches three ways; left, centre and a very narrow crevices to the right.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 11:26, Sun 06 Nov 2022.
Brutus Cartwright
Security, 356 posts
5'11"
Sun 6 Nov 2022
at 11:31
  • msg #225

Working near Karukhi

Could a bug get through the very narrow crevice? Could Brutus?
Fate
GM, 7087 posts
Roll for dodge!
Sun 6 Nov 2022
at 11:37
  • msg #226

Working near Karukhi

In reply to Brutus Cartwright (msg # 225):

Both big and human could squeeze through, even wearing a helmet, but it is close.
Brutus Cartwright
Security, 357 posts
5'11"
Sun 6 Nov 2022
at 12:04
  • msg #227

Working near Karukhi

Do we have anything like Claymores?
Fate
GM, 7088 posts
Roll for dodge!
Sun 6 Nov 2022
at 12:10
  • msg #228

Working near Karukhi

In reply to Brutus Cartwright (msg # 227):

Not with you. But they are crawling around the ceiling...

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 358 posts
5'11"
Sun 6 Nov 2022
at 12:11
  • msg #229

Working near Karukhi

Do we have motion sensors with us?
Fate
GM, 7089 posts
Roll for dodge!
Sun 6 Nov 2022
at 19:21
  • msg #230

Working near Karukhi

In reply to Brutus Cartwright (msg # 229):

Edit: If you are leading from the front, roll 2 per rolls, with dodge rolls if you succeed. You get an attack (-3 to range, 18 yds) for each successful dodge roll.

You have some of the simple helmet models that work whilst stationary. The Gatling lasers have more advanced versions that work whilst mobile, but it takes time to designate friendlies unless you have the IFF transmitting, which reduces stealth.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,3
This message was last edited by the GM at 19:41, Sun 06 Nov 2022.
Brutus Cartwright
Security, 359 posts
5'11"
Sun 6 Nov 2022
at 20:52
  • msg #231

Working near Karukhi

20:41, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 3,1,3.  Per 12
Success MoS5 unmodified
20:41, Today: Brutus Cartwright rolled 14 using 3d6 with rolls of 4,4,6.  Per 12.
Fail MoF2. Does multispectral visor grant any bonus here?
20:44, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 3,1,3.  Dodge 10
Success MoS3
20:48, Today: Brutus Cartwright rolled 14,9 using 3d6,3d6 with rolls of 6,4,4,3,1,5.  Dual weapon, each:  23-3(range)-5(face)=15
20:51, Today: Brutus Cartwright rolled 12,15 using 4d6,4d6 with rolls of 2,5,3,2,4,4,6,1.  Two possible hits, Burn damage (2).
Two separate successful shots to the face, MoS1, MoS6 for 12 and 15 burn damage (2)
This message was last edited by the player at 20:56, Sun 06 Nov 2022.
Fate
GM, 7091 posts
Roll for dodge!
Sun 6 Nov 2022
at 22:02
  • msg #232

Working near Karukhi

In reply to Brutus Cartwright (msg # 231):

Happy to grant a +2 on the second per test due to passing the first so well, as well as the Hyperspectral assistance. You have a better idea if what you were looking for after shooting down the first, which was still alive but unconscious after falling from the ceiling whet you shot it in the face. The visits, allowing light to pass for visibility, also had lower DR for your lasers.

Roll the next, then let me know which direction you head.
2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 360 posts
5'11"
Mon 7 Nov 2022
at 00:34
  • msg #233

Working near Karukhi

if this goes ok, then we strongpoint this 4-way junction with the Gatling and the troops folowing it, a sensor applied to the crevice, strongpoint is set back from all three of the unexplored ways. f able to continue, Brutus will lead the two front teams to explore the left passage, this time more slowly nd taking advantage of cover, especially at corners..

======
OOC:
00:19, Today: Brutus Cartwright rolled 15 using 3d6 with rolls of 3,6,6.  Dodge 10
Failed Dodge, MoF5. If able to return fire:
00:20, Today: Brutus Cartwright rolled 13,14 using 3d6,3d6 with rolls of 2,6,5,6,2,6.  Dual weapon, each:  23-3(range)-5(face)=15; firing 2 shots per gun
00:23, Today: Brutus Cartwright rolled 15,14,16,14 using 4d6,4d6,4d6,4d6 with rolls of 6,3,1,5,6,2,4,2,2,2, 6,6,6,1,2,5.  4 potential hits Burn (2).
Four possible hits, right gun: MoS2, Mos1 for 15 & 14 burn damage (2), left gun: MoS1, Mos0 for 16 & 14 burn damage (2).

Fate
GM, 7092 posts
Roll for dodge!
Mon 7 Nov 2022
at 02:32
  • msg #234

Working near Karukhi

In reply to Brutus Cartwright (msg # 233):

You take major injuries to the face, with 6 and 7 points of tight burning damage penetrating the visor. The wound modifier is 1, but you will need to make a HT  roll to stay concious. If you do, you suffer a -4 shock to your attack.

The medics will be quickly called regardless.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 361 posts
5'11"
Mon 7 Nov 2022
at 03:13
  • msg #235

Working near Karukhi

Just checking that was a hit despite a penalty of -5 for head shot and not being time to aim (unless it was gunslinger bug)?
Fate
GM, 7093 posts
Roll for dodge!
Mon 7 Nov 2022
at 04:36
  • msg #236

Working near Karukhi

In reply to Brutus Cartwright (msg # 235):

Walked into an ambush, where they were hidden. Per was to notice them before they shot, so unfortunately they did get Acc. But worth the check.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 362 posts
5'11"
Mon 7 Nov 2022
at 08:53
  • msg #237

Working near Karukhi

My point was that if the foes had visibility of Brutus the round prior to them shooting, then wouldn't his chance to see them also be the round before?
Fate
GM, 7094 posts
Roll for dodge!
Mon 7 Nov 2022
at 10:45
  • msg #238

Working near Karukhi

In reply to Brutus Cartwright (msg # 237):

It was. That was why you rolled perception. When you succeeded, you got to act first, as in the first case.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 363 posts
5'11"
Mon 7 Nov 2022
at 12:20
  • msg #239

Working near Karukhi

Actually I'm not sure that's right.
I think it was make a Per check and if successful make a dodge and if successful Brutus can shoot back, (re msg #230).
So If the Per (being successful) meant that Brutus gets to act first (re msg #238) then he shoots before the bug.
It was described and handled as two separate events.
If if was intended for the bugs to operate at the same time (likely) and intended for Brutus to respond to the pair of them simultaeously (likely due to action economy but exceptionally unclear in the instruction) then the response would have been to fire at both bugs (one gun at each) with multi shots before they get to shoot.
Using the previous (same) numbers rolled that would give:

Dual weapon, RH pistol at Bug 1, 5 shots:  23-3(range)-5(face)+1(repaid fire)=16
Dual weapon, LH pistol at Bug 2, 5 shots:  23-3(range)-5(face)+1(repaid fire)=16

20:48, Today: Brutus Cartwright rolled 14,9 using 3d6,3d6 with rolls of 6,4,4,3,1,5. 

Giving MoS2 for RH pistol at Bug 1, so three possible hits
20:51, Today: Brutus Cartwright rolled 12,15 using 4d6,4d6 with rolls of 2,5,3,2,4,4,6,1.
12:15, Today: Brutus Cartwright rolled 14 using 4d6 with rolls of 6,5,1,2.  New potential dam required v bug #1
So Bug #1 may take 12, 15 and 14 burn damage (2)

Giving MoS2 for LH pistol at Bug 2, so five possible hits
00:23, Today: Brutus Cartwright rolled 15,14,16,14 using 4d6,4d6,4d6,4d6 with rolls of 6,3,1,5,6,2,4,2,2,2, 6,6,6,1,2,5.
12:16, Today: Brutus Cartwright rolled 17 using 4d6 with rolls of 4,4,3,6.  New potential dam required v bug #2
So bug #2 may take 15, 14, 16, 14 and 17 burn damage (2)

Dodging may reduce or negate this damaage but it wouls also lose the effects of Aiming.
Fate
GM, 7095 posts
Roll for dodge!
Mon 7 Nov 2022
at 19:48
  • msg #240

Working near Karukhi

In reply to Brutus Cartwright (msg # 239):

The two bugs were separate incidents on the way to the fork that I kept short as they were incidental, and only effected the guys at the front. Since Brutus was leading from the front, that effected him. Other similar incidents effected other scouts. In both cases, the incidents went as follows:

Brutus was sneaking along were a big was hiding behind a stalegmites/rock. As Brutus comes into view of the bug, he has a chance to see the bug aiming at him, which, in the first instance, he succeeded in the per check so he saw it. Having seen the first, he reacted and fired before the bug could finish aiming. In the second instance, he did not see the bug until it fired. Now normally in such an ambush, you would not get a dodge roll, especially from a laser. Perhaps a slow projectile like a lobbed grenade, but not a laser. At 18 yds, however with Combat Reflexes, I offered a dodge roll to represent having seen the bug at the last instant before he fired. As I understood, you failed both Per and dodge roll. Happy to retcon if this was not the case and I misread.

Now given the nature of an ambush, yo. would not get to know the enemy was there until people started dropping if it was well executed, I deliberately did not give a lot of information. Ask any vet who has been in an ambush on the recievibg end (or ambushing an enemy for that matter) and they will tell you a well executed ambush is hell, partly because the group being ambushed has no information until people start dropping and dying, often in horrible ways. In your case, failing both per and dodge in either case meant the shot they took would hit, and in this case, the aimed shot to the face, at -3 for range and -2 to face because they train to shoot at the face (targetted attack technique halves the penalty for a specific hit location with a specific weapon, rounded down) hit with their own heavy laser pistol. Like most ambushes, what happened here is clearest in hindsight, so I trust that clears it up.

You can, of course, still shoot back, with shock causing a maximum of -4 to hit, so using the rolls below, you do succeed in hitting him, causing him to drop from the ceiling, whereapon others finish him, but you will still need a HT roll to stay conscious.

Regardless medics will be called while others secure the area. You have some surprisingly effective drugs, as do the locals. After a few hours, you can continue to command, but not from the front. The locals will not let you.

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]
Brutus Cartwright
Security, 364 posts
5'11"
Tue 8 Nov 2022
at 02:00
  • msg #241

Working near Karukhi

Honestly what this clears up is that I cannot react to what you don't describe.

You intially said make Per check then if successful make a dodge and then if successful shoot.

You then stated that you had said make a per check and if successful then shoot at them. The first per check was a success. So was the first dodge. So was the first shot at the bug. Now from msg #240 iteration of what happend, the first Per checkwas successful, the dodge wasn't required and the shot killed the bug. The second Per check wasn't successful as rolled but you allowed +2 due to multioptics (or whatever its called) making it a success and with no dodge required then second bug is dead. if you now cdecide that the second Per check doesn't get a +2 from the superduper visor then Brutus didsnt see it and makes then Dodge. Using the Dodge roll that's no longer required for the first bug would mean Brutus dodges up to 4 shots 9if rapid fire applies) and he would then shoould the bug.

Not until msg #240 was it clear that the bugs were two spearate incidents. Maybe that was in response to me querying if they still hit after -5 head shot and no aim and you then decided they needed to aim. Whetever it is, right now I feel somewhat disengaged from this game.
Fate
GM, 7098 posts
Roll for dodge!
Tue 8 Nov 2022
at 02:46
  • msg #242

Working near Karukhi

In reply to Brutus Cartwright (msg # 241):

Ok, I am trying to give the feel of going through an ambush, but at the end of the day, it is about having fun for both of us. So let's try this:
- in this instance, the successful perception enabled you to see, and shoot, the first target.
- the first dodge applied to the second bug, enabling you to dodge that one and shoot back, leaving you uninjured.
- in future, I will take it one encounter at a time and not try to rush through it, as I did this time. I cannot guarantee that you will know everything that is going on; that is one of the challenges in combat, but I will try to state all pertinent facts your character would be aware of.

Does that work for you?

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 365 posts
5'11"
Tue 8 Nov 2022
at 17:20
  • msg #243

Working near Karukhi

======
OOC: Thank you. Yes, that would work.

I get it that the ambush may well have been the result of Brutus's poor Tactics skill check and that's fine. It was the inconsistencies that caused me problems..

Moving on, unless you have something specific planned, perhaps we can resolve (most of) the balance of the "tunnel hunting" with a couple of mass combat checks?

Fate
GM, 7101 posts
Roll for dodge!
Tue 8 Nov 2022
at 20:01
  • msg #244

Working near Karukhi

In reply to Brutus Cartwright (msg # 243):

Cool. Happy to do that. The defence strategy is a mobile defence at this stage, making very good use of the terrain. What risk factor and strategy do you employ?

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+ strategy factor. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+13-10=17]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 366 posts
5'11"
Fri 11 Nov 2022
at 03:38
  • msg #245

Working near Karukhi

Deliberate attack.
Risk Factor 2
This message was last edited by the player at 15:46, Fri 11 Nov 2022.
Fate
GM, 7105 posts
Roll for dodge!
Fri 11 Nov 2022
at 06:07
  • msg #246

Working near Karukhi

In reply to Brutus Cartwright (msg # 245):

Yeah, cool. Then I will respond by editing this one! Dont forget the risk factor and the strategy!

2 units of 10 Combat Engineers (F/Eng1,280), 2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+2 strategy factor +1 =18. Casualties: 2%

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3/2, PB +2, Mobile defence -5% cas, (+1), casualties 53%(-10), Strategy skill 14+12-10=17, rolled 11, 5 under]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 20:52, Sat 12 Nov 2022.
Fate
GM, 7108 posts
Roll for dodge!
Sat 12 Nov 2022
at 20:53
  • msg #247

Working near Karukhi

Cool, so rolling against a target of 18...
Brutus Cartwright
Security, 367 posts
5'11"
Sat 12 Nov 2022
at 22:23
  • msg #248

Working near Karukhi

22:22, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 1,4,5.  Mass Combat 18.
Fate
GM, 7110 posts
Roll for dodge!
Sun 13 Nov 2022
at 00:03
  • msg #249

Working near Karukhi

In reply to Brutus Cartwright (msg # 248):

You push through, slowly improving your position as they retreat, minimising their losses. Both sides take some casualties.

2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3=15+ risk factor+2 strategy factor +1 =18. Casualties: 12% (-2)

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3/2, PB +1, Mobile defence -5% cas, (+1), casualties 63%(-12), Strategy skill 14+11-12=14, rolled 11, 5 under]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 368 posts
5'11"
Sun 13 Nov 2022
at 00:32
  • msg #250

Working near Karukhi

00:31, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 3,1,6.  Mass Combat: Skirmish, +2 Risk Factor
Fate
GM, 7111 posts
Roll for dodge!
Sun 13 Nov 2022
at 02:27
  • msg #251

Working near Karukhi

In reply to Brutus Cartwright (msg # 250):

You try to skirmish, and while you succeed in reducing your casualties, the mobile defences employed by the bugs means that you both are reducing your casualties. You come out slightly ahead, but the enemies casualties seem to be mounting more.

I just realised we need to roll 2 misfortunes of war rolls, before the next round. Roll against 6 +2 (risk factor) = 8. You want high...

2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3-3=12+ risk factor+2 strategy factor +2 =17. Casualties: 17% (-3)

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3/2, PB +1, Mobile defence -5% cas, (+1), casualties 73%(-14), Strategy skill 14+11-12=12, rolled -]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 369 posts
5'11"
Sun 13 Nov 2022
at 18:43
  • msg #252

Working near Karukhi

18:41, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 6,5,1.  misfortunes of war 8
18:42, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 2,4,4.  misfortunes of war 8
Fate
GM, 7113 posts
Roll for dodge!
Sun 13 Nov 2022
at 19:32
  • msg #253

Working near Karukhi

In reply to Brutus Cartwright (msg # 252):

Nice. Ok, You have pushed deep into the caves, exploring bother left and centre tunnels, and have identified that the bugs are down the right hand crevice, though you have not completely eliminated them from the other two branches. Engineers suggest opening the entrance using explosives (determined Attack) to try to get heavy weaponry in, and more men.

2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3-3=12+ risk factor+2 strategy factor +1 =15. Casualties: 17% (-3)

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3/2, PB +1, Deliberate defence +5% cas, (+2), casualties 73%(-14), Strategy skill 14+12-12=13, rolled 12, 1 under]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 370 posts
5'11"
Sun 13 Nov 2022
at 20:43
  • msg #254

Working near Karukhi

It's a poor leader that never listens. OK, going with the recoomendation: Determined Attack.
Risk 2.

20:41, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 3,1,4.  Determined Attack, Risk 2.
Fate
GM, 7114 posts
Roll for dodge!
Sun 13 Nov 2022
at 21:01
  • msg #255

Working near Karukhi

In reply to Brutus Cartwright (msg # 254):

You set explosives despite heavy counter-fire. The engineers do a good job despite very heavy losses to their numbers; nearly 75% of their number are injured getting the explosives into position, drilled into the rocks. You pull back, and the bugs attempt to push forward to neutralize the explosives, but the massive blast confirms their failure, turning the rock into a giant hand grenade! Arachnids are blown everywhere, and as the dust settles, you start to understand why.

The cave did not continue much further, and they concussion blast has killed most, and badly damaged the eggs they were protecting. Most died, but there are a small number of eggs that survived that the scientists want to keep for further study.

Need one last misfortunes of war roll...target 8 as before.

2x Gatling lasers plus 1 Auto grenade launcher, 4 per team (F2,400), 3x Riflemen units of 10 (F/Rec1,920), 10xConscripts in 1 team of 10(F320),

Mass Combat strength: F5,920, Eng1,280, Rec1,920, +3 Eng, Skill 12+3-3=12+ risk factor+2 strategy factor +1 =15. Casualties: 17% (-3), rolled 8, 7 under. Next casualties 27% (-5)

[Private to GM: Remaining Aliens: 5 Fighters. 130 Rifleman, good (Each F/Rec 13x960=12,480, 5x Air(1,600), +3 risk, TS 2:1 (+4), Defensive bonus +3/2, PB +1, Deliberate defence +5% cas, (+2), casualties 98%(-19), Strategy skill 14+12-18=8]

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 371 posts
5'11"
Sun 13 Nov 2022
at 21:12
  • msg #256

Working near Karukhi

20:41, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 3,1,4.  Determined Attack, Risk 2.
Fate
GM, 7116 posts
Roll for dodge!
Sun 13 Nov 2022
at 21:20
  • msg #257

Working near Karukhi

In reply to Brutus Cartwright (msg # 256):

Ok, you were a little close to the blast, take d6 concussion damage. This was after being reduced by DR....

You black out after the blast.

When you come to, your men have secured the caves and are going through what they have found.

23 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 372 posts
5'11"
Sun 13 Nov 2022
at 21:30
  • msg #258

Working near Karukhi

When he confirms that all is under control Brutus gives direction to set up a defensive strongpoint just in case another pocket of bugs make an appearance and also that everything found is to be catalogued, packed and removed. (One of the tractors can be loaded up and, with guards, can shuttle stuff out.)

With that done, Brutus makes his way outside and updates Gloria.
Fate
GM, 7117 posts
Roll for dodge!
Mon 14 Nov 2022
at 00:59
  • msg #259

Working near Karukhi

In reply to Brutus Cartwright (msg # 258):

The scientists do not need to be told twice, as gathering information is why they are here. The go round gathering everything they can, identifying unusual power supplies and biological computers, as well as control pods for the flying attack drones. But it will take them a long time to understand the technology, and with the damage to the mothership being complete, they may never identify where they are from.

But your job is done, and you have earned the gratitude of the colony, who invite you all to stay a while until a back up ship arrives at least.

24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2395 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 14 Nov 2022
at 04:03
  • msg #260

Working near Karukhi

Having been updated on Brutus' injuries, Gloria wishes for him to come back to the ship for care; he can then return to the colony when he is healed and out of any danger.
Brutus Cartwright
Security, 373 posts
5'11"
Mon 14 Nov 2022
at 06:55
  • msg #261

Working near Karukhi

"Be right back, skipper," replies Brutus and, after checking all is in order on the cavern effort, does as bid and reports to medical.
Fate
GM, 7120 posts
Roll for dodge!
Mon 14 Nov 2022
at 19:27
  • msg #262

Working near Karukhi

In reply to Brutus Cartwright (msg # 261):

The APC comes down for the transit, and brings you back to medical. There is nothing that will not be fixed by a few days rest and the right medical supervision.

With no larger forces seen, fire teams of 10 head out and conduct sweeps, clearing areas routinely. Very few loose stragglers are found, with 10 badly injured individuals being captured, most from your endeavours in the cave.

24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2397 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 14 Nov 2022
at 20:07
  • msg #263

Working near Karukhi

Have we found any first aid type things we can use on them?
I presume our bandages and antibiotics will work on infections, but may cause harm in other ways.

Food for them is a quandry
Fate
GM, 7123 posts
Roll for dodge!
Tue 15 Nov 2022
at 04:50
  • msg #264

Working near Karukhi

In reply to Gloria Flake (msg # 263):

Yes, you did find what appeared to be a 'hospital' room, and definitely remains if food.

However, it may take months of research in conjunction with the local researchers to really understand them, due in no small part to their hostile and secretive nature. The locals welcome your assistance in researching them though.

24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 376 posts
5'11"
Tue 15 Nov 2022
at 10:55
  • msg #265

Working near Karukhi

Brutus follows the medic's guidance but is keen to get back to it. And, perhaps, a vigorous debriefing by GLoria.
Gloria Flake
Entrepreneur, 2399 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 15 Nov 2022
at 17:00
  • msg #266

Working near Karukhi

Who is de-briefing whom here?
Brutus Cartwright
Security, 377 posts
5'11"
Tue 15 Nov 2022
at 17:16
  • msg #267

Working near Karukhi

Brutus is poorly, look, got a sick note from the medic. He needs a gentle, helping hand.
Gloria Flake
Entrepreneur, 2400 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 15 Nov 2022
at 18:39
  • msg #268

Working near Karukhi

Yes, well we wouldn't want to do aything to hurt the poor lad...



OOC- If you were not aware, "briefs" in American slang can mean what the British seem to call Knickers, although more often for men I think, unless they are those orthopedic sorts of knickers.
Fate
GM, 7127 posts
Roll for dodge!
Tue 15 Nov 2022
at 19:28
  • msg #269

Working near Karukhi

In reply to Gloria Flake (msg # 268):

Strikes me that it may be a briefless de-breifing...
Brutus Cartwright
Security, 378 posts
5'11"
Tue 15 Nov 2022
at 23:25
  • msg #270

Working near Karukhi

Brutus spends whatever time Gloria sees as appropriate trying out new  ideas, mostly involving him laying still.

======
OOC: Maybe call this episode "Brief encounters" ?
23:22, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 4,6,2.  Sex Appeal  13

***
Happy to move th story along if that suits..

Gloria Flake
Entrepreneur, 2401 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 16 Nov 2022
at 20:19
  • msg #271

Working near Karukhi

Lets move on...
Fate
GM, 7129 posts
Roll for dodge!
Wed 16 Nov 2022
at 21:17
  • msg #272

Working near Karukhi

In reply to Gloria Flake (msg # 271):

Sure. How long do you want to give the scientists in working with the locals to understand the new species? Given the option, they will take months...and like all research, it may or may not be worth it.

24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2403 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 17 Nov 2022
at 18:22
  • msg #273

Working near Karukhi

We need to move on, the other ship should be here soon, we can wait for it, then the sceintists can choose whether to stay and study or come with us.  We can bring some of it with us to study as well. Freeze a body or two, bring copies of any "written" material and recordings of transmissions for others to study as well.
Fate
GM, 7130 posts
Roll for dodge!
Fri 18 Nov 2022
at 01:42
  • msg #274

Working near Karukhi

In reply to Gloria Flake (msg # 273):

The other ship is due in about 5-7 days. The colony commander asks you rush, wanting to have your scientist's skills in analyzing these creatures. And for the scientists, is is an excellent opportunity to make a name for themselves.

Identifying dangerous aliens is also part of your mission.

24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2404 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 18 Nov 2022
at 01:54
  • msg #275

Working near Karukhi

It is, and we are working it, but by bringing the information back to Terran Labs elsewhere, we can focus a lot more ability than our ship alone can do.
Fate
GM, 7133 posts
Roll for dodge!
Fri 18 Nov 2022
at 02:11
  • msg #276

Working near Karukhi

In reply to Gloria Flake (msg # 275):

Ok. Not a lot of labs in this part of space, but let me know what you are doing then.

24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2405 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 18 Nov 2022
at 02:20
  • msg #277

Working near Karukhi

In reply to Fate (msg # 276):

Gloria is talking about Girii or Argon... where the Terran command can be made aware and have time to respond.
Fate
GM, 7134 posts
Roll for dodge!
Fri 18 Nov 2022
at 03:05
  • msg #278

Working near Karukhi

In reply to Gloria Flake (msg # 277):

Ah, that will be a long trip. Ok, how long you planning to stay here, and what is the flight plan then?


24 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2406 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 18 Nov 2022
at 16:44
  • msg #279

Working near Karukhi

We stay until the other ship arribves and we coordinate.
Then head back to Rita's Place and see if we can meet a ship to relay the items and information.
Fate
GM, 7135 posts
Roll for dodge!
Fri 18 Nov 2022
at 23:02
  • msg #280

Working near Karukhi

In reply to Gloria Flake (msg # 279):

The Karukhi ship arrives in six days, and they thank you for your efforts. They ask if you are going by Karukhi on the way back, so they can send a couple of folk to report as well.

30 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2407 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 20 Nov 2022
at 21:21
  • msg #281

Working near Karukhi

We can do that, no Problems.

Do we recover all our folks, or are there still some who want to stay?
Fate
GM, 7136 posts
Roll for dodge!
Sun 20 Nov 2022
at 22:11
  • msg #282

Working near Karukhi

In reply to Gloria Flake (msg # 281):

Three scientists believe that they can learn a lot about the alien creatures and ask to stay for a year. All others recovered. Back to Karukhi?

30 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2408 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 21 Nov 2022
at 03:19
  • msg #283

Working near Karukhi

Yes, we pass the Scientists off to the Locals... then write up the decision as a Moemo for record to be sent to HQ as well, with names, ranks etc.
Fate
GM, 7139 posts
Roll for dodge!
Mon 21 Nov 2022
at 03:42
  • msg #284

Working near Karukhi

In reply to Gloria Flake (msg # 283):

Ok. Back to Karukhi?

30 Oct 2186, Hela (2235), Supplies: 3,080 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 379 posts
5'11"
Mon 21 Nov 2022
at 09:42
  • msg #285

Working near Karukhi

When Brutus is not with Gloria he continues to drill security as ususal. Each week they recieve half a day working: Armoury, Environment Suit, First Aid, Karate, Knife, Soldier, Spacer.

======
OOC: That's 4h on each topic every week.

This message was last edited by the player at 18:54, Mon 21 Nov 2022.
Gloria Flake
Entrepreneur, 2409 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 21 Nov 2022
at 18:26
  • msg #286

Working near Karukhi

In reply to Fate (msg # 284):

That was the YES, ... we will go there first.
Fate
GM, 7140 posts
Roll for dodge!
Mon 21 Nov 2022
at 19:22
  • msg #287

Working near Karukhi

In reply to Gloria Flake (msg # 286):

No worries, Brutus. Can you keep track of the training you and your team are doing please?

The trip back to Karukhi is eneventful, for a change! The new Terran base ship there is a bustling hive of activity, and they eagerly await your report, as do the Karukhi.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2410 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 21 Nov 2022
at 19:30
  • msg #288

Working near Karukhi

Does the bases ship have a regular messenger back to HQ? That would save a long trip.
We also inform them about the scientists left behind.
Fate
GM, 7141 posts
Roll for dodge!
Mon 21 Nov 2022
at 19:41
  • msg #289

Working near Karukhi

In reply to Gloria Flake (msg # 288):

Regular, as in once every six months, are scheduled. They suggest this may be a bit more urgent. Even with all the push to develop these regions, they are a very long way from Terra and hence short of ships and manpower. Truth be told, many folks even in this top secret push are ex-vilani citizens.

They themselves have just arrived a few weeks ago (with you) and the first response message has just left, telling that they have set up shop and the situation.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2411 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 22 Nov 2022
at 02:42
  • msg #290

Working near Karukhi

We do share our limite knowledge of the bugs and what we have learned of them.
Fate
GM, 7142 posts
Roll for dodge!
Tue 22 Nov 2022
at 05:42
  • msg #291

Working near Karukhi

In reply to Gloria Flake (msg # 290):

With both the Karukhi as well as your base, I assume?

They thank you for the information, and are somewhat concerned about the implications. The Karukhi ask for assistance in moving significantly more people, and forces, to the planet to ensure none survived. The base will ask for what they can, but are concerned about getting anything here in a short space of time. Instead, they suggest buying a Vilani ship.

But that does raise the question of funds. The Karukhi suggest piracy may work.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2412 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 22 Nov 2022
at 17:39
  • msg #292

Working near Karukhi

Piracy has many implications and effects, quite a few are undesirable. You do not want a Vilani anti-piracy patrol to show up here.
Karukhi Politicians
Tue 22 Nov 2022
at 19:54
  • msg #293

Working near Karukhi

In reply to Gloria Flake (msg # 292):

"But they do not know about us, right, and you are at war?"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2413 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 22 Nov 2022
at 22:02
  • msg #294

Working near Karukhi

We are sort of at war, although it is a stare down war mostly right now, as both side have a geat deal of power facing each other.
And that would not inhibit the Vilani from searching for the pirates, should they choose to do that.  My ship is not even close to ideal for pirating.

Karukhi Politicians
Tue 22 Nov 2022
at 22:49
  • msg #295

Working near Karukhi

In reply to Gloria Flake (msg # 294):

"Then maybe you and a select few could lead one of our ships? You have worked well with us before. Do you have pirating experience?"

The Terran diplomat seems surprised by the idea, but open to it.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 380 posts
5'11"
Tue 22 Nov 2022
at 23:40
  • msg #296

Working near Karukhi

Brutus says via comms into Gloria's earpiece, "Skipper, if you say 'Hot in here!' I will come at the double ready for trouble."
Gloria Flake
Entrepreneur, 2414 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 24 Nov 2022
at 02:31
  • msg #297

Working near Karukhi

What sort of weapons would one of your ships have? and what sorts of speed? I gather all your ships are Jump 1 capable? Are they well armored?
Karukhi Military
Thu 24 Nov 2022
at 08:07
  • msg #298

Working near Karukhi

In reply to Gloria Flake (msg # 297):

"We have the trusty scouts, one of which was lost recently. However, in two months we will have a much more powerful warship incorporating Terran fusion reactors, and hopefully Jump 2 drives."

Their statistics are as follows:

Karukhi Scout, 1.7 B Solars, 1000 dTon Flattened Sphere
These were the first Interstellar vessels the Karukhi built. Five were known to have been built.
(2.9G/move:3584, dDR: 79, dHP: 95, dTons of Cargo Space:20, SM:+10)
Weapons: 12xBeam, 4xPlasma,  Crew:121, Fuel:200 dTons (2 Parsecs)
2 Workshops, 5 Sickbays, 2 Laboratories, Survey Module, 1x Karukhi Shuttle, 3x Karukhi Fighter

Karukhi Fighter, 0.1 B Solars, 50 dTon Flattened Sphere
(7.5G/move:2947, dDR: 10, dHP: 34, dTons of Cargo Space:2, SM:+7)
Weapons: 1xPlasma,  Crew:11, 1 Workshops

Karukhi Shuttle, 0.1 B Solars, 50 dTon Flattened Sphere
(6.7G/move:2810, dDR: 10, dHP: 33, dTons of Cargo Space:5.5, SM:+7)
Weapons: 3xPulse,  Crew:10, 1 Workshops

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2415 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 24 Nov 2022
at 19:13
  • msg #299

Working near Karukhi

Indeed the scout is not bad, however I suspect you will learn ways to improve it with Terra's technical assistance. It would be a good raider.  I would suggest the smaller 20 ton AK ball fighters though.  less crew, same firepower and armor and you can carry 7 instead of three.
Karukhi Military
Thu 24 Nov 2022
at 19:22
  • msg #300

Working near Karukhi

In reply to Gloria Flake (msg # 299):

"We would love to be able to make them, but we are still learning how to build the fusion reactors and improve the beams to be that effective. But this is what we have for now. Will you take it with a few select crew to teach us about space combat, so that the recent losses are not repeated?"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2416 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 24 Nov 2022
at 20:29
  • msg #301

Working near Karukhi

How many of the crew are necessary to operate the ship and how many are soldiers or prize crews?
Karukhi Military
Thu 24 Nov 2022
at 21:22
  • msg #302

Working near Karukhi

In reply to Gloria Flake (msg # 301):

"The ship can be operated by 60, plus the fighter pilots, so we can afford to have 50 trained combatants."

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2417 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 25 Nov 2022
at 02:45
  • msg #303

Working near Karukhi

I ask the Terran base ship captain if we could use a few of his fighters in exchange for  the three Karukhi Fighters.
It makes us a bit more potent.

What sort of Vilani ship are you looking for?

Terran Commander
Fri 25 Nov 2022
at 02:57
  • msg #304

Working near Karukhi

In reply to Gloria Flake (msg # 303):

"Not only would that identify you as Terran, but they are different shapes and sizes, so they would not fit on the vessels. A bad idea all round, sorry."
This message was last updated by the GM at 02:57, Fri 25 Nov 2022.
Karukhi Military
Fri 25 Nov 2022
at 02:57
  • msg #305

Working near Karukhi

In reply to Terran Lieutenant (msg # 304):

"We are only after passenger ships or freighters, and perhaps a scout, but nothing more."
Gloria Flake
Entrepreneur, 2418 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 25 Nov 2022
at 17:43
  • msg #306

Working near Karukhi

Well I see a problem then, as we would want to take our Recovery Ball, to repair any damage so we or the captured ship could travel safely.
Terran Commander
Fri 25 Nov 2022
at 21:25
  • msg #307

Working near Karukhi

In reply to Gloria Flake (msg # 306):

"Absolutely not. No Terran vessels. Their repair crews are capable."

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2419 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 26 Nov 2022
at 01:49
  • msg #308

Working near Karukhi

Beg your pardon, but it is NOT a terran ship, it is an Alexander Kalishnakoff ship. He has been exploring on his own for a couple of decades now.
Terran Officer
Sat 26 Nov 2022
at 02:04
  • msg #309

Working near Karukhi

In reply to Gloria Flake (msg # 308):

"He is a Terran designer whose designs are used by Girii and the Terran military. The appearance of those craft here with pirates will point to the mercenaries in the employ of of Girii."

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2420 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 26 Nov 2022
at 18:10
  • msg #310

Working near Karukhi

In reply to Terran Officer (msg # 309):

Or that the Pirates prey on the Giriian and Terran ships as well... and of course Kalishnakov sees himself as not a part of Terra, just allied with them currently.
Military Officer
Sat 26 Nov 2022
at 20:55
  • msg #311

Working near Karukhi

In reply to Gloria Flake (msg # 310):

"You know that how Kalishnikov sees himself is irrelevant. The Vilani see him as a Terran designer who has designed warships for Girii and pirates in their employ. His ships engaged in piracy this far coreward would be cause for a new Vilani battlefleet to investigate. Answer is no. It is too risky for now."

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2421 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 27 Nov 2022
at 20:10
  • msg #312

Working near Karukhi

But being attacked by a new enemy isn't going to upset them at all? Especilly one as advanced as they are ... or a new Enemy ship type... You are being silly. If a Hero pirate attacked or even a Lightening, they would accept pirates. A new ship type with a lot of weapons and armor isn't going to be seen as a pirate attack.  They will broadcast the alert, and if it takes years to be heard, so be it, you will see a response. Maybe you should leave a few Bug bodies around, that at least gives you a dodge.
So how much pirating have you done Military Officer?

Leut Johns
Sun 27 Nov 2022
at 21:05
  • msg #313

Working near Karukhi

In reply to Gloria Flake (msg # 312):

"You have not thought this through. I have been in the scouts for 25 years now, and have watched how the Vilani respond to new species closely. Especially the appearance of the Labrysians.

The Vilani meet new species from time to time. Karukhi ships are older technology, and a substantial Vilani fleet will deal with them. But generally most Vilani leaders will try diplomacy first, as they did with us, especially if they are not sure where the new species is.

But diplomacy will not be an option if they are seen as aligned with Terra. They are already mobilising large fleets against Terra, and to invite those fleets here is to invite a war in this sector that they are not prepared for. Pirates do not get given the luxury of diplomats, but new species do.

But the idea of a few bug bodies is a great one. It could only work if you refrain from using identifiable Terran tech though.
"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2422 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 27 Nov 2022
at 21:08
  • msg #314

Working near Karukhi

Which tech are you referring to Lieutenant?
Leut Johns
Sun 27 Nov 2022
at 21:28
  • msg #315

Working near Karukhi

In reply to Gloria Flake (msg # 314):

"Karukhi tech is older and less refined than Terran Tech."

Their ships are generally TL9.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last updated by the GM at 21:28, Sun 27 Nov 2022.
Gloria Flake
Entrepreneur, 2423 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Nov 2022
at 00:07
  • msg #316

Working near Karukhi

In reply to Leut Johns (msg # 315):

Yes, but this one has been upgraged with some of our technology, including drives. Nothing is simple. I am concerned about making any sort of attack in this area and drawing attention to it.  There are other ways to acquire small ships, and  while slightly slower, they are certainly less dangerous to all concerned. Let's take a crew back toward Girii and see if we can't acquire a ship through purchase or perhaps through anti-pirating. The Vilani do not needto be sending diplomatic missions here, especially since they are largely information gathering missions. Ask the Geonee, Vegans and others how their interaction with the Vilani went.  We will use a different method to acquire the ships.
Bonny Taching
Talented Mechanic, 439 posts
Local Electrician
Mon 28 Nov 2022
at 03:10
  • msg #317

Working near Karukhi

Bonny pulls a sour face.
Karukhi Politician
Mon 28 Nov 2022
at 03:49
  • msg #318

Working near Karukhi

In reply to Gloria Flake (msg # 316):

"That is true. We can purchase a ship, but we are concerned about delays. But potentially you could take a scout and do that. But what would you take to pay for it? We have maybe 10 dtons of Gemstones and perhaps 15 cu ft of gold bullion (worth about $20 million/ cu ft), but we would need someone pretending to be a Vilani merchant to purchase it for us."

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2424 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Nov 2022
at 19:20
  • msg #319

Working near Karukhi

She chuckles and shakes her head. Well I could go to Lone Pine and see what they have. They could provide an upgraded ship with additional weapons and perhaps some armor. they would all be basically Vilani craft with assorted up grades. What do you want this ship to do? Cargo?Scout? Armed merchant?
I think we could drive a good deal there too.

Bonny Taching
Talented Mechanic, 440 posts
Mon 28 Nov 2022
at 19:23
  • [deleted]
  • msg #320

Working near Karukhi

This message was deleted by the player at 21:03, Mon 28 Nov 2022.
Gloria Flake
Entrepreneur, 2425 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 28 Nov 2022
at 19:52
  • msg #321

Working near Karukhi

We might be able to get your Scout tweaked there as well.
Karukhi Politician
Mon 28 Nov 2022
at 20:09
  • msg #322

Working near Karukhi

In reply to Gloria Flake (msg # 321):

"That would take many months. We need to move folk now. Perhaps the scouts can arrange that sooner?"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2426 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 30 Nov 2022
at 17:48
  • msg #323

Working near Karukhi

Perhaps if you strip them out and use them as transports, that would speed things up.
Kerukhi Politician
Wed 30 Nov 2022
at 18:37
  • msg #324

Working near Karukhi

In reply to Gloria Flake (msg # 323):

"We just lost one to an Alien ship. We need defences as well, clearly. How can we have both?"
Gloria Flake
Entrepreneur, 2427 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 1 Dec 2022
at 19:55
  • msg #325

Working near Karukhi

NO clue, But I will go looking as soon as we leave here.
Karukhi Politician
Sat 3 Dec 2022
at 11:36
  • msg #326

Working near Karukhi

In reply to Gloria Flake (msg # 325):

"Looking to buy a ship nearby for us, yes?"
Gloria Flake
Entrepreneur, 2429 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 3 Dec 2022
at 19:32
  • msg #327

Working near Karukhi

Hopefully, but lets see what presents itself.

OOC - Gloria is going to take HER ship and let them use their scout as they see fit.
A Gashidda is much less likely to be an issue.  We will take a Karuhki boarding party and prize crew if they wish.
Fate
GM, 7157 posts
Roll for dodge!
Sun 4 Dec 2022
at 05:34
  • msg #328

Working near Karukhi

In reply to Gloria Flake (msg # 327):

If taking her ship, the diplomat would want a diplomatic party, claiming to have run into trouble and seeking to purchase a ship to get back home. They ask Gloria to find a deserted planet they could have 'crashed' onto to make that possible.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2430 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 4 Dec 2022
at 19:37
  • msg #329

Working near Karukhi

If you plan to add a small diplomatic pary, fine, but prize crew and marines are a must.
Karukhi Politician
Sun 4 Dec 2022
at 19:43
  • msg #330

Working near Karukhi

In reply to Gloria Flake (msg # 329):

"If we use your ship, how many individuals can we take? Or do you suggest escorting us?"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2431 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 4 Dec 2022
at 21:55
  • msg #331

Working near Karukhi

No, your ship stays, ours is a typical Vilani ship, at least until they get close. Yours will immediately put them on Guard.
Karukhi Politician
Sun 4 Dec 2022
at 23:04
  • msg #332

Working near Karukhi

In reply to Gloria Flake (msg # 331):

"So how many can you take?"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2432 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 5 Dec 2022
at 02:08
  • msg #333

Working near Karukhi

12 Marines, 6 prize crew and 2 or so diplomats.
Karukhi Politician
Mon 5 Dec 2022
at 04:04
  • msg #334

Working near Karukhi

In reply to Gloria Flake (msg # 333):

"6 crew to fly a ship? We want more than a shuttle!"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2433 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 5 Dec 2022
at 19:56
  • msg #335

Working near Karukhi

Well we don't need the oarsmen anymore, so a Hero or other small ship can be flown with a small crew, plus your marines.
Karukhi Politician
Mon 5 Dec 2022
at 20:35
  • msg #336

Working near Karukhi

In reply to Gloria Flake (msg # 335):

"Oarsmen indeed! Our technology can catch up soon enough. Can such a small ship carry several hundred passengers, as we need?"

He is clearly put out by the comment that insinuated that their technology was very old.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2434 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 6 Dec 2022
at 18:32
  • msg #337

Working near Karukhi

It could with some work, although it would not be very comfortable.  Our chance of picking up a small passenger liner is infinitesimal. Buying one  in Girii is sure, but not fast. I am aware of no quick and simple way to obtain this ship your want. Reality is a cold hard fact, wishes are just a hope which may never come true. I will look, but do not hold your breath , as it will likey take longer than you want and may be less or different from what you want.
Fate
GM, 7161 posts
Roll for dodge!
Tue 6 Dec 2022
at 19:31
  • msg #338

Working near Karukhi

In reply to Gloria Flake (msg # 337):

"So should we take valuables, or focus on capturing a vessel. Obviously we are looking for a larger vessel."

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2435 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 6 Dec 2022
at 22:01
  • msg #339

Working near Karukhi

Gloria throws her hands up  You did hear what I said? I am not aware of anyplace to buy such a ship and we are not armed to grab  a good sized Passenger ship, should we even be so lucky as to find one. Best you bring a prayer book in my mind.
Karukhi Politician
Tue 6 Dec 2022
at 22:19
  • msg #340

Working near Karukhi

In reply to Gloria Flake (msg # 339):

"Yes, but you don't know much about the Vilani in this region, do you? The local administrator her says that no one does. Is he wrong?"

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
This message was last edited by the GM at 22:22, Tue 06 Dec 2022.
Gloria Flake
Entrepreneur, 2436 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 6 Dec 2022
at 22:38
  • msg #341

Working near Karukhi

I know a wee bit more for sure and have a good many more years experience as well. I have a mission which has not been superseded. I'll keep an eye out for your needs.

Gloria returns to her ship and prepares to continue the mission.
Fate
GM, 7163 posts
Roll for dodge!
Tue 6 Dec 2022
at 23:04
  • msg #342

Working near Karukhi

In reply to Gloria Flake (msg # 341):

So, to be clear, she doesn't plan to help them find a vessel?
Gloria Flake
Entrepreneur, 2437 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 7 Dec 2022
at 17:29
  • msg #343

Working near Karukhi

Not the way they want her to anyway.  She will accept a purchase party and prize crew of however many they think they need. But she is through with explaining herself.

This brings up the issue of the Bugs being reported, so I presume after all this blather, we still need to go to Rita's Place to file the reports and leave the evidence.
Brutus Cartwright
Security, 382 posts
5'11"
Wed 7 Dec 2022
at 18:11
  • msg #344

Working near Karukhi

Brutus remains ready should Gloria need him to dip in.
Fate
GM, 7164 posts
Roll for dodge!
Wed 7 Dec 2022
at 19:40
  • msg #345

Working near Karukhi

In reply to Gloria Flake (msg # 343):

Ok. The Karukhi are disappointed, but they will find their own way to do things.

Returning to Rita's Place would be the proper procedure, though you could negotiate with the local base commander to leave the evidence and research with him, to be sent with the next freighter.

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2438 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 7 Dec 2022
at 20:18
  • msg #346

Working near Karukhi

In reply to Fate (msg # 345):

He said that would likely be 6 months to a year, so we felt a bit more timely warning was needed.
We will keep an eye out for a ship the Karhuki could use.
Fate
GM, 7167 posts
Roll for dodge!
Wed 7 Dec 2022
at 22:49
  • msg #347

Working near Karukhi

In reply to Gloria Flake (msg # 346):

Ok. So route?

07 Nov 2186, Hela (2235), Supplies: 2,800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2439 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 8 Dec 2022
at 16:40
  • msg #348

Working near Karukhi

2137 - 1938 - 2039 - 2040 - 2102 - 2104 - Rita’s Place
Fate
GM, 7169 posts
Roll for dodge!
Thu 8 Dec 2022
at 19:35
  • msg #349

Working near Karukhi

In reply to Gloria Flake (msg # 348):

The trip back to Rita's Place is without incident. Almost. You do see an Iiken that tries to stay hidden at a gas giant in 2102. It is in deep space near a small dust cloud.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2440 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 9 Dec 2022
at 22:51
  • msg #350

Working near Karukhi

We report it, likely someone snooping. The scouts should get to know about it.

Who/what ships are here?

We unload our bug stuff with our reports and findings.
Fate
GM, 7170 posts
Roll for dodge!
Sat 10 Dec 2022
at 04:51
  • msg #351

Working near Karukhi

In reply to Gloria Flake (msg # 350):

There are two scouts Ikens and a Hero here.Ther were concerned about the other Iken...it was not one of theirs, so was either Vilani or pirate.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2441 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 10 Dec 2022
at 18:49
  • msg #352

Working near Karukhi

Either would be unwelcome, perhaps we should scout it out?
Brutus Cartwright
Security, 383 posts
5'11"
Sat 10 Dec 2022
at 19:26
  • msg #353

Working near Karukhi

If tuned in to this, Brutus comms into Gloria's ear only, "Ready to cover it. Just give the the word, skipper!" He sounds enthusiatic at the prospect of not a drill. "Or do you need to agree payment or upgrades or something?"
Gloria Flake
Entrepreneur, 2442 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 10 Dec 2022
at 20:18
  • msg #354

Working near Karukhi

If it is either, we will keep it for our own purposes. I would like a Scout to go as well, as we are not fast enough to catch an Iken running away.


IIRC we are currently shorta few small craft, are there any here that we could acquire?
Fate
GM, 7171 posts
Roll for dodge!
Sun 11 Dec 2022
at 02:45
  • msg #355

Working near Karukhi

In reply to Gloria Flake (msg # 354):

This far out shortages are standard, it would seem. It is agreed that it needs to be dealt with, but you are probably the most significant warship in the region right now that does not have a significant duty. Other vessels are traders or scouts that enter Vilani space regularly, disguised as Vilani vessels and with covers.

But the general opinion is that it will not still be there. It is not the first time pirates have been seen using the region to hide.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2443 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Dec 2022
at 18:51
  • msg #356

Working near Karukhi

Verywell, we ask when the next packet ship is expected.

No Small Craft available? Any Traders available? Perhaps someone would like to take the money and buy something new.

I assume the Karhuki have a few million is something valuable ... gold or precious metals with which to buy a ship?
Fate
GM, 7173 posts
Roll for dodge!
Sun 11 Dec 2022
at 19:03
  • msg #357

Working near Karukhi

In reply to Gloria Flake (msg # 356):

They usually get one every three months. The last one left two month ago.

The Karukhi do have valuable trade goods, but did not send any with you. They knew you would take longer than they wanted to wait.

There is considerable demand on all goods, including small craft. None except a few standard Vilani ones are available at this time, but you can put an order in.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2444 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 11 Dec 2022
at 20:06
  • msg #358

Working near Karukhi

No, but what are the standard Vilani ones? Any Jump capable? Fighters?
Fate
GM, 7175 posts
Roll for dodge!
Mon 12 Dec 2022
at 03:21
  • msg #359

Working near Karukhi

In reply to Gloria Flake (msg # 358):

No jump capable ones, but any of the Vilani shuttles, including the cargo and inspection versions of the 10 dTon flattened spheres, as well as the different versions of Vilani fighters, are all available.

You might be able to get a few common Vilani ships, such as Hero's and Ikens.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Brutus Cartwright
Security, 384 posts
5'11"
Mon 12 Dec 2022
at 08:53
  • msg #360

Working near Karukhi

Brutus starts drilling his security team, all bar the pair on duty: a blend of brutal hand-to hand and knife combat. Nothing so much new as refreshing and reinforcing muscle-memory.
Gloria Flake
Entrepreneur, 2445 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 12 Dec 2022
at 23:16
  • msg #361

Working near Karukhi

Hero's would be of some interest, Iikens not so much.
Fate
GM, 7178 posts
Roll for dodge!
Tue 13 Dec 2022
at 03:34
  • msg #362

Working near Karukhi

In reply to Gloria Flake (msg # 361):

Both starships are barely in starworthy condition, and would require serious spare parts and repairs. All have Vilani navigation computers, and are over priced. But they do know a few Vilani systems that may have better versions.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2446 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 13 Dec 2022
at 19:24
  • msg #363

Working near Karukhi

OK, and these are? I assume they are places you also own?

Not sure why they would bring such poor ships here, and given that we are outside of Vilani space, how did they get them here? Tow them through hyperspace? Their jump system can't jump here.
Fate
GM, 7179 posts
Roll for dodge!
Tue 13 Dec 2022
at 19:43
  • msg #364

Working near Karukhi

In reply to Gloria Flake (msg # 363):

The ships have basically been run into the ground, before being replaced. Jump systems can work here, with the right jump tapes, which of course are now gone. It enables scouts to use Vilani craft, as well as scouts to trade with much closer Vilani systems for supplies, but you can easily imagine such vessels get heavy use.

They are surprised at your suggestion that they own Vilani systems.

"Are you referring to systems we have 'bought' or bribed? Not exactly, but we have working relationships with them using false Vilani identities."

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2447 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 15 Dec 2022
at 03:25
  • msg #365

Working near Karukhi

OK, but I was asking where these ship dealers were and if they had names, assuming there could be more than one in a system. I have been asked to see if I can locate a functional cargo vessel, these are wholly clapped out and would require a lot of funds to bring up to  safe standards.  Oh, and I don't care if the ship is "hot" as it will be taken away from Vilani spaceand is unlikely to be seen again by them.
This message was last edited by the player at 03:26, Thu 15 Dec 2022.
Fate
GM, 7180 posts
Roll for dodge!
Thu 15 Dec 2022
at 03:55
  • msg #366

Working near Karukhi

In reply to Gloria Flake (msg # 365):

They give you the name of two dealers in Menushin, though there are pirates that may sell hot vessels in surrounding systems. Though you don't have funds...the Karukhi went off with scouts to find something closer.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2448 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 15 Dec 2022
at 23:22
  • msg #367

Working near Karukhi

But you said they had valuable trad goods with us.
Fate
GM, 7181 posts
Roll for dodge!
Fri 16 Dec 2022
at 00:51
  • msg #368

Working near Karukhi

In reply to Gloria Flake (msg # 367):

They offered valuable trade goods if you would head into Vilani space to purchase a ship for them. They were not willing to wait for you to head to Rita's Place, though.

24 Dec 2186, Rita's Place, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2449 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 16 Dec 2022
at 03:14
  • msg #369

Working near Karukhi

Oh, well bugger them all then, why are we wasting our time trying to help them, since they know better... we leave and continue our explorations elsewhere.

Rita’s Place - 2104 - 2102 - 2040 - 1939 - 1938 - 1936 - 1736
Fate
GM, 7182 posts
Roll for dodge!
Fri 16 Dec 2022
at 06:20
  • msg #370

Working near Karukhi

In reply to Gloria Flake (msg # 369):

The first unexplored system in that trip is 1936.

1936 is a binary system with 3 gas giants and one planet with 5 moons in total. The most hospitable planet is 8,000m in dia, with 30% of the surface covered by ice it's dense atmosphere lacks sufficient oxygen for humans, but there is some basic life there.

The accountants are using a lot of VatFac foods, but not fully relying on them.

05 Feb 2187, 1936, Supplies: 1,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2450 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 16 Dec 2022
at 18:57
  • msg #371

Working near Karukhi

In reply to Fate (msg # 370):

We should have resuppied at Rita's Place... do I need to shoot someone in Supply and Support?
Brutus Cartwright
Security, 384 posts
5'11"
Fri 16 Dec 2022
at 19:19
  • msg #372

Working near Karukhi

======
OOC: Wasn't there something to be done or reported at Rita's?

This message was last updated by the player at 19:19, Fri 16 Dec 2022.
Fate
GM, 7183 posts
Roll for dodge!
Sat 17 Dec 2022
at 00:53
  • msg #373

Working near Karukhi

In reply to Gloria Flake (msg # 371):

What is the normal resupply volume? 4000 person days supply?

You did drop off the alien bodies and details.

05 Feb 2187, 1936, Supplies: 1,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300
Gloria Flake
Entrepreneur, 2451 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 17 Dec 2022
at 03:05
  • msg #374

Re: Working near Karukhi

Fate:
In reply to Gloria Flake (msg # 371):

What is the normal resupply volume? 4000 person days supply?   Something like that.

You did drop off the alien bodies and details.  Yes we did

05 Feb 2187, 1936, Supplies: 1,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,520,300

Fate
GM, 7184 posts
Roll for dodge!
Sat 17 Dec 2022
at 04:09
  • msg #375

Re: Working near Karukhi

In reply to Gloria Flake (msg # 374):

Ok, so I will add 2000 person days food supply, since you had 2300 at that time, costing $7,000.

You are currently at 1936, a binary system with 3 gas giants and one planet with 5 moons in total. The most hospitable planet is 8,000m in dia, with 30% of the surface covered by ice it's dense atmosphere lacks sufficient oxygen for humans, but there is some basic life there.

05 Feb 2187, 1936, Supplies: 3,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2452 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 17 Dec 2022
at 19:43
  • msg #376

Re: Working near Karukhi

Can you describe the life forms a bit. We also scan 1935.
Fate
GM, 7186 posts
Roll for dodge!
Sun 18 Dec 2022
at 23:26
  • msg #377

Re: Working near Karukhi

In reply to Gloria Flake (msg # 376):

Mostly plant life, but the long nights and short days mean they do not produce as much oxygen as might be expected. Animals are small mammals, mainly, with thick fur coats or other ways of surviving in very low temperatures.

1935 is a binary system with 2 gas giants, one with 8 moons, and the other with 2. None seem large or inviting from this distance...

05 Feb 2187, 1936, Supplies: 3,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the GM at 11:54, Thu 22 Dec 2022.
Gloria Flake
Entrepreneur, 2453 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Dec 2022
at 23:50
  • msg #378

Re: Working near Karukhi

Twenty Gas Giants? Wow...

We look at 1736 and 1737 from 1936
Fate
GM, 7189 posts
Roll for dodge!
Thu 22 Dec 2022
at 12:03
  • msg #379

Re: Working near Karukhi

In reply to Gloria Flake (msg # 378):

Number of gas giants corrected.

1736 is a binary system with two has giants and what seems like a cloud of asteroids.

1737 has just one star and two has giants. There seems to be a black hole nearby between it and 1736 that makes it all but impossible to get a clearer picture of the system, however, and would likely disrupt travel between the two via hyperspace.

12 Feb 2187, 1936, Supplies: 3,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2454 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 22 Dec 2022
at 16:54
  • msg #380

Re: Working near Karukhi

Interesting, the Black Hole is a concern, as weare unsure of how much is bends events around it, we move to 1935, refuel, look a bit closer aand then scan 1734 and 1934.
Fate
GM, 7190 posts
Roll for dodge!
Thu 22 Dec 2022
at 23:31
  • msg #381

Re: Working near Karukhi

In reply to Gloria Flake (msg # 380):

1935 is a binary system with 2 gas giants and a large number of moons, none of which have any atmosphere.

1934 has 2 gas giants and a planet, with a large number of moons.

1734 is a binary system with 4 gas giants and a number of moons.

24 Feb 2187, 1935, Supplies: 2,700 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2455 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 23 Dec 2022
at 02:40
  • msg #382

Re: Working near Karukhi

What can we learn about the planet?
Fate
GM, 7192 posts
Roll for dodge!
Fri 23 Dec 2022
at 07:12
  • msg #383

Re: Working near Karukhi

In reply to Gloria Flake (msg # 382):

From here? Pretty much nothing...

24 Feb 2187, 1935, Supplies: 2,700 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2456 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 23 Dec 2022
at 22:01
  • msg #384

Re: Working near Karukhi

OK, so our next jump is to 1934, look at 2033, 1933 and 1832.

We stay alert to signs of intelligent life, like lights at night, radio transmissions or other signs.

She also asks Brutus what he has been up to? Does he need time to thoroughly debrief her?
This message was last edited by the player at 22:03, Fri 23 Dec 2022.
Brutus Cartwright
Security, 385 posts
5'11"
Fri 23 Dec 2022
at 22:35
  • msg #385

Working near Karukhi

"Training and drilling the security team, skipper," Brutus replies. "Ah. yes. Extensively so."
Fate
GM, 7193 posts
Roll for dodge!
Sat 24 Dec 2022
at 02:34
  • msg #386

Working near Karukhi

In reply to Brutus Cartwright (msg # 385):

The jump to 1934 reveals two gas giants and a planet 8,000 miles in dia with a tainted atmosphere, 70% of which is covered by water. Teeming with life, there are numerous microbes that are not known to be safe or otherwise that require a filter mask to be work. 9 smaller bodies are noted.

1832 is a binary system with 4 gas giants and at least one planet that may be habitable.

1933 has a single star, no gas giants detected and maybe one or two planets that may support life.

2033 also has a single star ans no gas giants detected, and may also have one or two planets capable of supporting life

16 Mar 2187, 1934, Supplies: 2,300 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2457 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Dec 2022
at 18:44
  • msg #387

Working near Karukhi

Given our jump capacity, we will need to pass on the two system without Gas Giants.
We annotate their information in detail, including our suspicions about the planets.

We then move on to 1832

Gloria debriefs Brutus thoroughly before taking him through her thoughts and near term plans for him.
Fate
GM, 7195 posts
Roll for dodge!
Sun 25 Dec 2022
at 23:10
  • msg #388

Working near Karukhi

In reply to Gloria Flake (msg # 387):

1832 planet has three moons with considerable tides. The planet is completely covered by water, at high tide at least, but has a thin breathable atmosphere. There is considerable marine life.

23 Mar 2187, 1832, Supplies: 2,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2458 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Dec 2022
at 04:17
  • msg #389

Working near Karukhi

Let's check this more carefully, as this could be a useful planet to inhabit.
Fate
GM, 7197 posts
Roll for dodge!
Mon 26 Dec 2022
at 21:34
  • msg #390

Working near Karukhi

In reply to Gloria Flake (msg # 389):

So set up a camp in the water?

23 Mar 2187, 1832, Supplies: 2,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2459 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 27 Dec 2022
at 20:19
  • msg #391

Working near Karukhi

No, too hard to get the tent pegs to hold... but we can use our survey ship to do a closer /deeper investigation of the planet. Shallows and or islands  are of intwerest, obviously.
Fate
GM, 7198 posts
Roll for dodge!
Tue 27 Dec 2022
at 22:34
  • msg #392

Working near Karukhi

In reply to Gloria Flake (msg # 391):

There are numerous tidal reefs, but with 12 yd tides three times a day, nothing stays dry for long. Three moons will do that...

There are very few very small islands that have permanently dry land, but with a days survey, you do find one. Though it looks like heavy rainfalls or the odd tsunami might wash it occasionally.

24 Mar 2187, 1832, Supplies: 2,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2460 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Dec 2022
at 17:37
  • msg #393

Working near Karukhi

That's something though. How high above Mean high water is it?
Also interested in the Aqua-life. Large prehistoric sorts of sea creatures are less inviting than whale or similar as the top of the food chain.
Basically looking at it as a place for extensive aqua-culture to produce food without having to re-organize the hierarchy of life forms.
Fate
GM, 7199 posts
Roll for dodge!
Fri 30 Dec 2022
at 00:22
  • msg #394

Working near Karukhi

In reply to Gloria Flake (msg # 393):

Only about 20 yards at the sharp stoney peak.

There are a lot of marine life, including some large apex predators. Think giant sharks and squid. At least, from an initial survey...but there are plenty of fish too, as well as kelp which might be edible.

24 Mar 2187, 1832, Supplies: 2,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2461 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Dec 2022
at 02:18
  • msg #395

Working near Karukhi

So only a small area that would be, say 40 feet above sea level. A fine chance that area would see waves during a big storm.
We make notes, as building here will require some special features. But the potential as a food source cannot be ignored.
Fate
GM, 7202 posts
Roll for dodge!
Fri 30 Dec 2022
at 02:49
  • msg #396

Working near Karukhi

In reply to Gloria Flake (msg # 395):

Correct. A good chance of flooding during significant weather or seismic events.

24 Mar 2187, 1832, Supplies: 2,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2462 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Dec 2022
at 21:16
  • msg #397

Working near Karukhi

Noted; We look at 1831 and 1632
Fate
GM, 7205 posts
Roll for dodge!
Fri 30 Dec 2022
at 22:33
  • msg #398

Working near Karukhi

In reply to Gloria Flake (msg # 397):

Long range scans reveal the following:

1831 has a single star and 1 single gas giant.

1632 also has a single star but no gas giants.

Both have other planet-sized bodies, but none in the goldilocks zone.

26 Mar 2187, 1832, Supplies: 2,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2464 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 30 Dec 2022
at 23:15
  • msg #399

Working near Karukhi

Well it looks like we jump to 1734 and scan from there.
Fate
GM, 7208 posts
Roll for dodge!
Fri 30 Dec 2022
at 23:48
  • msg #400

Working near Karukhi

In reply to Gloria Flake (msg # 399):

1734 is a binary system with 4 gas giants and many asteroids and asteroid-like moons. None have any atmosphere.

13 Apr 2187, 1734, Supplies: 1,950 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2466 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 31 Dec 2022
at 19:33
  • msg #401

Working near Karukhi

We refuel and scan 1533,  1534  and 1635.
I believe we have already scanned 1736   "1736 is a binary system with two has giants and what seems like a cloud of asteroids."
This message was last edited by the player at 19:34, Sat 31 Dec 2022.
Fate
GM, 7214 posts
Roll for dodge!
Sat 31 Dec 2022
at 23:30
  • msg #402

Working near Karukhi

In reply to Gloria Flake (msg # 401):

1533 is a binary system with three gas giants.

1534 is a single star system with one gas giant.

1635 is a single star system with 4 gas giants an a planet in the goldilocks zone.

20 Apr 2187, 1734, Supplies: 1,750 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2468 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 1 Jan 2023
at 16:45
  • msg #403

Working near Karukhi

Obviously 1635 is of considerable interest. We scan closely for any signs of electronic signals or man made objects.
The others are logged as of seeming little interest.

We set up to jump into 1635 after gaining a better feel for what might be there.
Brutus Cartwright
Security, 389 posts
5'11"
Sun 1 Jan 2023
at 22:27
  • msg #404

Re: Working near Karukhi

Brtus studies the star charts.

======
OOC: The "Main Game Map" has a scale which shows as fuzzy (and mostly unreadable) on my screen.
The scale on the "Group 2 Map" is much better for me; I can read it without squinting but i see that it's not really where we are now.
Might it be possible to put a chunk of star map up that's about the scale of the group 2 map?
Even better if it shows where we've been!

In passing, what do the yellow, red (and another colour) mean for the star-map hexes?

Fate
GM, 7216 posts
Roll for dodge!
Mon 2 Jan 2023
at 05:12
  • msg #405

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 404):

The planet on 1635 is habitable, though dry. A rocky, arid planet with a dense but breathable atmosphere has considerable reptilian life due to the warm climate.

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300

Brutus, the star chart is from here:
https://travellermap.com/?p=-1...p;ew=milieu&qz=1

However, this chart information is about 1000 years after your current time period, so there can be differences, but it is pretty close. New stars and planets are unlikely to appear, but climate may change and populations definitely will.
This message was last edited by the GM at 12:45, Mon 02 Jan 2023.
Gloria Flake
Entrepreneur, 2469 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 3 Jan 2023
at 17:43
  • msg #406

Re: Working near Karukhi

We look for the water sources, as there has to be some to supprt life as we know it, and if it is life as we don't know it, that's going to generate  quite a bit of interest.
Brutus Cartwright
Security, 394 posts
5'11"
Tue 3 Jan 2023
at 18:27
  • msg #407

Re: Working near Karukhi

With a broad smile Brutus asks, "Boots on the ground, skipper?"
Gloria Flake
Entrepreneur, 2470 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 3 Jan 2023
at 22:41
  • msg #408

Re: Working near Karukhi

Thinking about it, but a little more research first.
You might want to recall that some big reptiles were very, very big.
Small Arms would be a little iffy were that the case, I would want you seriously hurt or worse if one decides to stomp on you.

Brutus Cartwright
Security, 395 posts
5'11"
Tue 3 Jan 2023
at 23:58
  • msg #409

Re: Working near Karukhi

"No, me neither," he replies with a grim smile. "That's reminded me of something. Think I'm going to dig out the Dinosaur lasers that we scaveneged from from the insectoids."
Gloria Flake
Entrepreneur, 2471 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 4 Jan 2023
at 02:56
  • msg #410

Re: Working near Karukhi

She Nods  I think that might be wise, get more than one if you can.
Brutus Cartwright
Security, 396 posts
5'11"
Wed 4 Jan 2023
at 03:46
  • msg #411

Re: Working near Karukhi

Six, was it?
Fate
GM, 7223 posts
Roll for dodge!
Wed 4 Jan 2023
at 22:45
  • msg #412

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 411):

Let's go with six if there was nothing on the Players Vessels post.

There seem to be a lot of subterranean water channels, as well as creeks and rivers criss-crossing the vast continent.

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 397 posts
5'11"
Thu 5 Jan 2023
at 10:28
  • msg #413

Working near Karukhi

Brutus retries the half dozen dinosaur lasers and, accompanied by security team, strips them down then reassembles the armaments. Their powercells are on charge.


======
OOC: 10:26, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 1,1,6.  Armoury 12

Fate
GM, 7224 posts
Roll for dodge!
Thu 5 Jan 2023
at 13:23
  • msg #414

Working near Karukhi

In reply to Brutus Cartwright (msg # 413):

Cool. Note that these blue-green lasers have half the usual shots of a laser, but greater range in and out of water.

Note small arms are not on the Players Vessels sheet. Will have to rectify that over the coming weeks...

Scans do reveal a lot of large reptilian predators as well as herbivores, so what are the plans?

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 398 posts
5'11"
Thu 5 Jan 2023
at 17:43
  • msg #415

Working near Karukhi

Scan for water sources just like the skipper said
Fate
GM, 7225 posts
Roll for dodge!
Thu 5 Jan 2023
at 22:18
  • msg #416

Working near Karukhi

In reply to Brutus Cartwright (msg # 415):

With 40% of the planets surface covered by water, there are a large number of fresh water lakes and river systems covering 8% of the surface, with the other 34% covered by salty oceans. All are full of life. These are the most obvious water sources, however scans reveal about at least as much freshwater as is above the ground hidden in chasms below. However, due to the rocks and earth above, the details are much less clear. From orbit, at least.

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 399 posts
5'11"
Sun 8 Jan 2023
at 21:17
  • msg #417

Working near Karukhi

"What're the atmospheric conditions like just now? Good enough to take a smaller craft in for a closer look? One of the survey craft?" suggests Brutus, looking for advisement on the optimum craft to use.
Scientist
NPC, 13 posts
Sun 8 Jan 2023
at 21:36
  • msg #418

Working near Karukhi

In reply to Brutus Cartwright (msg # 417):

Yes. Apart from dust storms, and the occasional lightning storm, the weather is amenable. A scientific craft of the APC would seem optimal.

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 400 posts
5'11"
Sun 8 Jan 2023
at 23:07
  • msg #419

Working near Karukhi

"How many tech guys ar needed for this?"
Scientist
NPC, 14 posts
Mon 9 Jan 2023
at 00:18
  • msg #420

Working near Karukhi

In reply to Brutus Cartwright (msg # 419):

Usually 2 pilots and two sensor operators. Though you may also want a couple of security persons, and perhaps a medic/biologist.

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2472 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 9 Jan 2023
at 02:51
  • msg #421

Working near Karukhi

OK, You are cleared for a low level scan, but no laanding just yet ... let's look at what we find before committing to that.
Brutus Cartwright
Security, 401 posts
5'11"
Mon 9 Jan 2023
at 03:28
  • msg #422

Working near Karukhi

"Will do, skipper."
Fate
GM, 7228 posts
Roll for dodge!
Mon 9 Jan 2023
at 11:47
  • msg #423

Working near Karukhi

In reply to Brutus Cartwright (msg # 422):

Ok, give me a run down of what you are directing the pilot and sensors operators to do. Feel free to make rolls for them for anything difficult or out of the ordinary.

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 402 posts
5'11"
Mon 9 Jan 2023
at 12:55
  • msg #424

Working near Karukhi

"Any priorities for the search, skipper?" asks Brutus.
This message was last edited by the player at 00:14, Wed 11 Jan 2023.
Gloria Flake
Entrepreneur, 2473 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 10 Jan 2023
at 03:41
  • msg #425

Working near Karukhi

None I can think of besides intelligent life. See if you can find a reasonable landing site which could support a sfe camp if the techies want to play in the dirt.
Scientist
NPC, 15 posts
Tue 10 Jan 2023
at 04:41
  • msg #426

Working near Karukhi

In reply to Gloria Flake (msg # 425):

"Oh, you can be sure we do!"
Brutus Cartwright
Security, 403 posts
5'11"
Wed 11 Jan 2023
at 00:17
  • msg #427

Working near Karukhi

"Fine. Choose who's best to go, equipment may partially determine that. Get ready and we shall go," says Brutus. He allocates some of the dino-lasers and off they can go.

======
OOC: Bed calls. If someone wants to figure out who goes then that would be great.
:)
NN

Fate
GM, 7231 posts
Roll for dodge!
Wed 11 Jan 2023
at 02:23
  • msg #428

Working near Karukhi

In reply to Brutus Cartwright (msg # 427):

Volunteers:
- Pilot Jerry Maguire (Piloting 17, Gunner 17, Mechanic 12)
- Pilot Frederick Fernando (Piloting 17, Gunner(Beams) 18, Gunner 17, Guns 13, Armoury 10)
- PO Gun Da-bin (Electronics repair/Ops 16, Programming/Crypto 15,
    Languages : Korean, English, Russian, German, Spanish, Low and High Vilani, Labrysian, Talz)
- PO Davies (Engineer 15, Electronic Ops/Repair/Mechanic/Armoury 16, Explosives 13)
- CPO Kumamoto (Physician/Pharmacy/Diagnosis 17, Bioeng/Chemistry/Poison/Surgery 14)
- 4 Scientists, Biologist, Chemist, Geologist and Cartographer
- Brutus

Suggested Craft available:
AK Modular APC, 6.6 M Solars, 6 dTons Flattened Sphere
The same size as the small fighters, this is actually a small spacecraft with life support for 5, a sickbay and heavy armour. Capable of supporting small insertions for long periods of time, it has limited cargo space. It has a sickbay and Bunks as life support for 5, but an carry 10 for insertions.
(2G/Move:1607, dDR:49, dHP:22, Cargo Space: 0.6 dTons, ASig: -2, SM:+4, Air Speed 3214 mph),
Sickbay, Life Support: 5, Weapons:1x Gatling Laser

AK Modular Surveyor: 9M, 6 dTon Flattened Sphere
This small craft has a sickbay and a single biology laboratory, and life support for 5 members, but can also carry 10 for insertions. It also has a setup for dehydrating food to preserve it.
(1G/Move:804, dDR:10, HP: 132/170, Cargo Space: 0.4 dTons, SM:+4)
Sickbay, Laboratory (Biological), Life Support: 5, Weapons: 1x Gatling Laser, Crew:4, Endurance: 22 Weeks

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2474 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 11 Jan 2023
at 22:37
  • msg #429

Working near Karukhi

Use the surveyor,  the Lab is useful and the armor on the APC is not so much.  But take a smaller crew to survey before taking what looks like a landing team out to land.
Scientist
NPC, 16 posts
Wed 11 Jan 2023
at 23:29
  • msg #430

Working near Karukhi

In reply to Gloria Flake (msg # 429):

"Or both craft?"

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 404 posts
5'11"
Wed 11 Jan 2023
at 23:44
  • msg #431

Re: Working near Karukhi

"No, stretched too thin. Like the skipper says, we use the Surveyor," confirms Brutus. "Jerry, me and the Chemist, Geologist and Cartographer. If the timescale is such that it'll easily support a 6th then we can squeeze in the Biologist. Back up crew a=on standby with the APC just in case."
Gloria Flake
Entrepreneur, 2475 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 12 Jan 2023
at 02:11
  • msg #432

Re: Working near Karukhi

She nods,  The biologist might be more important than the chemist in fact.
Brutus Cartwright
Security, 405 posts
5'11"
Thu 12 Jan 2023
at 10:13
  • msg #433

Re: Working near Karukhi

"Righto, skipper."
Fate
GM, 7234 posts
Roll for dodge!
Thu 12 Jan 2023
at 12:14
  • msg #434

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 433):

Ok, so Jerry, Brutus and the Biologist, Geologist and Cartographer. Departing immediately? Items on character sheet plus Dinosaur laser, as discussed?

Headed anywhere in particular?

30 Apr 2187, 1635, Supplies: 1,550 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 406 posts
5'11"
Thu 12 Jan 2023
at 12:50
  • msg #435

Re: Working near Karukhi

Sacccning from the air in a scientific method search pattern based on data from the previous manin ship's scans, so that biggest land mass first, then next nearest etc. Not scnning water specifically, just land or "might be land".
Fate
GM, 7235 posts
Roll for dodge!
Thu 12 Jan 2023
at 19:58
  • msg #436

Re: Working near Karukhi

With significantly more land mass than earth, you spend a week scanning the continents significant features, mapping mountains, gorges, valleys and river systems. There are small patches of rainforest, but mostly the planet is covered by desert, with high temperatures due to the strong glasshouse effect the dense atmosphere provides. Humidity is surprisingly high for a desert.

07 May 2187, 1635, Supplies: 1,350 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 407 posts
5'11"
Thu 12 Jan 2023
at 20:58
  • msg #437

Re: Working near Karukhi

With the scanning done we rturn to our main ship, update Gloria, and let the scientists do their scientific thing. While waiitng for their findings Brutus checks whether Gloria wishes his presence.
Gloria Flake
Entrepreneur, 2476 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 12 Jan 2023
at 23:12
  • msg #438

Re: Working near Karukhi

Of course, for the debriefing...
Fate
GM, 7238 posts
Roll for dodge!
Sat 14 Jan 2023
at 11:46
  • msg #439

Re: Working near Karukhi

In reply to Gloria Flake (msg # 438):

Do you want to cover the debriefing, or jump to what you do next?

07 May 2187, 1635, Supplies: 1,350 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2477 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 14 Jan 2023
at 23:09
  • msg #440

Re: Working near Karukhi

What's covered?  Let's just jump to what's next...
Brutus Cartwright
Security, 408 posts
5'11"
Tue 17 Jan 2023
at 15:34
  • msg #441

Working near Karukhi

The debriefing was at least partially code for fade to black.

Happy to go with the flow, whether landing or move on. Depends what the scientists reveal I presume.
Scientist
NPC, 17 posts
Tue 17 Jan 2023
at 19:09
  • msg #442

Working near Karukhi

In reply to Brutus Cartwright (msg # 441):

Scientists did not find intelligent life, but the planet definitely supports human life, and there is plenty of food there. Similar to an arid prehistoric earth...

07 May 2187, 1635, Supplies: 1,350 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2480 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 17 Jan 2023
at 21:11
  • msg #443

Working near Karukhi

We so annotate. No signs  of minerals worth checking out? Grround Penetrating Rdar among other tech should help determine layers and give hints about substances.
Fate
GM, 7243 posts
Roll for dodge!
Wed 18 Jan 2023
at 00:48
  • msg #444

Working near Karukhi

In reply to Gloria Flake (msg # 443):

Radar indicates significant silica and iron deposits, and other minerals normal quantities, making it neither a rich, not poor, planet.

You might find more prospecting, but from here hard to tell more.

07 May 2187, 1635, Supplies: 1,350 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2481 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 18 Jan 2023
at 03:01
  • msg #445

Working near Karukhi

Seems like a positive find, but i am not sure we gain anything by laanding... lets take some time here to scan 1536,1537, 1637 and 1737.
We can look for food items on the planet below, as needed assuming it has Bison or the like.
Fate
GM, 7244 posts
Roll for dodge!
Wed 18 Jan 2023
at 05:40
  • msg #446

Working near Karukhi

In reply to Gloria Flake (msg # 445):

1536 has one star, one has giant with at least 4 moons, some of which are planet sized.

1537 has one star and four gas giants, with at least one giant moon.

1637 has one star with three gas giants.

1737 has one star with 2 gas giants, and a nearby black hole.

You could survey the biology of the planet in that time to determine food sources, but that will require boots on the ground, and I am getting the impression that you have not yet actually landed. While Brutus seems keen, scans without landing indicate large reptiles, some of which seem like herbivores, and plenty of plant life, such as cactii and algae. It looks edible and seems that way, but you would need samples to confirm that.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2482 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 18 Jan 2023
at 23:58
  • msg #447

Working near Karukhi

OK, we recall the survey ship and requip it to land a small group to evaluate the plants and animals as food sources. This is not a camping trip! You have a few hours down there and then recover.
Scientist
NPC, 18 posts
Thu 19 Jan 2023
at 04:40
  • msg #448

Working near Karukhi

In reply to Gloria Flake (msg # 447):

"Ma'am, it will probably take a few days for us to do the testing to know what is and is not edible with enough confidence to feed it to the crew."

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2483 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 19 Jan 2023
at 17:30
  • msg #449

Working near Karukhi

In reply to Scientist (msg # 448):

No doubt, but the testing does not have to be done down there. Get your samples and then leave, test up here in safety from some giant set of teeth or humongous foot.
Scientist
NPC, 19 posts
Thu 19 Jan 2023
at 19:27
  • msg #450

Working near Karukhi

In reply to Gloria Flake (msg # 449):

"Ah, of course. It may take a little longer, but we can do that."

Ready for away team? You can post safe landing details...there are large flying reptiles as well as land-based ones that will be curious.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 409 posts
5'11"
Thu 19 Jan 2023
at 21:28
  • msg #451

Working near Karukhi

"Ready here"
Scientist
NPC, 20 posts
Sat 21 Jan 2023
at 02:00
  • msg #452

Working near Karukhi

In reply to Brutus Cartwright (msg # 451):

"Any final instructions before we depart, Maam?"

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2484 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 21 Jan 2023
at 16:37
  • msg #453

Working near Karukhi

Yes, stay in touch, we'll monitor from up here and assist if needed.
Brutus Cartwright
Security, 410 posts
5'11"
Sat 21 Jan 2023
at 19:59
  • msg #454

Working near Karukhi

"Aye, skipper," Brutus confirms. "Check: everything secured and strapped down? Got all your test plans? We can go then."
Fate
GM, 7247 posts
Roll for dodge!
Sun 22 Jan 2023
at 07:48
  • msg #455

Working near Karukhi

In reply to Brutus Cartwright (msg # 454):

You head off. The planet has considerable dust storms, and you soon note massive gliding reptiles soaring on thermals. Heading lower into desert canyons, you can see the stone walls to either side of the small river winding its way through towards the large lake at the end. Plateaus span for great distances either side of the canyon, and caves are visible in the canyon walls. Where do you head?

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 411 posts
5'11"
Sun 22 Jan 2023
at 17:42
  • msg #456

Re: Working near Karukhi

Along the canyon, 3 three arcs across the plateau and then a closer investigation of some of the caves.
High valuable minerals concentrations would draw increased attention.
A cave complex above high tide level could also be worthy of extra attention.
This message was last edited by the player at 17:43, Sun 22 Jan 2023.
Fate
GM, 7248 posts
Roll for dodge!
Sun 22 Jan 2023
at 19:24
  • msg #457

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 456):

There are no tides here. Flash flooding due to rare heavy rains would be as close as it gets. You can detect small numbers of small fast desert reptiles in the dust of the plateau, and you do see one larger creature preying on them. It is hard to detect many rare minerals through the high iron content rocks, however.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 412 posts
5'11"
Sun 22 Jan 2023
at 19:38
  • msg #458

Re: Working near Karukhi

"Top of the list for probing further?" asks Brutus. "Anything screaming at you boffins?"

If nothing is favoured he nominates a set of caves.
Scientist
NPC, 21 posts
Sun 22 Jan 2023
at 20:11
  • msg #459

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 458):

"The place screams iron ore and silica mines. Not fancy, but crucial to any long term survival of a very remote colony. Let's see how dangerous the locals are..."

You note a cavernous cave big enough to fit two starships in, let alone your small craft, about 60 yards above the canyon floor. The pilot asks if that is what you are looking for.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 413 posts
5'11"
Sun 22 Jan 2023
at 21:16
  • msg #460

Re: Working near Karukhi

"Yes. Flyby scan first to confirm structural integrity. Maybe pick up any movement or occupancy. Then take us in slowly. Is the mineral content likely to stop our comms, either between or back to the main ship? If all good, set us down ready for a speedy departure. Be aware: Our time here is measured in tens of minutes not tens of day."
Scientist
NPC, 22 posts
Mon 23 Jan 2023
at 00:36
  • msg #461

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 460):

"High iron content has been known to reduce or block electromagnetic signals, such as radios. But if we land in the open mouth we should not be blocked if the ship is above. Keeping line of sight is the safest approach though.

There is some movement within, but it all appears to be smaller creatures. Proceed to land?
"

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 414 posts
5'11"
Mon 23 Jan 2023
at 10:15
  • msg #462

Re: Working near Karukhi

"Update to mother ship then proceed with landing. Stay sharp, all."
Fate
GM, 7252 posts
Roll for dodge!
Mon 23 Jan 2023
at 10:50
  • msg #463

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 462):

The connection with the mother ship goes clearly, with only mild interference from distant electrical storms.

The descent to the yawing mouth of the cave goes without hitch. The stone here is red sandstone, rich in iron ore but eroded easily enough by the weather. As you get closer, you can see plant life within.

The craft puts down easily enough near the entrance, and the gunner stays alert on the turret. A brief look around with the external cameras is done before the pilot gives the 'All clear"

He opens the rear door. It is very warm outside, but the lack of humidity makes it much more bearable.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 415 posts
5'11"
Mon 23 Jan 2023
at 11:27
  • msg #464

Re: Working near Karukhi

"Keep ship's guns ready," says Brutus as he readies the powerful dinolaser. Toxicology showing clear, he heads out for a look, circling around the ship and then a larger arc. All being clear the security leader summons the scientists. "Ok, folks, get on with it. Don't wander. We're light down here. You want to be having dinner later, not being something else's dinner." He lets them get on with being scientists. His job is to keep them alive and safe.He gets on with that
Fate
GM, 7253 posts
Roll for dodge!
Mon 23 Jan 2023
at 19:37
  • msg #465

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 464):

As the scientists head out to gather samples of sparse plant life, you notice several lizards about the size of a Goanna (SM-2/-3) moving from a patch of green further in the cave watching you curiously.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 416 posts
5'11"
Tue 24 Jan 2023
at 11:47
  • msg #466

Working near Karukhi

brutus's reaction upon seeing the movement it to report it neutrally, no hint of panic or imperitive, on the group's comms as he assesses the movement whether sideways, closer or moving further away. He then checks behind and above him in case the small creatures are retreating from something other than the group, something that's appraoching from his rear.
Fate
GM, 7256 posts
Roll for dodge!
Tue 24 Jan 2023
at 19:10
  • msg #467

Working near Karukhi

In reply to Brutus Cartwright (msg # 466):

The movement patterns are consistent with a number of small curious individuals, and when one biologist approaches one, it retreats away with a hiss, but not that far. The scientist retreats back to the ship when others seems to answer the hiss and approach the spot where he was. Behavior is consistent with herd mentality of animals.

They suggest shooting one for analyses.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 416 posts
5'11"
Tue 24 Jan 2023
at 21:37
  • msg #468

Working near Karukhi

"No, we'll not kill them unless they attack without provocation," clarifies Brutus. "Record, observe, categorise to your heart's content. use your time on the ground wisely."
This message was last updated by the player at 21:37, Tue 24 Jan 2023.
Scientist
NPC, 23 posts
Tue 24 Jan 2023
at 20:00
  • msg #469

Working near Karukhi

In reply to Bonny Taching (msg # 468):

"Getting samples is usually a key part of that, though sir."
This message was last edited by the player at 02:35, Wed 25 Jan 2023.
Brutus Cartwright
Security, 417 posts
5'11"
Tue 24 Jan 2023
at 21:39
  • msg #470

Working near Karukhi

"Plant samples are fine. If you convince me that they are non-inteligent then we can revisit it. Now, why don't you get on with your work before you run out of time."
Scientist
NPC, 24 posts
Wed 25 Jan 2023
at 02:37
  • msg #471

Working near Karukhi

In reply to Brutus Cartwright (msg # 470):

"Sure. We have samples from here. We would like to go further back in the cave where there are more samples, though. As well as outside the cave if we can."

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 418 posts
5'11"
Wed 25 Jan 2023
at 09:39
  • msg #472

Working near Karukhi

Brutus pulls up an image of the scanned cavern. "Show me roughly where you have in mind for sample from further back," asks Brutus, intending to use indicated distance to decide whether the ship should be moved to support or if they will still be well withing its support radius.
This message was last edited by the player at 20:15, Wed 25 Jan 2023.
Scientist
NPC, 25 posts
Wed 25 Jan 2023
at 19:42
  • msg #473

Working near Karukhi

In reply to Brutus Cartwright (msg # 472):

"Can't say exactly, but back here somewhere."

He indicated a point beyond sensor range, let alone support range.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 419 posts
5'11"
Wed 25 Jan 2023
at 20:18
  • msg #474

Working near Karukhi

"We're not splitting up nor stretching that thin. When the three of you have finished here, we will relocate. Be mindful: the more time here, the less will be spent elsewhere."
Scientist
NPC, 26 posts
Thu 26 Jan 2023
at 01:36
  • msg #475

Working near Karukhi

In reply to Brutus Cartwright (msg # 474):

"Sure. We are ready to move there now then. We have samples from here."

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 420 posts
5'11"
Thu 26 Jan 2023
at 03:12
  • msg #476

Working near Karukhi

Back onto our little ship, update mothership, then relocate our ship scanning as we go. Perimeter check before dismbarking. Check Comms with mothership.  then Brutus does a walkwound with increasing arcs before loosing the boffins.
Fate
GM, 7260 posts
Roll for dodge!
Thu 26 Jan 2023
at 05:15
  • msg #477

Working near Karukhi

In reply to Brutus Cartwright (msg # 476):

You head deeper into the mountain, and though the cave is smaller, you have plenty of room. There is more motion, and despite much less light (Light pen -7) there is a lot of growth, and many more small lizards. You note a couple of larger predators chasing them. This far into the cave you note that you have very unreliable communication with the mothership.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 421 posts
5'11"
Thu 26 Jan 2023
at 14:06
  • msg #478

Working near Karukhi

Brutus takes a few moments to switch comms to the mother ship to be compressed, high speed burst, with two repeats. After testing the comms, he suggests, "You folks might want to give the wall and ceiling here an extra scan. Confirm what's suppressing the comms." He then does a walkwound with increasing arcs before loosing the boffins, "Stay close. And within my sight. Those bigger fellas could remove your leg as soon as look at you."

He keeps the dino-gun readied and pointing in the direction of the neast larer predator. "Motion detectors on the screens, yes? The ones where we're not!"
Gloria Flake
Entrepreneur, 2485 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 26 Jan 2023
at 16:44
  • msg #479

Working near Karukhi

Main ship sends "Back Out, Comms going bad" and sends it until acknowledged.
They also ready the APC and a response team.
Brutus Cartwright
Security, 422 posts
5'11"
Thu 26 Jan 2023
at 16:48
  • msg #480

Working near Karukhi

Assuming Brutus gets Gloria's instruction he reverses himself. "Aye aye, skipper." Switching to team comms, "All inside. Now! We're pulling back. Skipper's orders."
Scientist
NPC, 27 posts
Thu 26 Jan 2023
at 19:08
  • msg #481

Working near Karukhi

In reply to Brutus Cartwright (msg # 480):

The scientists get barely a handful of samples each before the ships message gets through, and they retreat back inside the craft. You are able to withdraw without issue. The motion sensors were working just fine, and the boffins confirm it was simply the effect of the iron ore in the rocks that was blocking the signal.

They then ask to head to the river, where there are trees and plant growths, as well as a small herd of what look to be larger herbivores. They would like one as a sample...

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 423 posts
5'11"
Thu 26 Jan 2023
at 19:20
  • msg #482

Re: Working near Karukhi

"By sample, do you mean dead? If so, look for one that's dropped dead first," says Brutus. "Or been attacked by something other than us."

Switching channels he priivately updates Gloria that all is well,"...and the iron ore in the walls would make it difficult to detect from orbit if a number of ships were in there. Could make a reasonable stealthy base for military."
Scientist
NPC, 28 posts
Thu 26 Jan 2023
at 19:43
  • msg #483

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 482):

"Yes, dead, but a freshly killed healthy specimen. A live juvenile might also be good. Other specimens may not be edible for reasons beyond the original nature of the beast."

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 424 posts
5'11"
Thu 26 Jan 2023
at 19:54
  • msg #484

Re: Working near Karukhi

"Fine. Complete your other stuff first. Then you nominate one. I'll kill it. You you care where it's shot? Then we take it and go, yes?"
This message was last edited by the player at 20:23, Thu 26 Jan 2023.
Scientist
NPC, 29 posts
Thu 26 Jan 2023
at 20:11
  • msg #485

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 484):

They are happy with that arrangement, and quickly gather vegetation samples . The creatures are like small triceratops, and no, they are not picky about hit locations. The herd moves away while the work, with a few larger individuals approaching curiously.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 425 posts
5'11"
Thu 26 Jan 2023
at 20:25
  • msg #486

Re: Working near Karukhi

Would Brutus assess the dino-laser as appropriate to bag a triceratops?
Or is the weapon so powerful that it may vaporise the beast?
Fate
GM, 7261 posts
Roll for dodge!
Thu 26 Jan 2023
at 21:06
  • msg #487

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 486):

Triceratops have very hard heads. He is concerned the Gatling laser might even lack the power to drop a big one with confidence.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 426 posts
5'11"
Thu 26 Jan 2023
at 22:18
  • msg #488

Re: Working near Karukhi

With everyone on board and everything secured Brutus lines up on a nominated target: one of the smaller of the lurking larger ones.

======
OOC: 22:15, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 2,4,4.  Beam rifle 13 +12 (acc)-12(200 yards)+1(brace)=14
22:16, Today: Brutus Cartwright rolled 28 using 8d6 with rolls of 2,1,2,6,3,5,4,5.  Dino laser 8d6 (2) burn

Fate
GM, 7263 posts
Roll for dodge!
Thu 26 Jan 2023
at 23:47
  • msg #489

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 488):

The creature stumbled, crying out as it collapsed. Others moved to gather around it as some nudged it, but it did not respond. Some seem to cry out in distress, in what is described as normal herd behaviour.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 427 posts
5'11"
Fri 27 Jan 2023
at 10:06
  • msg #490

Re: Working near Karukhi

"So what do you propose to drive the others away? I have little desire for more wanton slaughter," says Brutus addressing the scientists.
Scientist
NPC, 30 posts
Fri 27 Jan 2023
at 22:26
  • msg #491

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 490):

"Time. Just give them an hour or so to say goodbye, then do a flyby if they still are around."

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 429 posts
5'11"
Fri 27 Jan 2023
at 22:31
  • msg #492

Re: Working near Karukhi

With a nod he turns to update the skipper.
Gloria Flake
Entrepreneur, 2486 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 29 Jan 2023
at 04:01
  • msg #493

Re: Working near Karukhi

Seems reasonable, but perhaps lights and flying near will send them running sooner.
Brutus Cartwright
Security, 435 posts
5'11"
Sun 29 Jan 2023
at 08:55
  • msg #494

Working near Karukhi

"Aye aye, skipper. We'll try that." We do so.
Fate
GM, 7272 posts
Roll for dodge!
Sun 29 Jan 2023
at 10:11
  • msg #495

Working near Karukhi

In reply to Brutus Cartwright (msg # 494):

The sudden glare of light and the strange flying object does unsettle them, and after a few minutes they do take flight.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 438 posts
5'11"
Sun 29 Jan 2023
at 10:24
  • msg #496

Working near Karukhi

We give them an extra moniute to clear off then keeping eyes peeling we go to collect the poor dead creature. (Take a heat signature reading first to confirm it isn't pretending.) If all goes without a hitch, "OK, we done here?", Brutus asks the scientists.

The dead creature's armoured shell does raise a thought. "Hey, skipper, are we going anywhere near Girii any time soon?"
This message was last edited by the player at 10:24, Sun 29 Jan 2023.
Scientist
NPC, 31 posts
Sun 29 Jan 2023
at 10:28
  • msg #497

Working near Karukhi

In reply to Brutus Cartwright (msg # 496):

The scientists take about an hour to cut up the creature, mapping where the organs are and all the details as they do. The Carapace is extraordinarily tough.

After 85 minutes, you finally hear

"Done here boss. Ready to lift off..."

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 439 posts
5'11"
Sun 29 Jan 2023
at 10:39
  • msg #498

Working near Karukhi

Brutus asks, "Very good. Think the carapace would make decent armour?"
Gloria Flake
Entrepreneur, 2487 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 29 Jan 2023
at 19:39
  • msg #499

Working near Karukhi

No clue, have to look at it. How much does it weigh?
Brutus Cartwright
Security, 440 posts
5'11"
Sun 29 Jan 2023
at 20:33
  • msg #500

Working near Karukhi

In reply to Gloria Flake (msg # 499):

Brutus passes the question through to the scientists.
Scientist
NPC, 32 posts
Sun 29 Jan 2023
at 22:23
  • msg #501

Working near Karukhi

In reply to Brutus Cartwright (msg # 500):

It is hardened and light, but cannot be tailored. This also means it is hard to shape, but if you want a Triceratops helmet, they can do it for you!

They could make a combat helmet with specs 36/24 DR, 5 lbs.

15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2488 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 29 Jan 2023
at 22:35
  • msg #502

Working near Karukhi

Would this have the three large horns as well?

Scientist
NPC, 33 posts
Sun 29 Jan 2023
at 23:39
  • msg #503

Working near Karukhi

In reply to Gloria Flake (msg # 502):

"Horns are an optional extra....+1 lb per horn."
This message was last edited by the player at 02:28, Mon 30 Jan 2023.
Brutus Cartwright
Security, 441 posts
5'11"
Mon 30 Jan 2023
at 19:05
  • msg #504

Working near Karukhi

Brutus says, "Thanks for the advice", and wanders off with the pending helmet and horns.
This message was last edited by the player at 10:29, Wed 01 Feb 2023.
Scientist
NPC, 34 posts
Wed 1 Feb 2023
at 10:16
  • msg #505

Working near Karukhi

In reply to Brutus Cartwright (msg # 504):

After tests are completed, the scientists conclude that these beasts are suitable to be eaten. They do not seem remarkably intelligent, less so than bovines and pigs, and akin to some of the less intelligent livestock.

Futher plans here?


15 May 2187, 1635, Supplies: 1,150 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 442 posts
5'11"
Wed 1 Feb 2023
at 10:35
  • msg #506

Working near Karukhi

"Skipper, the sciencetists are done here. Nothing else from me. As noted, some of the caves could make a decent advance base for the military. Anyway, anything from you? Or good to go?" clarifies Brutus.
This message was last edited by the player at 10:36, Wed 01 Feb 2023.
Gloria Flake
Entrepreneur, 2489 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 2 Feb 2023
at 02:01
  • msg #507

Working near Karukhi

I see no further reason to research this place. Make sure the desirability of hidden ship sites is noted.

We scan 1934 and 1734 to see what they offer.
This message was last edited by the player at 02:05, Thu 02 Feb 2023.
Fate
GM, 7279 posts
Roll for dodge!
Thu 2 Feb 2023
at 03:56
  • msg #508

Working near Karukhi

In reply to Gloria Flake (msg # 507):

System 1934: Single star system with 2 Gas giants. However, from your previous visit to there, you know it has the following properties:
1934 has two gas giants and a planet 8,000 miles in dia with a tainted atmosphere, 70% of which is covered by water. Teeming with life, there are numerous microbes that are not known to be safe or otherwise that require a filter mask to be work. 9 smaller bodies are noted.

System 1734: Binary system with 4 gas giants. However, you have been here before too.
1734 is a binary system with 4 gas giants and many asteroids and asteroid-like moons. None have any atmosphere.

17 May 2187, 1635, Supplies: 1,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the GM at 04:15, Thu 02 Feb 2023.
Gloria Flake
Entrepreneur, 2490 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 2 Feb 2023
at 17:35
  • msg #509

Working near Karukhi

I guess I have lost track as to where I have been, I was trying to circle back through uncharted systems to the known systems around 2137/2337.

It would be neat if we could somehow mark explored system on the map, but I know it is not our map to fool with.
Brutus Cartwright
Security, 442 posts
5'11"
Thu 2 Feb 2023
at 18:49
  • msg #510

Re: Working near Karukhi

(OOC: Screenshot it and then annotate onsomething like Windows Paint?)
This message was last updated by the player at 18:49, Thu 02 Feb 2023.
Gloria Flake
Entrepreneur, 2491 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 2 Feb 2023
at 19:08
  • msg #511

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 510):

WINDOWS??!    Did you just swear at me?!    ;-) My last job was (for 8+ years) trying to keep Windows secure despite the best efforts of the users and others.  I rather strongly dislike the whole system and the company that pushes it.

Not that Apple is much better, but I have been using their computers for some 30 years now and don't feel any inclination to change.
Brutus Cartwright
Security, 443 posts
5'11"
Thu 2 Feb 2023
at 20:04
  • msg #512

Re: Working near Karukhi

points at "...something like ..."
Fate
GM, 7281 posts
Roll for dodge!
Thu 2 Feb 2023
at 21:01
  • msg #513

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 512):

Lol, windows, Mac, they are as bad as each other!

I can send you the file I use for the maps and you can update that if it helps. Or just keep a written list would be my suggestion. I Opened the entire thread on one page (the 'all' button at the top beside page numbers) and searched for the system to see if had been scanned or visited.

17 May 2187, 1635, Supplies: 1,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2492 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 3 Feb 2023
at 03:16
  • msg #514

Re: Working near Karukhi

I'd beg to differ on the computers, not claiming one is superior, but each has it's strengths.
Win-Doze is designed for a large network with administrators overseeing almost everything.

Apple much less so, and Apple doesn't do an update every time you turn it on... they do updates every month or so as they feel is necessary.
Apple also does many of the routine things in a much simpler and more logical fashion, unless you grew up on a windows box, which  makes Apples approach confusing.  For me, Apple does most of the work and let's me concentrate on a task, while Windows seems to demand you keep the work and how it functions in mind while you do whatever.

Also, Apple provides the computerwith OS and most of the software you need to function. Win Doze gives you a free trial period before you have to buy anything you need to make the box useful.


Anyway, assuming we have scanned 1637 and it has a GG, we will go there and then scan 1438, 1539, 1639,1739 and 1838
Fate
GM, 7283 posts
Roll for dodge!
Fri 3 Feb 2023
at 04:02
  • msg #515

Re: Working near Karukhi

In reply to Gloria Flake (msg # 514):

I grew up with DOS, and from my perspective, most of what you have described is just details. You pay a lot for both softwares, and both are not logical to anyone not trained in them. Neither is at all logical to me any more.

Linux gives you the option of updating, and puts control back in users hands. I use software that cost me nothing, works reliably and does not stop working sometime in the future because my hardware no longer supports the mandatory update required, such I have experienced on my daughter's iPad. I am not actually required to change my computer until the hardware does...

1637 has a single star and three gas giants. The most habitable moon is 3,000 miles in diameter, and has only a trace of atmosphere.

1438 is a binary system with 4 gas giants.

1539 is a single star system with 2 gas giants

1639 is a single star system with 2 gas giant. There was also a faint detection of a possible planet in the Goldilocks zone.

1739 is a single star system with 4 gas giant. There was also a detection of a possible planet in the Goldilocks zone.

1838 is a single star system with 3 gas giant and a planet in the Goldilocks zone.

You also detected a radio signal from 1737. It's source could not be determined.

29 May 2187, 1637, Supplies: 700 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2493 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 3 Feb 2023
at 20:27
  • msg #516

Re: Working near Karukhi

Signal sort of implies intelligent message instead of a blurb of electronic noise.

We concentrate on 1737 for a while, from closer, suspecting a ship down or the like.



LInux would likely be my choice if Apple screws things up any more.
I do understand that certain upgrades eliminate programs we all like, even in Linux.
I expect it is mucch less common in Linux as the big companies always weigh profitability as more important than user desires to keep ancient programs running.
I always wondered why Apple ditched Claris works, granted iWork now does much the same thing, but there was a gap of some years between them. Hyper Card is another that many people miss, as it was simple and allowed users to execute some fairly powerful routines.
I do diffr with uyou on buying programs, there are only a few specialized programs I have ever bought and I am currently running very old versions of each without issue. Other Programs, such as Adobe, MS Office etc. are killed off for new versions by the developers.
Fate
GM, 7284 posts
Roll for dodge!
Fri 3 Feb 2023
at 22:49
  • msg #517

Re: Working near Karukhi

In reply to Gloria Flake (msg # 516):

Focusing on 1737 reveals considerable local radio traffic. However, the signal strength is weak, and is only detectable as distinct signals when you focus on it.

29 May 2187, 1637, Supplies: 700 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2494 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Feb 2023
at 00:02
  • msg #518

Re: Working near Karukhi

So there are multiple stations passing traffic? what sort of infrastructure do we see?
Is any of the traffic readable? Run it through our database of languages.
Fate
GM, 7287 posts
Roll for dodge!
Sat 4 Feb 2023
at 00:09
  • msg #519

Re: Working near Karukhi

In reply to Gloria Flake (msg # 518):

From 2 parsecs away, you cannot determine any infrastructure.

The words are s=too faint and the static too indistinct to make out any works to put into the data-base. As mentioned, it is only detectable against the background white noise when you focus on it, but you cannot determine any more.

29 May 2187, 1637, Supplies: 700 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2495 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Feb 2023
at 20:03
  • msg #520

Re: Working near Karukhi

OK, we jump to 1737 and remain in "high orbit" for the moment. We look for languages, especially any we know and for things like radar signals.
Fate
GM, 7288 posts
Roll for dodge!
Sat 4 Feb 2023
at 20:21
  • msg #521

Re: Working near Karukhi

In reply to Gloria Flake (msg # 520):

To the planet, or to the star?

29 May 2187, 1637, Supplies: 700 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2496 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Feb 2023
at 23:19
  • msg #522

Re: Working near Karukhi

To the system ... likely near a GG.
Fate
GM, 7290 posts
Roll for dodge!
Sun 5 Feb 2023
at 05:39
  • msg #523

Re: Working near Karukhi

The system has one star and two has giants, and other possible planets. With nothing else to go on, the navigator I will guess the inner gas giant.

The source is immediately obvious. Numerous small craft that closely resemble the hostile fighters you encountered attacking the Karukhi colony are seen, closing in on your position...

Scanners indicate the presence of many bugs in this system, especially around one of the planets! Each gas giant and planet has at least one starbase.

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2497 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 5 Feb 2023
at 17:50
  • msg #524

Re: Working near Karukhi

We scoop some gas and start refining it, while moving away from the fighters and towards a jump point as fast as we can. A one parsec jump  to 1736 will be sufficient, to finish refining the remaining fuel and we will scoop some more. From there we will head to 1936 aand move to report the hostile Bug world and the likelyhood of others an the "Goldilocks" systems of 1639, 1739 and 1838.
Fate
GM, 7291 posts
Roll for dodge!
Sun 5 Feb 2023
at 19:30
  • msg #525

Re: Working near Karukhi

Fate:
In reply to Gloria Flake (msg # 378):

1736 is a binary system with two has giants and what seems like a cloud of asteroids.

1737 has just one star and two has giants. There seems to be a black hole nearby between it and 1736 that makes it all but impossible to get a clearer picture of the system, however, and would likely disrupt travel between the two via hyperspace.

12 Feb 2187, 1936, Supplies: 3,100 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300


1736 has not been properly mapped, which requires a visit, meaning you need to conduct basic survey operations in order to jump there. While this could be done while refuelling, an operatthat normally takes a few hours, the small craft will be able to attack in less than an hour, and more are coming.

Whilst capable of atmospheric flight as well as space flight, these strange living craft have little armour, move at 1G and have a space range of 10,000 miles. Other than that starbases, no larger ships are visible.

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2498 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 7 Feb 2023
at 02:51
  • msg #526

Re: Working near Karukhi

So we should be able to stay ahead of them, scan out an arrival point and then jump?
Any that get close enough will be shot with beam weapons.
Fate
GM, 7292 posts
Roll for dodge!
Tue 7 Feb 2023
at 04:41
  • msg #527

Re: Working near Karukhi

In reply to Gloria Flake (msg # 526):

You can stay ahead of them and shoot them easy enough, but refueling will be a problem, as that requires entering the gas giants atmosphere, which, for your craft not designed for flight, will slow you considerably.

The numbers may also be an issue, as swarms are launching from the starbases.

The only exception would be scooping from the star, an option that would have to be considered risky, but more so for you than them. Fast, sweeping scoops to gather hydrogen near the star, followed by returning to space to cool the outer skin, before another fast sweep are the method that you engineers tell you may work. But a piloting roll will be needed for each sweep, and you will need at least 3 sweeps, possibly 6. Roll 1d6/2, rounding up, for the number of sweeps needed, and a piloting roll -2 for each sweep, if you elect to try this option. Otherwise, let me know what your plan for refuelling is.

And, noting below, let me know where you plan to jump to. A jump near a black hole has risk...

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2499 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 7 Feb 2023
at 18:59
  • msg #528

Re: Working near Karukhi

No time like the present, we hurry into a Gas Giant before all the others get here... we'll push the speed envelope to safe max, with their lower power, they may be slowedsome as well. and we can shoot...  OK, Back to 1637. we'll refurl there and head out via 1635.
I think we'll head back to Girii andgive them this ship back, with out the Jump 4 capability, it's just looking for a place to be killed off.
When stumbling into a situation such as this, it is a life saver.
Fate
GM, 7293 posts
Roll for dodge!
Tue 7 Feb 2023
at 19:49
  • msg #529

Re: Working near Karukhi

In reply to Gloria Flake (msg # 528):

Not back to 1637 yet...not everything is resolved with raw power or greater tech. Star Trek /Star Wars would both be very boring if that were the case, and likely this game would be boring too if you had no significant challenges.

You push into the gas giant and get some fuel, firing at the fighters as you go. Brutus, happy for a few beam weapon attacks? Perhaps you can roll for all the gunners. Range is 18,000 (-12) miles, then 9,000 (-10) miles, SM+7. 4 turrets with beams skill 18, sAcc of 2, so rolling against a target of 17. 20 craft get to 18,000 miles, with the rest hit by your gunners, and many more incoming but much further away.

The gas giant has numerous mild electrical storms which mask some of their activity, but not enough to hide the numbers coming in. The small craft actually perform better in atmosphere, resembling giant dragonflies, and some get close enough to fire at you. Do you want to roll dodge on behalf of your pilots? Roll against piloting(18)/2 +3, +1 for combat Reflexes +2 for slower projectiles = 15, 20 craft minus any hit by Gunners in 2 rounds (see above) fire at you.

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 444 posts
5'11"
Wed 8 Feb 2023
at 14:57
  • msg #530

Working near Karukhi

The gunners fire, eight times on target. The pilot dodges like crazy, avoiding eleven incoming attacks.  Brutus successfuly throws a sandcast at the incoming attack.

======
OOC: Sure.
14:13, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 2,2,6.  beam weapon #1 17, 18,000 miles
14:14, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 2,4,6
14:14, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 3,2,4.  Beam weapon #3 17, 18,000 miles
14:15, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 5,6,1.  Beam weapon #4 17, 18,000 miles
14:16, Today: Brutus Cartwright rolled 4 using 3d6 with rolls of 2,1,1.  Beam weapon #1 19, 9,000
14:17, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 1,4,4.  Beam weapon #2 19, 9,000
14:18, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 3,1,3.  Beam weapon #3 19, 9,000
14:18, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 1,5,3.  Beam weapon #4 19, 9,000
14:21, Today: Brutus Cartwright rolled 14 using 3d6 with rolls of 6,5,3.  Piloting 15 v incoming 1
14:22, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 5,2,3.  Piloting 15 v incoming 2
14:22, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 4,6,2.  Piloting 15 v incoming 3
14:23, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 4,1,3.  Piloting 15 v incoming 4
14:24, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 5,1,3.  Piloting 15 v incoming 5
14:25, Today: Brutus Cartwright rolled 14 using 3d6 with rolls of 4,4,6.  Piloting 15 v incoming 6
14:26, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 1,6,4.  Piloting 15 v incoming 7
14:27, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 2,4,6.  Piloting 15 v incoming 8
14:28, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 6,2,1.  Piloting 15 v incoming 9
14:28, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 5,3,1.  Piloting 15 v incoming 10
14:30, Today: Brutus Cartwright rolled 13 using 3d6 with rolls of 2,5,6.  Piloting 15 v incoming 11
14:32, Today: Brutus Cartwright rolled 16 using 3d6 with rolls of 6,4,6.  Piloting 15 v incoming 12 & Brutus on a Sandcaster perhaps?
14:37, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 2,3,2.  Brutus Sandcaster 13.
Gloria Flake
Entrepreneur, 2500 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 8 Feb 2023
at 18:04
  • msg #531

Working near Karukhi

Thanks Brutus... to many demands on my time it seems.
Fate
GM, 7294 posts
Roll for dodge!
Wed 8 Feb 2023
at 20:06
  • msg #532

Working near Karukhi

In reply to Gloria Flake (msg # 531):

Your critical hit takes out 2 craft, meaning all 11 attacks were successfully dodged as you exit the atmosphere of the gas giant! Whilst you can get away now before they get another chance to attack, you did not get enough fuel for a 1 parsec jump, and many more fighters are coming from the massive starbases, including the one at this gas giant! You estimate 200 more at this planet, but the swarms at the other planets are so far away as to be irrelevant at this point.

In the time you are fighting, those in the survey lab note that the planet is highly industrialized, but no jump drive technology is evident. Bodies from destroyed craft seem to be bugs...

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300

OOC: Good rolling indeed!
Brutus Cartwright
Security, 445 posts
5'11"
Wed 8 Feb 2023
at 23:00
  • msg #533

Working near Karukhi

"Invasion force then, skipper? Not the bugs' home world?" comments Brutus. The gunners keep beaming, three on target and one critically so, while the pilot evades gracefully like a leaf on the wind!

<i>======
OOC: 11 of the original 20 attackers remain at the start of round 3
.23:04, Today: Brutus Cartwright rolled 6 using 3d6 with rolls of 2,3,1.  Round 3: Beam weapon #1 19, 9,000 miles.
23:05, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 3,5,4.  Round 3: Beam weapon #2 19, 9,000 miles
23:06, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 2,4,1.  Round 3: Beam weapon #3 19, 9,000 miles
23:06, Today: Brutus Cartwright rolled 12 using 3d6 with rolls of 5,1,6.  Round 4: Beam weapon #3 19, 9,000 miles
A critical hit and 3 hits, so presumably leaves 6 attackers.
23:09, Today: Brutus Cartwright rolled 10 using 3d6 with rolls of 6,2,2.  Piloting 15 v incoming 1
23:09, Today: Brutus Cartwright rolled 15 using 3d6 with rolls of 6,3,6.  Piloting 15 v incoming 2
23:10, Today: Brutus Cartwright rolled 6 using 3d6 with rolls of 2,1,3.  Piloting 15 v incoming 3
23:11, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 1,2,5.  Piloting 15 v incoming 4
23:11, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 1,3,3.  Piloting 15 v incoming 5
23:12, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 3,4,4.  Piloting 15 v incoming 6
</i>
This message was last edited by the player at 23:16, Wed 08 Feb 2023.
Scientist
NPC, 35 posts
Wed 8 Feb 2023
at 23:42
  • msg #534

Working near Karukhi

In reply to Brutus Cartwright (msg # 533):

As you pull away from them, blowing them apart as you do, the need to continue to evade drops off, but the gunners continue to whittle down the swarm.

"Hard to say, but the bugs have definitely been here a while. But they do not seem more advanced than the ship we destroyed. But the starbases do have bigger versions or the weapons than anything we have ever seen."

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2501 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 Feb 2023
at 20:15
  • msg #535

Working near Karukhi

Noted, and they are as single minded as before, as well. They will be difficult to defeat and I am not sure they would even consider  surrender, but we will leave that to some diplomat to work out.
Scientist
NPC, 36 posts
Thu 9 Feb 2023
at 22:47
  • msg #536

Working near Karukhi

In reply to Gloria Flake (msg # 535):

"As I see it, we can refuel at the Gas Giant after we whittle down the fighters. Or we can try to refuel at the sun. But either way, we have a basic understanding of the language, and now we are getting clear transmissions, we can gather further information from their numerous transmissions the longer we are here.

What is your plan, Ma'am, to get out of here?
"

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300

[Private to Brutus Cartwright: It seems that with what they have thrown at us so far, we are safe enough as long as we stay out of range of their hordes, and with our better speed, we can do that easily enough. You can advise her that you are in no immediate danger, and the single-mindedness of your enemies is also their weakness. It would seem that their desire to destroy you can be used to ensure that you are able to wipe out those that stop you refueling. You also suspect that if you go close to the star, many of the swarms will die trying to follow you, as organic skin is more susceptible to radiation and heat than metallic skin...]
Gloria Flake
Entrepreneur, 2502 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 9 Feb 2023
at 23:38
  • msg #537

Working near Karukhi

Given the quantities of fighters coming our way, we are definitely getting out of here, record what you can, then we can record some more from 1637 while we refuel and refine the fuel.
Scientist
NPC, 37 posts
Fri 10 Feb 2023
at 00:10
  • msg #538

Working near Karukhi

In reply to Gloria Flake (msg # 537):

"And refueling plan here?"

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 446 posts
5'11"
Fri 10 Feb 2023
at 01:02
  • msg #539

Re: Working near Karukhi

"Skipper, my judgement is that we're safe enough as long as we stay out of range of their hordes. With our superior speed that's easy enough. No immediate danger," Brutus calls on their private channel. "While our ship is metallic, theirs are organic and should be an order of magnitude more susceptible to radiation and heat than we are. I propose we use that to turn their single-mindedness against them. If we go close to the star, when they swarm after us, many will perish before they get within weapons' range. We just need to figure out an appropriate flight plan so as to lure them in but stay ahead of them."

======
OOC: If it's ok, I'm going to assume we despatched the remaining 6..
Gloria Flake
Entrepreneur, 2503 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 10 Feb 2023
at 02:30
  • msg #540

Re: Working near Karukhi

Refueling from the Star is much more hazardous than I think required by this situation, we will dive into this GG and then scoot closer to the star, for such benefits as it may provide while we refine our fuel load. Then we jump back to 1637.
Scientist
NPC, 38 posts
Fri 10 Feb 2023
at 03:05
  • msg #541

Re: Working near Karukhi

In reply to Gloria Flake (msg # 540):

"Ma'am, we may require several such dives through the Gas giants outer atmosphere. At least 3-5 more, and they may get smart and start laying in wait for us if we don't deal with the fighters first. Not that I know about tactics, but we have been observing them a bit now. Brutus may be able to talk more on their combat prowess..."

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300

[Secret to Brutus Cartwright: You have observed them being quick to learn, and good in developing tactics. It is likely to require a tactics roll for each sweep, with the penalties increasing as they see how you act. The previous 6 may be gone, but more will come to take their place if you turn back to the Gas Giant, as suggested...]
Brutus Cartwright
Security, 447 posts
5'11"
Fri 10 Feb 2023
at 11:17
  • msg #542

Re: Working near Karukhi

Private 'Gloria-only' channel and no ears nearby to Brutus:
"The star skim was to thin their numbers more than refueling, skipper. It's still my strong recommendation. It can be sub-optimal for refueling and still be much better than from a single visit to the giant," replies Brutus. "These bugs need to be thinned out. My view, we can and should do it. You can overrule me of course." He pauses then continues, doing his job but disliking the in-your-face with the captain, "Their speed of adaption, of learning, is exceptional. We should work out our course and then star skim. I'm expecting they'll expect us to do that again, and a lot of their ships may lay in wait getting slowly fried. So then we go gas giant second. Of course we can shoot a few, but getting them cooked by the star seems too good to a prospect to take it."
Gloria Flake
Entrepreneur, 2504 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 10 Feb 2023
at 20:52
  • msg #543

Re: Working near Karukhi

I see your point, Brutus. Refueling from the star is not a desirable plan, but tactically sucking them in is a good one, let's do that then... we have good plots and do not need to get as close as we would to graab fuel.
Brutus Cartwright
Security, 448 posts
5'11"
Sat 11 Feb 2023
at 00:30
  • msg #544

Re: Working near Karukhi

"The scientists can figure out the details. I'm pretty sure we've got anti-radiation medicine of some sort. Even in days of yore they knew iodine helped immensely. Not saying it didn't have sie effects, but better than having your iunsides fried. Thanks, skipper. I'll make it so." Having received permision Brutus lines up the necessary and and off we go..
Scientist
NPC, 39 posts
Sat 11 Feb 2023
at 02:51
  • msg #545

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 544):

The scientists work with the Navigator to come up with a flight path. There will be a Piloting roll, and they anticipate two passes, followed by a second pass on the gas Giant to fill the tanks. The path will take a total of two days, granting the survey crew plenty of time to get a good picture of the system, and even get a rudimentary map for future trips, whilst gathering enough fuel.

More importantly, it is estimated to attract many of the fighters from the starbases, and indeed from the planet as well, greatly reducing the risk for your departure. There will be some risk involved, but ultimately there is significant benefit.

[Private to Brutus Cartwright; Gloria Flake: There will be 3 rolls against Piloting, target 16, and a roll against Tactics for either of you two.]

06 June 2187, 1737, Supplies: 500 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2505 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 11 Feb 2023
at 03:52
  • msg #546

Re: Working near Karukhi

Gloria handles the tactics...

20:49, Today: Gloria Flake rolled 10 using 3d6 with rolls of 1,4,5.  Tactics.    made it.

Piloting roll is 12, what's yours Brutus? I expect we should both know about other officer's skills and those of Key warrents and enlisted.
Fate
GM, 7298 posts
Roll for dodge!
Sat 11 Feb 2023
at 05:06
  • msg #547

Re: Working near Karukhi

In reply to Gloria Flake (msg # 546):

You have a specialist pilot with skill of 18 I would expect you to use...see Players Vessels for the pilot...
Brutus Cartwright
Security, 449 posts
5'11"
Sat 11 Feb 2023
at 09:44
  • msg #548

Re: Working near Karukhi

09:42, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 3,2,4.  Piloting 18
09:43, Today: Brutus Cartwright rolled 11 using 3d6 with rolls of 3,3,5.  Piloting 18 (2nd)
09:44, Today: Brutus Cartwright rolled 8 using 3d6 with rolls of 4,3,1.  Piloting 18 (3rd)
Fate
GM, 7299 posts
Roll for dodge!
Sat 11 Feb 2023
at 10:59
  • msg #549

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 548):

The first pass sees nearly 200 fighters from the second starbases move towards the planet to intercept you, while the fighters from the starbases behind you followed you on. However, those behind you were left far behind, and the collection of significant quantities of fuel were possible, dodging in to avoid a solar flare that hit most of those ahead of you as you bypassed them easily. Passing around the second gas giant, you collected much more fuel and were able to escape just ahead of them.

Noting your tactics, nearly 1,000 fighters from the planet moved to the star to wait for you as you made the second approach, bolstered by those from the original gas giant. Rather than powering through, the pilot slowed and headed closer to the star, giving the gunners significant practice as they wiped all but about 20 fighters from the second gas giant from your rear.

However what transpired in front of you was spectacular, as the small enemy craft only realised too late that their engines were no match for yours, and the higher gravitational pull of being close to the star, combined with the prolonged exposure to the heat and radiation due to your dalliance. Hundreds were dead before they were even in range, and the gunners were able to have a feild day dealing with those near you as they fought the gravity with increasingly failing craft. While a few fired shots from long range, none posed significant threats as you collected most of the fuel you needed. Barely 100 escaped the star, and they were then too far to stop you getting the remaining fuel you needed from the original gas giant.  After that, refining it was relatively routine...

The survey module reports that they have finished mapping the system. Analysis of radio traffic seems to indicate that this may be the home world of the species that refer to themselves as 'Charon'. You can now decide where to jump to, but system 1736 has a black hole between you and it, making jumping in that direction extremely risky.

09 June 2187, 1737, Supplies: 400 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 450 posts
5'11"
Sat 11 Feb 2023
at 11:43
  • msg #550

Re: Working near Karukhi

Brutus sends soley to Gloria, "Thanks, skipper." he then goes ship wide, "All hands, that was a success and we'll soon be headed out of here. You can be proud. Well done!"

======
OOC: Do we know if 'Charon' are the bugs? Or the pre-jump civilisation??

Scientist
NPC, 40 posts
Sat 11 Feb 2023
at 20:30
  • msg #551

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 550):

That is not clear. The bugs are the only ones left now, however. A lot of radio transmissions talked about sending you into the 'void' though, which seemed to refer to the black hole.

09 June 2187, 1737, Supplies: 400 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2506 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 11 Feb 2023
at 20:31
  • msg #552

Re: Working near Karukhi

In reply to Fate (msg # 549):

We change the target system to 1637 sometime back, to avoid the black hole.
Fate
GM, 7300 posts
Roll for dodge!
Tue 14 Feb 2023
at 06:22
  • msg #553

Re: Working near Karukhi

In reply to Gloria Flake (msg # 552):

Syetem 1637 has at least three gas giants, and you target one to arrive at. Gathering a significant distance from the remaining fighters, you jump.

During your week in hyperspace, the scientists continue to evaluate data they have gathered. They believe that these creatures did in fact originate in this system, based on the numbers observed and the lack of hyperdrives seen. They estimated billions at the planet, and the massive starbases seemed very dated based on corrosion noted on them. Of course, that still left a lot of questions unanswered, but it also answered a lot of questions. For now.

You come through at the gas giant. As before, it is uninhabited.

16 June 2187, 1637, Supplies: 200 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2507 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 Feb 2023
at 17:57
  • msg #554

Re: Working near Karukhi

Having scanned 1639, we jump to the outer GG and refuel. We look at the planet in the "goldilocks" Zone, but don't approach. We scan 1701 as a potential jump point
Fate
GM, 7302 posts
Roll for dodge!
Tue 14 Feb 2023
at 22:18
  • msg #555

Re: Working near Karukhi

In reply to Gloria Flake (msg # 554):

Bear in mind that until you actually map a system, you need to rescan it immediately before jumping to the system. You did manage to map the bug system, which will provide a significant advantage to any who choose to attack it, as scans only reliably pick up big planets and stars, but you have identified planets that can be jumped to directly.

In this case, you rescan 1639, and jump to the outer gas giant. There are 2 separate planets as well as the two gas giants. Food supplies have nearly run out, so you will need to resupply, but you note that one of the planets, with very thin atmosphere, does seem to have limited primitive life there. It looks frozen, with 40% of the 4,000 mile dia planet covered by ice. The scientists suggest that life might be below the surface, but it will take 11 days travel to get there by sub-space means, or 7 if you jump there.

Preliminary scans of 1701 suggest that there might be a large planet also in the goldilocks zone. The Binary system has just one gas giant though.

24 June 2187, 1637, Supplies: 120 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2508 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 14 Feb 2023
at 22:39
  • msg #556

Re: Working near Karukhi

We will start using the Vat Fac, I prefer to move to 1701 and see what the large planet offers.
We jump to the GG to refuel, but I assume we can jump into the planets orbit if it is that large?
Fate
GM, 7303 posts
Roll for dodge!
Tue 14 Feb 2023
at 23:33
  • msg #557

Re: Working near Karukhi

In reply to Gloria Flake (msg # 556):

The jump to 1701 goes well. You can jump directly to any planet, but larger ones are easier to jump to as they present a bigger jump target. It is the gravity of the target that causes to drop from hyperspace, hence the risk of a black hole.

Given the food shortage, it is suggested that you jump to the planet directly...you will have 2 days of food left, even with the VatFacs. It has been a while since you stopped to find more food...

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2509 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 Feb 2023
at 02:43
  • msg #558

Re: Working near Karukhi

Can we see that the planet is safe to jump near? No signs of intelligent life, radio signals or glowing areas at night?
Fate
GM, 7304 posts
Roll for dodge!
Wed 15 Feb 2023
at 05:23
  • msg #559

Re: Working near Karukhi

In reply to Gloria Flake (msg # 558):

From where you are, you cannot see much of the planet, but no, there are no signs of intelligent life you can detect from the previous system. Where are you jumping into in 1701?

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2510 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 Feb 2023
at 19:03
  • msg #560

Re: Working near Karukhi

We'll chance the planet
Fate
GM, 7305 posts
Roll for dodge!
Wed 15 Feb 2023
at 19:26
  • msg #561

Re: Working near Karukhi

In reply to Gloria Flake (msg # 560):

You luck out. The dense atmosphere on the 8,000 mile dia planet is breathable, but the raging tides on the oceans cover 97% of the planet. There seems to be abundant marine life. Curiously, there is a small operation that seems intent on killing off all life on the planet.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2511 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 Feb 2023
at 22:02
  • msg #562

Re: Working near Karukhi

We see, who seems to be running this operation?
What does the 3% of land have? A few thousands of chickens might be good.
Fate
GM, 7306 posts
Roll for dodge!
Wed 15 Feb 2023
at 22:39
  • msg #563

Re: Working near Karukhi

In reply to Gloria Flake (msg # 562):

It looks like someone has employed a scorched earth policy on the land. Investigation can reveal who is doing it, but it is hard to tell from orbit. It has the hallmarks of the bugs though.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2512 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Feb 2023
at 02:25
  • msg #564

Re: Working near Karukhi

Looks like Bugs!  OK Let's get armed, it would seem we have a possibility of finding a few. We will use the APC to visit and deploy the Scanner/scout up here for better and more coverage.
Fate
GM, 7307 posts
Roll for dodge!
Thu 16 Feb 2023
at 03:43
  • msg #565

Re: Working near Karukhi

In reply to Gloria Flake (msg # 564):

Cool. There are at least 8 mountainous islands that seem to have been burnt, one with significant dead sea life around it. 11 other islands appear untouched. Who is in what craft, and who goes where?

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 451 posts
5'11"
Thu 16 Feb 2023
at 14:21
  • msg #566

Re: Working near Karukhi

As Gloria's getting imnvolved with this mission Brutus smiles to himself. She looks good in armour. So commanding and foreceful.
Gloria Flake
Entrepreneur, 2513 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Feb 2023
at 16:37
  • msg #567

Re: Working near Karukhi

She gives him a smirk, Don't get side tracked.
Brutus Cartwright
Security, 452 posts
5'11"
Thu 16 Feb 2023
at 17:00
  • msg #568

Re: Working near Karukhi

Brutus gestures an 'after you' motion with his hand, happy for Gloria to take the lead in this mission.
Gloria Flake
Entrepreneur, 2514 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Feb 2023
at 17:24
  • msg #569

Re: Working near Karukhi

You take the landing crew in the APC, I am taking te Surveyor into a lower orbit and will watch and look for signs of trouble.  Let's see if we can repopulate what ever life was here. The Main ship is the hammer if we need it.
Brutus Cartwright
Security, 453 posts
5'11"
Thu 16 Feb 2023
at 17:51
  • msg #570

Re: Working near Karukhi

"Roger that, skipper," says Brutus and sets about it.

[Private to Gloria Flake: Is the APV landing crew to be combatant-capable only? Or to include scientists]
Gloria Flake
Entrepreneur, 2515 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Feb 2023
at 18:16
  • msg #571

Re: Working near Karukhi

You should take one or two scientists, but heavily combat capable. We can do more science when we know things are safe.
Fate
GM, 7308 posts
Roll for dodge!
Thu 16 Feb 2023
at 23:09
  • msg #572

Re: Working near Karukhi

In reply to Gloria Flake (msg # 571):

Scans have finally located what appears to be a mother ship, heavily modified as a maritime vessel near the centre of where a lot of dead marine life is found.

Where are your groups headed, and what are their orders.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2516 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 16 Feb 2023
at 23:19
  • msg #573

Re: Working near Karukhi

I wonder why they are killing everything?  They are obviously intelligent, so why so callous?
Anyway, the mother ship is far from shore, otherwise it might be useful to try and capture.
As it is, let's just destroy it ... main ship beams and missiles, Beams first so the missiles may get lost in the fireworks.

Scientist
NPC, 41 posts
Thu 16 Feb 2023
at 23:24
  • msg #574

Re: Working near Karukhi

In reply to Gloria Flake (msg # 573):

You move to position above it and open fire. It is clearly not expecting the attack, and the fireworks soon indicates that the attack was not anticipated and is highly effective. Missiles may not be required...

"Sir, we probably need to capture some to work that out. Possibly the Karuhki has found that out from their prisoners. As I understand, it is a religious thing, and I cannot help but wonder if the black hole near their home planet might have something to do with it."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2517 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 17 Feb 2023
at 01:59
  • msg #575

Re: Working near Karukhi

Can we communicatwith them? Up  to now all they have done is fought to the death without a discernable word.
Scientist
NPC, 42 posts
Fri 17 Feb 2023
at 02:11
  • msg #576

Re: Working near Karukhi

In reply to Gloria Flake (msg # 575):

"Yes, that does seem to be their normal mode of operation. We may have a better chance now we have destroyed the mothership. They do use radios, and we could access their channels, but whether they talk back is another issue."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 454 posts
5'11"
Sat 18 Feb 2023
at 18:56
  • msg #577

Re: Working near Karukhi

"Does their language, insofar as we know it, have words for indiviuals? Like 'I', 'him', 'you' or 'it'?" asks Brutus. "Or empathetic words such as 'help', 'give', 'assist' or 'cooperate'?"
Scientist
NPC, 43 posts
Sat 18 Feb 2023
at 20:27
  • msg #578

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 577):

"As far as we can tell, they have some words like that, but to determine exactly what the words mean to them is much more difficult."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last updated by the player at 22:24, Mon 20 Feb 2023.
Gloria Flake
Entrepreneur, 2518 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 Feb 2023
at 22:34
  • msg #579

Re: Working near Karukhi

Sounds like trying to talk with them is fruitless at this point, but try if you get a chance.
Scientist
NPC, 44 posts
Mon 20 Feb 2023
at 23:51
  • msg #580

Re: Working near Karukhi

In reply to Gloria Flake (msg # 579):

"Perhaps, at least at this point. It seems to be based on their beliefs, so it may just be the predominant cult that wipes out life. But we can try."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 455 posts
5'11"
Wed 22 Feb 2023
at 00:27
  • msg #581

Re: Working near Karukhi

"Fine. Let's try that then. See if you can put something together that roughly says, 'Why do you keep killing?', "Do all your race agree?' and 'What will persuade you to stop (killing)?'
Scientist
NPC, 45 posts
Wed 22 Feb 2023
at 03:57
  • msg #582

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 581):

"Sure we can. But don't hold your breath looking for a response. I am guessing if we ever find some NOT killing everything in sight we might have a chance at getting some answers, but this lot don't appear to be them."

He prepares an analog signal to send out to them.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300

OOC: We can run the away team with Brutus in the absence of Gloria
Brutus Cartwright
Security, 456 posts
5'11"
Wed 22 Feb 2023
at 04:01
  • msg #583

Re: Working near Karukhi

OOC: Ok here
Fate
GM, 7310 posts
Roll for dodge!
Wed 22 Feb 2023
at 04:06
  • msg #584

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 583):

Ok. Gloria's idea was to have one craft higher up while the other craft dropped down and dealt with them, overwatchef by the ship from low orbit. Do you have any place you want to start, or just whatever is nearest?

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 457 posts
5'11"
Wed 22 Feb 2023
at 04:10
  • msg #585

Re: Working near Karukhi

Start At the place with the densest Comms output (or the nearest of equals).
Fate
GM, 7311 posts
Roll for dodge!
Wed 22 Feb 2023
at 04:32
  • msg #586

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 585):

Ok, going in blasting all bugs in sight, or trying to talk first?

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 458 posts
5'11"
Wed 22 Feb 2023
at 17:01
  • msg #587

Re: Working near Karukhi

Talk of course! otherwise what was the point in preparing the translation.

First a big comms 'site' then repeat at one of the smallest nodes of comms that's on the other side of the planet. Compare the responses.
Fate
GM, 7314 posts
Roll for dodge!
Wed 22 Feb 2023
at 19:24
  • msg #588

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 587):

The response you get from both is similar...silence on comms and laser fire. One then follows  that with a single sentence that translates roughly...

"You must be sent to the Void!"

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 459 posts
5'11"
Wed 22 Feb 2023
at 22:40
  • msg #589

Re: Working near Karukhi

"Can you reply to them saying, 'Why?' ?"
This message was last edited by the player at 00:18, Thu 23 Feb 2023.
Fate
GM, 7315 posts
Roll for dodge!
Wed 22 Feb 2023
at 23:26
  • msg #590

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 589):

"All life is an aberration that finally leads to death. Embrace this, thus says the prophet!"

They proceed to fire upon you with hand-held laser rifles.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 460 posts
5'11"
Thu 23 Feb 2023
at 00:20
  • msg #591

Re: Working near Karukhi

"Fine. Pull us back to where our targeting is more reliable than theirs and then light them up."
Fate
GM, 7316 posts
Roll for dodge!
Thu 23 Feb 2023
at 00:25
  • msg #592

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 591):

It readily becomes apparent that your Gatling laser and armour and sensors are so much more effective than theirs. After a few minutes the shooting stops...

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 461 posts
5'11"
Thu 23 Feb 2023
at 00:35
  • msg #593

Re: Working near Karukhi

"Try this: 'Tell us about the prophet?' Can you do that?"
Fate
GM, 7317 posts
Roll for dodge!
Thu 23 Feb 2023
at 01:06
  • msg #594

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 593):

Presumably at another location? No response from the location just hit...

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 462 posts
5'11"
Thu 23 Feb 2023
at 09:38
  • msg #595

Re: Working near Karukhi

Did we kill pretty much all the bugs at the location just hit? (I got the impression that we didn't)
Fate
GM, 7318 posts
Roll for dodge!
Thu 23 Feb 2023
at 11:12
  • msg #596

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 595):

It is hard to tell. You definitely got those on the surface that were shooting at you. There may be some hiding in rock or holes, however,that are harder to detect.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 463 posts
5'11"
Thu 23 Feb 2023
at 18:11
  • msg #597

Re: Working near Karukhi

Return to the previously communed island and ask, post translation, "Tell us about the prophet?"
Fate
GM, 7321 posts
Roll for dodge!
Thu 23 Feb 2023
at 22:56
  • msg #598

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 597):

"The prophet? Leader of the Cult of death and all Charon? He is based on the planet Charon, and under his leadership all who opposed have been sent to the void. As will you. Maybe now, maybe later. But all go the the void. It is unaVOIDable..."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 464 posts
5'11"
Thu 23 Feb 2023
at 23:41
  • msg #599

Re: Working near Karukhi

OOC: Do we know of the planet Charon? Or of Cult of death?
Fate
GM, 7322 posts
Roll for dodge!
Thu 23 Feb 2023
at 23:57
  • msg #600

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 599):

You believe the system where you had trouble refueling was Charon. The death cult may be another term for the cult of the void based on them killing everything...

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 465 posts
5'11"
Fri 24 Feb 2023
at 00:01
  • msg #601

Re: Working near Karukhi

OOC: I meant to ask if the Cult was native to the bugs or whether it was more widespread. i.e. a 'bug-only' cult?
Fate
GM, 7323 posts
Roll for dodge!
Fri 24 Feb 2023
at 00:02
  • msg #602

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 601):

It is not currently known to have any other spices as followers.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 466 posts
5'11"
Fri 24 Feb 2023
at 00:06
  • msg #603

Re: Working near Karukhi

"Fine. Zealots determined to wipe out all other species. Please make sure that's logged and gets passed on to our military. They can figure out the politics and confirm ploicy. Until then, we hunt bugs."

We look for bug-sign and then blast them.
Fate
GM, 7324 posts
Roll for dodge!
Fri 24 Feb 2023
at 00:13
  • msg #604

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 603):

Sure, so hitting all sites from high up until there are no further signs? That would take you until mid afternoon for all sites, but no real rolls required. Shooting fish in a barrel...Then what?

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 467 posts
5'11"
Fri 24 Feb 2023
at 00:15
  • msg #605

Re: Working near Karukhi

Scan for signals, then if none, land and see if any try to shoot us. Other craft has overwatch.
Fate
GM, 7326 posts
Roll for dodge!
Fri 24 Feb 2023
at 00:32
  • msg #606

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 605):

OK, lets take this location by location. Gloria will be in the overwatch, as discussed.

The first location is a broad flat sandy region. Sandhills roll away to one side, and the ocean on the other side. Your guys leave, and start to investigate the dead. There are a number of dead armed bugs in sight, as well as dead local fauna. Directions?

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 468 posts
5'11"
Fri 24 Feb 2023
at 00:41
  • msg #607

Re: Working near Karukhi

Scan for comms, cameras on motion-detection then run an expanding perimter patrol.
if nothing ,examine the bugs, take salvage (weapons, armour, tech); look for signs of their tech, vehicles or tracks.
If nothing, take images of the dead bugs and local fauna and check if the scientists want local fauna carcasses (with a reminder to be very selective. "All" is not acceptable).
Scientist
NPC, 46 posts
Fri 24 Feb 2023
at 00:51
  • msg #608

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 607):

Things are progressing well until there is a blast from what appeared to be a sandhill, injuring one of the security members doing the perimeter patrol! The mostly buried bug was concealed in sand under a bush...

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 469 posts
5'11"
Fri 24 Feb 2023
at 00:53
  • msg #609

Re: Working near Karukhi

Distance?
Fate
GM, 7328 posts
Roll for dodge!
Fri 24 Feb 2023
at 00:56
  • msg #610

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 609):

From you? Roll 3d x 10 yards...Potentially some cover...3dx5% cover. Roll separately.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 470 posts
5'11"
Fri 24 Feb 2023
at 22:09
  • msg #611

Re: Working near Karukhi

Range is 120 yards.
Cover is 55% (but not sure exactly what that means)
Fate
GM, 7329 posts
Roll for dodge!
Fri 24 Feb 2023
at 23:01
  • msg #612

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 611):

So they are covered from the 'waist' down. Normal shots take a penalty, but called shots for an exposed part of the body do not. Cover rules in Campaigns. Range penalty long (-11).

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the GM at 23:01, Fri 24 Feb 2023.
Brutus Cartwright
Security, 471 posts
5'11"
Sat 25 Feb 2023
at 00:00
  • msg #613

Re: Working near Karukhi

Take cover," calls Brutus. "Keep your heads down! Take care of the wounded!" He pulls out his rifle, kneels and takes aim.

A second later he tries to shot the ambushing bug in the face and then goes prone and rolls a yard to the left behind, hopefully, a small dune.

======
OOC: Today: Brutus Cartwright rolled 6 using 3d6 with rolls of 3,1,2.  Fastdraw 14.
23:45, Today: Brutus Cartwright rolled 9 using 3d6 with rolls of 1,6,2.  Rifle 13-11(range)+14(acc)+2(targeting)-5(face)+2(RoF9)=15
7 possible hits (on target), all Burn, Armour Divisor (2)
23:57, Today: Brutus Cartwright rolled 19,12,18 using 5d6,5d6,5d6 with rolls of 5,4,2,5,3,5,1,1,1,4, 2,6,5,3,2.  Damage 1 of6, 2 of 6, & 3 of 6
23:59, Today: Brutus Cartwright rolled 12,13,15 using 5d6,5d6,5d6 with rolls of 1,4,1,1,5,5,1,1,4,2, 3,5,1,5,1.  Damage 4 of6, 5 of 6, & 6 of 6

Fate
GM, 7330 posts
Roll for dodge!
Sat 25 Feb 2023
at 07:53
  • msg #614

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 613):

As folk scatter and medics go to assist, the bug fires another shot, this time at a medic, who is also hit in the leg. Then Brutus fires, hitting it in the face and dropping it instantly.

Another medic is able to stabilise both patients, before suggesting evacuation is suggested to the ship and replacement of the injured.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 472 posts
5'11"
Sat 25 Feb 2023
at 09:27
  • msg #615

Re: Working near Karukhi

"Make it so," agrees Brutus.
While that's being done he queries with the techies, "Have we found any way to spot these bugges yet? Biody heat? Sound? Respiratory output?"
Scientist
NPC, 47 posts
Sat 25 Feb 2023
at 20:56
  • msg #616

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 615):

"Normally the heat sensors can pick them up, but if partially buried and motionless they can look the same as a rock. Their exoskeletons and armour make it harder. Their sealed suits reduce respiratory signatures to nothing."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 473 posts
5'11"
Sat 25 Feb 2023
at 21:09
  • msg #617

Re: Working near Karukhi

"Sound then?"
Scientist
NPC, 48 posts
Sun 26 Feb 2023
at 08:48
  • msg #618

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 617):

"Limited range, and bugs are good at keeping quiet."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 474 posts
5'11"
Mon 27 Feb 2023
at 03:31
  • msg #619

Re: Working near Karukhi

"So can we detect the metal in their weaponry then? And how much food do the dead ones seem to have been carrying? I'm wondering if they'll just starve to death if left."
Scientist
NPC, 49 posts
Mon 27 Feb 2023
at 05:07
  • msg #620

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 619):

"Sir, they seem to be killing more than they can eat, but they are eating some, so they will never starve. But detecting weapons might be a better option. Batteries are batteries... though we have seen some with just knives..."
Brutus Cartwright
Security, 475 posts
5'11"
Mon 27 Feb 2023
at 12:07
  • msg #621

Re: Working near Karukhi

"Fine then, thanks you. See what you can do with weapon detection. If we take all their guns it will slow their rate of killing," says Brutus making the call.

He checks on the status of the injured, joking, "Just as well the bug was a poor shot! Get well soon, soldier!" Then the security chief gathers his team, at least, those not alseep or in the infirmary, "I'm neither expecting nor allowing you folks to be target practise for the bugs. If anyone does that, it'll be me. First though we'll all have an upgrade on our clam suits. They're heavier, so get working on your lifting capacity! Good news is that the teachs are working on a way to detect the bugs' guns. Good to know. Questions? Otherwise, dismissed!"

So, ofrom the air we scan for ships, shooting any that oppose us (or to try to run for it), and Brutus will lead a team to investigate any downed ships that seem mainly intact. The scanning should be fairly speedy, maybe covering 80% of the islands in a day or so..
Fate
GM, 7331 posts
Roll for dodge!
Mon 27 Feb 2023
at 19:29
  • msg #622

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 621):

Your scans reveal a number of hidden weapons on all sites. As for downed ships, the large craft that you initially destroyed seemed to be the way they got here, modified for atmospheric operations, and it was sunk in about 40 yards of water. Apart from that sight, which is protected by the same waters that drown most of those that initially survived, you take out all of the other bugs that were hiding with weapons, between 5 and 15 per site.

The scientists suggest that there may be some more, but taking their guns will leave them much more vulnerable to local wildlife. Only the site of the sunken ship remains problematic. Of course, you could leave them, hoping that they do not repair the ship and lay in ambush for the next vessel sent, but the general consensus is that this is exactly what they will do.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 476 posts
5'11"
Tue 28 Feb 2023
at 16:07
  • msg #623

Re: Working near Karukhi

We take all of the guns, checking them for booby traps before securing them on our ship.

"So, you clever people, how do we that thebug ship, or what remains of it, out of forty feet of water? Harpoons and pull it up either direct or with winches? Floatation in some way? Both? Give me options!"

======
OOC: Tractor beams aren't a thing here, are they?

Scientist
NPC, 50 posts
Tue 28 Feb 2023
at 19:47
  • msg #624

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 623):

No tractor beams are not a thing, and the ship is estimated to weigh at least twice what your starship weighs, so moving it is not likely. Underwater combat is tricky, but making depth charges may be an option. Perhaps the robofac can be used to make a small fusion reactor that can then be made without failsafes, put in a steel ball and turned into a nuclear depth charge? That would take about 2 weeks to do though.

The weapons, after you have used them for targeting the bugs, are pretty much useless, though you managed to recover 6 before the lad was ambushed. They are the standard ones you are familiar with other bugs using.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 477 posts
5'11"
Tue 28 Feb 2023
at 23:36
  • msg #625

Re: Working near Karukhi

"Well, if we can't readily recover it for study then we need to deny it to the bugs. Will our ship's weapons be able to carve it up?"
Scientist
NPC, 51 posts
Wed 1 Mar 2023
at 00:50
  • msg #626

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 625):

"Unlikely, Ma'am. Not in 40yards of water."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the player at 00:53, Wed 01 Mar 2023.
Brutus Cartwright
Security, 478 posts
5'11"
Wed 1 Mar 2023
at 00:55
  • msg #627

Re: Working near Karukhi

Brutus swops channels and summarises the situation to Gloria, "Bug ship is under 40 yards of water. They may be able to regrow it. Two weeks for us to depth charge it with a fusion bomb. I think it needs destroying, but your call, skipper."
This message was last edited by the player at 04:09, Wed 01 Mar 2023.
Fate
GM, 7333 posts
Roll for dodge!
Wed 1 Mar 2023
at 19:42
  • msg #628

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 627):

Identity confusion sorted out, we can now continue...
Gloria Flake
Entrepreneur, 2520 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 1 Mar 2023
at 23:42
  • msg #629

Re: Working near Karukhi

I concur,but we don't have to use Nuke's with their attendant issues.  Chemical explosives can be made and depth bombs created to do the job.  Cheaper, faster, easier with fewer side effects.
Scientist
NPC, 52 posts
Thu 2 Mar 2023
at 02:16
  • msg #630

Re: Working near Karukhi

In reply to Gloria Flake (msg # 629):

"Perhaps, but we will actually be a lot more material if you plan to make a massive conventional explosive. Fuel/Air explosives will not work under water. I estimate that we will need to harvest and refine about 10 tonnes of explosive and refine about 2 tonnes of steel, which will take a couple of weeks."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2521 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 2 Mar 2023
at 16:41
  • msg #631

Re: Working near Karukhi

Ah, but if you listened I did not say a Thing about a Large chemical weapon, I suggested multiple smaller devices that could be dropped along the ships length, doing the same job. Given water's compressibility, a 500 pound charge will destroy around 50 feet of the ship. Six such should finish their ship. That puts us down to 1 ½ tons of explosive and about a half ton of steel. So we should be able to accomplish this in a good bit shorter time.*


* I am using WW2 era Depth Charges as a rough guide.  We don't need any fancy fuzing, as a simple electric wire or the like will work fine.
Scientist
NPC, 53 posts
Thu 2 Mar 2023
at 23:00
  • msg #632

Re: Working near Karukhi

In reply to Gloria Flake (msg # 631):

He muses a bit as he does the calculations.

"Ok, so we can make some old Nitroglycerine, and some drums. We will still need to smelt some steel and refine some chemicals, but perhaps not as much. Of course, it will do less damage, but may be enough. By my estimates, it will take about a week to do that..."

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2522 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 3 Mar 2023
at 02:49
  • msg #633

Re: Working near Karukhi

OK , but Nitroglycerin is a tricky explosive and dangerous. Certainly you can manage trinitrotoluene?
Scientist
NPC, 54 posts
Fri 3 Mar 2023
at 03:00
  • msg #634

Re: Working near Karukhi

In reply to Gloria Flake (msg # 633):

"Possibly. We will need to see what we can harvest from the gas giants or other sources."

Let's let the dice decide. Give me a 3d roll vs a target of 13 to see how they go for refining chemical to create enough trinitrotoluene.

04 July 2187, 1701 Magyar System, Supplies: 20 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the player at 11:39, Fri 03 Mar 2023.
Brutus Cartwright
Security, 479 posts
5'11"
Fri 3 Mar 2023
at 09:05
  • msg #635

Re: Working near Karukhi

In reply to Scientist (msg # 634):

09:05, Today: Brutus Cartwright rolled 7 using 3d6 with rolls of 3,3,1.  Refining chemical 13.
Fate
GM, 7335 posts
Roll for dodge!
Fri 3 Mar 2023
at 11:38
  • msg #636

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 635):

You are able to refine enough for six 500 lb trinitrotoluene depth charges! After a week, though, you are out of food...

11 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the GM at 11:40, Fri 03 Mar 2023.
Gloria Flake
Entrepreneur, 2523 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 3 Mar 2023
at 17:15
  • msg #637

Re: Working near Karukhi

Well that is a pain ...  Vat Fac has been busyfor a while at this point, but we will obviously have to harvest an animal or two and some other stuff. Not eating bugs.
Plant material as well and we keep two ships above the gathering crews to survey and engage any bugs who try to disrupt things.
Brutus Cartwright
Security, 480 posts
5'11"
Fri 3 Mar 2023
at 19:02
  • msg #638

Re: Working near Karukhi

"Ok, skipper, want me to go bag a buffalo? Hopefully no wings though," asks Brutus, happy at the prospect of being about it. Having doubled the drills and practises of the security personnel to keep them too busy to get into trouble Brutus is himself starting to get twitchy.
This message was last edited by the player at 19:10, Fri 03 Mar 2023.
Gloria Flake
Entrepreneur, 2524 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 3 Mar 2023
at 21:12
  • msg #639

Re: Working near Karukhi

That would help, and we may need more than one. We also need nuts, tubers and vegetables ... all need to be verified for safe eatingby the science crew.
Brutus Cartwright
Security, 481 posts
5'11"
Fri 3 Mar 2023
at 22:26
  • msg #640

Re: Working near Karukhi

"I promise: no nibbling," he replies. "Fine. Let's find somehere with plenty of 'pop up' capability. Make it harder for any bugs to drill me."
Gloria Flake
Entrepreneur, 2525 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Mar 2023
at 00:01
  • msg #641

Re: Working near Karukhi

OK, Pick out a location or two, have the biologist assist.
Fate
GM, 7337 posts
Roll for dodge!
Sat 4 Mar 2023
at 12:26
  • msg #642

Re: Working near Karukhi

In reply to Gloria Flake (msg # 641):

You do not find it hard to catch fish, but there are fewer plants around. However, it does not take long before a number of fish are declared safe to eat, and some small herbivorous marsupials. However, it will take longer to catch significant numbers...but you are able to keep up with demand for now, to allow you to continue to work.

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 482 posts
5'11"
Sat 4 Mar 2023
at 15:54
  • msg #643

Re: Working near Karukhi

Good enough.
If a wooly mamoth wanders past we'll try and bad one for the pot (and stores) but just breaking even is fine.
Gloria Flake
Entrepreneur, 2526 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Mar 2023
at 19:32
  • msg #644

Re: Working near Karukhi

Seaweed is supposed to be nutrious. Rice or something similar may grow in river deltas or marshes.
Fate
GM, 7338 posts
Roll for dodge!
Sat 4 Mar 2023
at 21:20
  • msg #645

Re: Working near Karukhi

In reply to Gloria Flake (msg # 644):

You may find a marine version of a mammoth, but with such small land masses, no large herbivorous exist on land.

But there would be seaweed in buckets, and yes, some is edible. Vatfacs can grow rice...

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2527 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 4 Mar 2023
at 23:33
  • msg #646

Re: Working near Karukhi

So dinner will be a bit different, but edible and healthy.
Fate
GM, 7341 posts
Roll for dodge!
Sun 5 Mar 2023
at 06:34
  • msg #647

Re: Working near Karukhi

In reply to Gloria Flake (msg # 646):

Basically yes. You can have plenty to eat, and fish that are safe to eat are also soon identified.

So the longer term problems now? Also, food gathering, I assume?

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 483 posts
5'11"
Sun 5 Mar 2023
at 16:08
  • msg #648

Re: Working near Karukhi

If there's enough food gathering to allow us to manage while Vatfacs are processing explosives then hopefuklly there's sufficient food gathering to allow us to buoild up a small reserve reserve of food when the explosives stuff is done.
Gloria Flake
Entrepreneur, 2528 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 5 Mar 2023
at 17:30
  • msg #649

Re: Working near Karukhi

I doubt that the VatFacs make TNT ;-)

We need to build up enough food reserves to allow us to get to Rita's Place. That's 5 jumps or about two months travel.
Fate
GM, 7343 posts
Roll for dodge!
Sun 5 Mar 2023
at 19:19
  • msg #650

Re: Working near Karukhi

In reply to Gloria Flake (msg # 649):

Vatfacs only produce food. The labs have a small refinery that is used to make chemicals needed.

If you focus on gathering food, you can get about 6d extra put into stores per week. Reduce that to 4d for any week you send any expositions for killing bugs or searching areas they were known to have frequented. Increase it by 1d for any successful survival (Ocean or coastal) roll by a player.

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the GM at 19:21, Sun 05 Mar 2023.
Gloria Flake
Entrepreneur, 2529 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 5 Mar 2023
at 21:50
  • msg #651

Re: Working near Karukhi

So we need to spend 10 weeks or so here to restock our larders?   two and a half months?
Fate
GM, 7344 posts
Roll for dodge!
Sun 5 Mar 2023
at 21:58
  • msg #652

Re: Working near Karukhi

In reply to Gloria Flake (msg # 651):

It might be quicker making some large scale fishing gear. The. Bugs seemed to be sing some kind of poison to kill heaps, but otherwise, yes. Perhaps you can find large critters you can kill on bulk with a bit more research...

Do you have somewhere you have to be?

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 484 posts
5'11"
Sun 5 Mar 2023
at 22:13
  • msg #653

Re: Working near Karukhi

"Can we determine the poison the bugs used? And then whether it can be rendered safe by cooking or treatment?" Brutus asks one of the relevant scientists.
Scientist
NPC, 55 posts
Sun 5 Mar 2023
at 23:34
  • msg #654

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 653):

"We can look into it, certainly. I may take a few days, but there are no shortage of test subjects..."

Feel free to make a roll on their behalf. I will apply skills, etc.

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2530 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 5 Mar 2023
at 23:50
  • msg #655

Re: Working near Karukhi

Do we have fibers we could use to make nets?
Fate
GM, 7347 posts
Roll for dodge!
Mon 6 Mar 2023
at 00:01
  • msg #656

Re: Working near Karukhi

In reply to Gloria Flake (msg # 655):

Not in sufficient quantities, but you could possibly find some local fibres and manufacture them. It would probably take a week or so to make a net, but how would you intend to deploy it?

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2531 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 8 Mar 2023
at 02:13
  • msg #657

Re: Working near Karukhi

Tow it behind the ship and haul it in every so often to fill the holds with fresh fish....
Fate
GM, 7348 posts
Roll for dodge!
Wed 8 Mar 2023
at 06:06
  • msg #658

Re: Working near Karukhi

Ok, that will require welding on some strong points inside the cargo bay to attach it, and making a winch to reel it in. That is the plan? Of course, your cargo door is forward facing, so you will have to go backwards, but that is doable. What sort of length of cable (and size of drum) are you looking at? Longer is bigger, longer to produce  and heavier but further from the water. Allow at least 10 days to machine the parts from smelted ore, plus 1 day per 10 yds of length of cable, allowing an additional 2 yds of height above the water. How long do you want the cable?

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 485 posts
5'11"
Wed 8 Mar 2023
at 11:09
  • msg #659

Re: Working near Karukhi

Only interested in fishing on a more personal scale brutus is happy to leave the contraptions to those who know about such things. Sensing his team are getting staid he livens them up by doubling all their training routines! Less mischief if no time for it!
Fate
GM, 7349 posts
Roll for dodge!
Wed 8 Mar 2023
at 12:09
  • msg #660

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 659):

There are plenty of practice for drills. Some of the big sites you did not physically sweep do register a little activity after a week. On investigation, you do find a bug eating a carcass it had poisoned.

The scientists note that the poison they used killed fish, but seemed to degrade quickly in the body after killing it's victims. It seemed to be a nerve agent of some description.

12 July 2187, 1701 Magyar System, Supplies: 0 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2532 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 8 Mar 2023
at 16:51
  • msg #661

Re: Working near Karukhi

OK, This is so exciting...let's FF to travel unless Brutus is happy with this mundane stuff.
Brutus Cartwright
Security, 486 posts
5'11"
Wed 8 Mar 2023
at 18:15
  • msg #662

Re: Working near Karukhi

OOC: FF is fine. Can always play it of something dramatic pops up.
Fate
GM, 7350 posts
Roll for dodge!
Wed 8 Mar 2023
at 19:31
  • msg #663

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 662):

Ok, you manage to build the net and winch and catch 4 dTons of fish. There are a few lingering bugs, but they will have a hard time surviving on their own without guns, you assume. By the start of August, you are ready to depart.

01 Aug 2187, 1701 Magyar System, Supplies: 8000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Gloria Flake
Entrepreneur, 2533 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 8 Mar 2023
at 19:36
  • msg #664

Re: Working near Karukhi

I was being a bit obtuse in my description of turning the ship into a fishing vessel. I figured you'd catch the tongue in cheek.

Let's be off, I believe the route to Rita's place is 1801, 2040, 2102, 2104, 2205 (Rita's Place)
Fate
GM, 7351 posts
Roll for dodge!
Wed 8 Mar 2023
at 19:53
  • msg #665

Re: Working near Karukhi

In reply to Gloria Flake (msg # 664):

Lol, early in the morning, there is always the risk of being taken seriously!

1801 is a binary system lacking gas giants. However, there is a large planet
about 7,000 miles in diameter that has a thin atmosphere lacking in oxygen but there is a little water. Just 10% of the planets surface is covered.

08 Aug 2187, 1801 Magyar System, Supplies: 7800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
This message was last edited by the GM at 23:31, Wed 08 Mar 2023.
Gloria Flake
Entrepreneur, 2534 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 8 Mar 2023
at 23:13
  • msg #666

Re: Working near Karukhi

Water begets Hydrogen, off we go... but will obviously need to find a better route.
Fate
GM, 7352 posts
Roll for dodge!
Wed 8 Mar 2023
at 23:36
  • msg #667

Re: Working near Karukhi

In reply to Gloria Flake (msg # 666):

It take nearly a month more before you arrive at Rita's place.

06 Sep 2187, Rita's Place, Magyar System, Supplies: 7000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,513,300
Brutus Cartwright
Security, 487 posts
5'11"
Wed 8 Mar 2023
at 23:54
  • msg #668

Re: Working near Karukhi

As the ship approaches Rita's Place Brutus puts the security team back to normal drills.
Fate
GM, 7364 posts
Roll for dodge!
Wed 15 Mar 2023
at 04:08
  • msg #669

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 668):

Further plans here?
Brutus Cartwright
Security, 488 posts
5'11"
Wed 15 Mar 2023
at 10:32
  • msg #670

Re: Working near Karukhi

In reply to Fate (msg # 669):

"Skipper? What you want to do?" asks Brutus blandly.
Gloria Flake
Entrepreneur, 2535 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 15 Mar 2023
at 17:20
  • msg #671

Re: Working near Karukhi

Sorry, I missed our arrival ... obviously we want to refresh our food supply and eat something besies fish.

We will ask Brutus to do some hunting and purchases vegetables and other plant based foods.
We offer to sell/trade any remaining fish to the locals who will probably find it a refreshing change.

We do a ship overhaul within our abilities.
Gloria confers with Brutus and debriefs him completely.
They also do some Yoga together after both have been fully debriefed by the other and each of them is up to date.
Fate
GM, 7365 posts
Roll for dodge!
Wed 15 Mar 2023
at 19:26
  • msg #672

Re: Working near Karukhi

In reply to Gloria Flake (msg # 671):

Lol, you had some dried seaweed too! But yes, the locals are happy to exchange...and restock. Unless Brutus want to roleplay going into the wilds with a guide and killing some defenceless beast, we can skip over that. Brutus, please let me know if you do.

Other than that, you and Brutus can find somewhere discreet to debrief and have some fun before returning with your breifs back on... while the local mechanics overhaul the ship. This will take a week...

13 Sep 2187, Rita's Place, Magyar System, Supplies: 8000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 489 posts
5'11"
Wed 15 Mar 2023
at 23:14
  • msg #673

Re: Working near Karukhi

Skip, fun, return, is fine.
Gloria Flake
Entrepreneur, 2537 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 Mar 2023
at 16:35
  • msg #674

Re: Working near Karukhi

Having relaxed and released much of her stress, Gloria gets things moving with the maintenance and resupply.
She is openly planning on returning to Girii to turn this vessel is as unsuitable for exploration in unknown space.
Fate
GM, 7377 posts
Roll for dodge!
Mon 20 Mar 2023
at 21:34
  • msg #675

Re: Working near Karukhi

In reply to Gloria Flake (msg # 674):

Does she mention this to anyone there?
Gloria Flake
Entrepreneur, 2538 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 20 Mar 2023
at 23:29
  • msg #676

Re: Working near Karukhi

She openly says as much at a ships officers meeting, pointing out that their escape from the bugs was much too exciting and could easily have been unsuccessful.
Fate
GM, 7378 posts
Roll for dodge!
Tue 21 Mar 2023
at 00:13
  • msg #677

Re: Working near Karukhi

In reply to Gloria Flake (msg # 676):

The discussion does generate some heated opinions, especially amoung the scouts. However, it is pointed out that you did enter the home system, and you did escape. Therefore the Tech level, despite the terrible intentions, is not sufficient to warrant a larger ship. With all available warships being focused on the known enemy, the Vilani, who have already nuked Terra, the anticipated response will be that no warships will be available. The war effort, especially in these regions of space, are just taking too many resources.

If you feel that such exploration is beyond you, they suggest that your skills in warfare could be back under Commodore Freelunder, who has attacked Vilani outposts in the region several times successfully. This ship will remain assigned to exploration, as there is nothing else that can be spared.

13 Sep 2187, Rita's Place, Magyar System, Supplies: 8000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300

OOC: The challenge of exploration, especially in traditional Space Opera worlds such as Traveller, is that you are almost never in a position of strength. You are going into their territory, and your wits are your best defense. A warfare officer will be at the front lines...I am happy for you to play either (both players can choose different options if they like) but to play a warfare officer doing exploration with a front line warship when there is a time of war is both out of the Space Opera theme and out of line with logic of the day. Changing out the small craft is about as far as they would go.
Brutus Cartwright
Security, 491 posts
5'11"
Tue 21 Mar 2023
at 00:17
  • msg #678

Re: Working near Karukhi

OOC: No axe to grind here. Happy to go with whatever
Gloria Flake
Entrepreneur, 2539 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 Mar 2023
at 02:42
  • msg #679

Re: Working near Karukhi

I censure the officers thinking politically ... when you have time in command and understand that you are not making a decision based on you but on the lives of a hundred and some others, you will hopefully think more wisely.


NOTE THAT WE ARE IN RITA'S PLACE, Not in Girii! And I am talking on MY ship, not in public.

That very well may be the view of the Admiral's in charge ... and until they lose their ass, and a ship or two and have to explain it,  they may not change their stupid views ... counting dimes rather than lives.
A faster stronger ship might well have given those bugs some pause.
Fate
GM, 7379 posts
Roll for dodge!
Tue 21 Mar 2023
at 03:15
  • msg #680

Re: Working near Karukhi

In reply to Gloria Flake (msg # 679):

Understood that you are currently at Rita's Place. I did ask if you mentioned this to any locals there, and you replied "a ships officers meeting". I understood this to indicate it was at a meeting of general ships officers, not just officers from your ship. Hence the response from scouts. If it is only to your own crew, then I go back to the question in #675, to which the above was given in answer.

But bear in mind that loosing a significant battle will be a much bigger black mark on any admirals book that loosing an exploration vessel, because we are in a time of war. Your argument really only holds for peacetime operations...which this is not. Military will deal with the biggest threat first (clearly the Vilani), then the lesser threats, especially lower tech ones. You are already faster and more heavily armed than the bugs, and there was no pause by the bugs in attacking. But as I mentioned, the options are there, happy for you to choose either, but a front line warship will not likely be diverted for exploration. This one is actually doing just fine, but if you want to go and argue your case with some front line admirals who will be the ones making the decisions, then heading back to Ceti-Command would be appropriate. Alternatively, Girii or AK Kalishnokov might have a more vested interest in identification of the spread of the bugs, though Giriis interest might not be so welcome by the Karuhki...

13 Sep 2187, Rita's Place, Magyar System, Supplies: 8000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2540 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 Mar 2023
at 16:32
  • msg #681

Re: Working near Karukhi

OK, so the first glitch is that when I said "Ships Officers" that meant those under my command, to me. No outside scouts.

Second, The bugs could be a real and unwelcome distratcion to military operations elsewhere. I get that they are less technically developed, but their fight to the death, take no prisoners approach is disturbing.  My ship was potentially in significant danger due to it's design and was saved by some very fancy and risky "flying".  We could have lost it all.  A ship with a double jump capability would have escaped far more readily and that ensures the information gets back to the admiralty.  A lost ship tells them much less.
Gloria's thinking is that a modified Kugelblitz would be a better explorer.
Brutus Cartwright
Security, 492 posts
5'11"
Tue 21 Mar 2023
at 18:36
  • msg #682

Re: Working near Karukhi

OOC: Would that be better for face to face bug confrontations? e.g. how do the armour and armaments compare?
Gloria Flake
Entrepreneur, 2541 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 Mar 2023
at 19:12
  • msg #683

Re: Working near Karukhi

The Bugs wouldn't have enjoyed it at all, as it was both more heavily armed, and also could also have jumped right back out...

This was the design for the raider version that ravaged trade in the vilani empire.

New Kugel Blitz Design

Kugel Blitz 708.1 M Solars, 1,400 dTon Sphere (41 yd [123 feet] dia)
(6G/Move:370, dDR:100, dHP: 78, dTons of Cargo Space: 107, SM:+10)
Weapons: 20x Beam, 2x Missile, 2x Sandcasters, Crew:168 including 100 troops
Endurance: 143 Weeks, Fuel Range: 4 parsecs
1x Ships Boat Rescuer, 4x AK APC, 10x AK Modular Fighter,
4 Workshops, 1 Robofacs, 10 Sickbays, Survey Module, 1 Laboratory

AK Ships Boat Modular Recovery 44.5 M, 30 dTon Needle/Wedge
(4.19G/Move:1909, dDR:10, dHP: 27, dTons of Cargo Space: 1.5, SM:+7)
Weapons: 1x Beam, 2x Sandcaster, Crew:4, Life Support: 5,
1 AK Modular Raft, 1 Workshop, 1 Sickbay
Brutus Cartwright
Security, 493 posts
5'11"
Tue 21 Mar 2023
at 19:35
  • msg #684

Re: Working near Karukhi

Do we own the ship we're in?

Maybe there's a project here? Buy a do-er up-er..
Gloria Flake
Entrepreneur, 2542 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 Mar 2023
at 20:46
  • msg #685

Re: Working near Karukhi

No, the ship was assigned by the Government (terra) ...

Fixing it up might cost millions and this isn't exactly a private enterprise.
Brutus Cartwright
Security, 494 posts
5'11"
Tue 21 Mar 2023
at 21:29
  • msg #686

Re: Working near Karukhi

Righto - just thought that Gloria was stinking rich (no offence)
Fate
GM, 7380 posts
Roll for dodge!
Tue 21 Mar 2023
at 21:35
  • msg #687

Re: Working near Karukhi

In reply to Gloria Flake (msg # 685):

Yes, but there are two key points you seem to miss.

1) The Kugel Blitz ravaged trade in the Vilani empire. You are at war with them, and they present a significant threat to terra, and it is effective in fighting them.

2) The bugs are very far, and seem to lack jump technology, and present no real threat to Terra, and perhaps a minor threat to the Vilani...but more of a threat to them than to Terra, due to their proximity to the Vilani border and lack of jump tech.

So what Admiral would approve taking an effective combatant from fighting a current and real threat to fight a potential future threat that is no real threat for now? You survived, which is more than some engaging the Vilani can say...

13 Sep 2187, Rita's Place, Magyar System, Supplies: 8000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 21:36, Tue 21 Mar 2023.
Gloria Flake
Entrepreneur, 2543 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 21 Mar 2023
at 23:01
  • msg #688

Re: Working near Karukhi

Nope, Ddidn't miss athing, I used it as an example of the sort of ship we need...

The bugs obviously have Jump One, and limited Jump Two based on where all we found them, and are expanding ... They didn't get to Hela (2235) by hiking.

They are also pushing in more than one direction and seriously harming the worlds they get to. I expect that within a matter of years they will be attacking places like 2103 with the Whaiz.
Fate
GM, 7381 posts
Roll for dodge!
Tue 21 Mar 2023
at 23:39
  • msg #689

Re: Working near Karukhi

In reply to Gloria Flake (msg # 688):

All bug ships you have encountered outside of their systems seems to be generational ships. You have never detected a bug ship with a jump drive yet.

What they plan is conjecture at this stage, but you are right in that they kill all they encounter. It seems to be a religious thing....

So Back to Girii is it? Route?

13 Sep 2187, Rita's Place, Magyar System, Supplies: 8000 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2544 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 Mar 2023
at 17:23
  • msg #690

Re: Working near Karukhi

Just straight back by the now standard route.

OOC - I get the concept of generational ships, but looking at the distances involved, the bugs that got to Hela would have been traveling for a few centuries, meaning that there was no reasonable development in that time ... that's odd to say the least. The ones at Hela seem to have been reasonably well developed and about the same as those at the home world.
I think Gloria and the others on the ship would find it very hard to accept that there were no jump drives involved.
Fate
GM, 7382 posts
Roll for dodge!
Wed 22 Mar 2023
at 19:33
  • msg #691

Re: Working near Karukhi

In reply to Gloria Flake (msg # 690):

It takes about 7 weeks to get back to Girii.

Analysis of the data of the bugs seems to suggest that the generation ship you encountered near Hela (no jump drive was ever found with it, nor was there evidence of one destroyed) displayed similar tech indeed to the home planet. While this may be due to an unknown jump drive social analysis suggests that it was rather due to a stagnation in technology, much like the Vilani, perhaps due to the rise of the death cult.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2545 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 22 Mar 2023
at 20:59
  • msg #692

Re: Working near Karukhi

Gloria is very skeptical, but will pass along that analysis with her own and any others.
Fate
GM, 7383 posts
Roll for dodge!
Wed 22 Mar 2023
at 22:57
  • msg #693

Re: Working near Karukhi

In reply to Gloria Flake (msg # 692):

Ok, back at Girii, who do you approach with the information? You were sent and outfitted by the Terran Scouts...

Actually, a lot has likely changed since you departed in Aug 2184...

You are greeted with news that not only was Nusku was recaptured, but that Markhashi had been captured, and as a result saarpuhii Sharik Yangila stepped down, being replaced by Kidarneri Dumushir. The Dumushirs had, for the first time ever, opened talks with the Terrans, and in the resulting agreements, many of the most restrictive controls on Terran traders were abolished.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 08:03, Thu 23 Mar 2023.
Gloria Flake
Entrepreneur, 2546 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 23 Mar 2023
at 18:38
  • msg #694

Re: Working near Karukhi

Since the Scouts sent us, we deal with them first. I think we have hear both sides of the argument...
Gloria is  dismissive of their military (combat) skills and informs them that continued exploration in the prvided ship is very daangerous, as  the ship cannot deal with all situations. Perhapsas something working the Vilani rim to keep all traders safe, it could work.

If they will not provide a ship meeting her basic standards for the job she bows out and reports to the Admiralty, providing all her findings.
Scout Captain
NPC, 9 posts
Captain of Terran
Scout Vessel
Thu 23 Mar 2023
at 22:36
  • msg #695

Re: Working near Karukhi

In reply to Gloria Flake (msg # 694):

The initial concern is the distant location. Nothing in the data suggests a threat to Terra, or indeed Terran holdings.

They can requisition an old Hardrada class, with two ships boats set up for Survey work...but you will have to watch food supplies.

Hardrada Commerce Raider: 760.5M, 800 dTon Needle/Wedge
(3.73G/Move:3130, dDR:75, dHP: 81, dTons of Cargo Space: 44, SM:+10)
Weapons: 16xBeam, 6xMissile, 2xSandcaster, Crew:29,
3 Workshops, 3 Sickbays, Jump range: 4 parsecs

Ships Boat (Survey): 52.1M, 30 dTon Needle/Wedge
(2.29G/Move:427, dDR:10, dHP: 26, dTons of Cargo Space: 7, SM:+7)
Weapons: 1xPulse, 1xMissile, 1xSandcaster,  Crew:10, Endurance: 14 weeks,
Workshop, Sickbay, Survey Laboratory,  2 Scientific laboratories

The Abel Tasman is also in Girii, just finishing a refit. A dedicated exploratory vessel with an extraordinary history, this vessel was used extensively to map large areas that are unknown. However, it has only 2 parsecs of fuel as well.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the player at 18:40, Tue 28 Mar 2023.
Gloria Flake
Entrepreneur, 2547 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Mar 2023
at 02:11
  • msg #696

Re: Working near Karukhi

It was one of those I was considering, but it lacks lab space and one of the ships boats would need to be an APC, which has proven to be very useful... Abel Tasman is no better than the current ship.
Brutus, what's your opinion?
Brutus Cartwright
Security, 495 posts
5'11"
Fri 24 Mar 2023
at 19:09
  • msg #697

Re: Working near Karukhi

"Maybe the APC from our current vessel could be transferred, skipper?" reflects Brutus.

======
OOC: So how does our currnt ship compare agasint the Hardrada in turns of a0 armour? b) weapons? c) defensive devices? d) cargo space? e) fuel/range? f) accomodation? g) in-system speed & maneuvreing? h) personnel space?
This message was last edited by the player at 23:43, Wed 29 Mar 2023.
Gloria Flake
Entrepreneur, 2548 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Mar 2023
at 21:44
  • msg #698

Re: Working near Karukhi

The Current ship-

AK Explorer Gashidda, 400 dTon Close Structure
(1.6G/Move:370, dDR:90, dHP: 55/65, Cargo Space: 4 dTons, Jump Range: 2 Parsecs, SM:+9)
Crew:39, Life Support:40 (30 State Rooms, 1x10 Bunk room), Food Production: 30, 2 Workshops, Robofac, 2 Bed Hospital, 3 Laboratories (Geophysical, Chemical, Biological), Survey Module
4x 6 dTon Modular Craft, 2x 20 dTon Modular Craft (See below)
Weapons: 9xBeam, 1xMissile, 2xSandcaster,


Small Craft (Total Cargo Space 3.2 dTon)
AKHB Recovery: 28 M Solars, 20 dTon Sphere, 10 yd dia
This heavy unit can only be purchased from a Terran Planet. It contains a complete Robofac unit that can perform the same work as 10 Engineers at skill 14 per 30 minutes. In addition, the workshop facilities allow actual engineers to work alongside it, further increasing production, though transport of 12 individuals in this is tight.
(2G/Move:370, dDR:10, dHP: 21, Cargo Space: 0.4 dTons, SM:+6)
1 Workshop, 1 Industrial Robofac unit, Crew:5, Endurance: 28 Weeks, Weapons: Laser Cutter

AKHB Surveyor: 52 M Solars, 20 dTon Sphere, 10 yd dia
Capable of running a full survey of a system, this small craft has limited armour and weapons, with the missile used for probes more than a military item. But it does have a full survey module, 2 laboratories and a sickbay, and accommodation (spartan) and life support for 10. Sensors are also slightly upgraded...
(1.9G/Move:370, dDR:10, dHP: 24, Cargo Space: 0.7 dTons, SM:+6)
Survey Unit, Weapons: 1x Beam, 1x Missile, 1x Sandcaster, Crew:9, Endurance: 20 Weeks,=

AK Modular APC, 6.6 M Solars, 6 dTons Flattened Sphere
The same size as the small fighters, this is actually a small spacecraft with life support for 5, a sickbay and heavy armour. Capable of supporting small insertions for long periods of time, it has limited cargo space. It has a sickbay and Bunks as life support for 5, but an carry 10 for insertions.
(2G/Move:1607, dDR:49, dHP:22, Cargo Space: 0.6 dTons, ASig: -2, SM:+4, Air Speed 3214 mph),
Sickbay, Life Support: 5, Weapons:1x Gatling Laser

AK Modular Surveyor: 9M, 6 dTon Flattened Sphere
This small craft has a sickbay and a single biology laboratory, and life support for 5 members. It also has a setup for dehydrating food to preserve it.
(1G/Move:804, dDR:10, HP: 132/170, Cargo Space: 0.4 dTons, SM:+4)
Sickbay, Laboratory (Biological), Life Support: 5, Weapons: 1x Gatling Laser, Crew:4, Endurance: 22 Weeks

AK Modular Fuel Drone Skimmer, 4.8M, 6 dTon Flattened Sphere
(1.9G/Move:984, dDR:12, dHP: 16, Fuel: 4.7 dTons, SM:+4)
No Crew, Drone enables remote control.

AK Modular Miniminer, 8.1 M Solars, 6 dTons Flattened Sphere
This can collect 1.2 tons/day, but this needs to be refined to achieve trade densities. Unrefined product has a density of 25 t/dTon and is 75% waste.
Trade Items able to be collected by Miniminers: Industrial Metals, Radioactives, Light Metals
(1.1G/Move:1270 empty, dDR:50, dHP:22, Cargo Space: 1.4 dTons, ASig: -2, SM:+4, Air Speed 2541 mph), Crew:2
Weapons:1x Gatling Laser
Gloria Flake
Entrepreneur, 2549 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 24 Mar 2023
at 21:51
  • msg #699

Re: Working near Karukhi

The Proposed replacement -

Hardrada Commerce Raider: 760.5M, 800 dTon Needle/Wedge
(3.73G/Move:3130, dDR:75, dHP: 81, dTons of Cargo Space: 44, SM:+10)
Weapons: 16xBeam, 6xMissile, 2xSandcaster, Crew:29,
3 Workshops, 3 Sickbays, Jump range: 4 parsecs

Ships Boat (Survey): 52.1M, 30 dTon Needle/Wedge
(2.29G/Move:427, dDR:10, dHP: 26, dTons of Cargo Space: 7, SM:+7)
Weapons: 1xPulse, 1xMissile, 1xSandcaster,  Crew:10, Endurance: 14 weeks,
Workshop, Sickbay, Survey Laboratory,  2 Scientific laboratories

Note that the 20 Ton AK surveyor is close to as good for 2/3s the bulk.
However it is a Ball design, while the ship above is a needle wedge, so they may well not beeasily exchanged.
Fate
GM, 7384 posts
Roll for dodge!
Fri 24 Mar 2023
at 22:07
  • msg #700

Re: Working near Karukhi

In reply to Gloria Flake (msg # 699):

If you want an AK design, you could drop by their office. it is busy...

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2550 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 25 Mar 2023
at 19:42
  • msg #701

Re: Working near Karukhi

Perhaps so, depending upon what we find out. with "Peace" in our time, things may relax some.

Gloria also goes through the Terran Military HQ here to see what she confind out, check on promotions etc.

12:28, Today: Gloria Flake rolled 7 using 3d6 with rolls of 1,1,5.  Savoir-Faire Military.  [Private to GM: By 7, she will also apply her feminine wiles to gain promotion or an award )]
[Private to GM:  12:41, Today: Gloria Flake rolled 11 using 3d6 with rolls of 1,5,5.  Sex Appeal.  by 2. ]

She knows that her chances of making Commodore are slim just now, but it pays to keep your finger on things.
And she has done a good job of adding to their knowledge (three new races, two friendly and one hostile).
She has also added significantly to their knowledge of the worlds to coreward.
Perhaps she will be granted a DSC (Distinguished Space Cross) or DSM ... or at least mentioned in despatches, although thatwould be a big let down.

She commends Brutus to the HQ for his bravery and leadership under fire as well.
Fate
GM, 7385 posts
Roll for dodge!
Sun 26 Mar 2023
at 00:40
  • msg #702

Re: Working near Karukhi

In reply to Gloria Flake (msg # 701):

Gloria is due another level of rank following her success. Or she can convert this to merchant rank if she chooses to leave, but regardless she is entitled to recognition. A visit to the AK office would be in line if you are moving up under his sponsorship.

Brutus will get recognised as well. 10 cp to both, including rank and reputation if you choose to accept this.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 496 posts
5'11"
Sun 26 Mar 2023
at 02:28
  • msg #703

Re: Working near Karukhi

OOC: does that mean 10cp plus (rank and status)?
Fate
GM, 7386 posts
Roll for dodge!
Sun 26 Mar 2023
at 08:48
  • msg #704

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 703):

10 cp including rank and reputation.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Fate
GM, 7388 posts
Roll for dodge!
Tue 28 Mar 2023
at 04:39
  • msg #705

Re: Working near Karukhi

In reply to Fate (msg # 704):

Given you are currently on Girii, there will be no official Terran military presence here. Rather, there are just scouts, a Terran embassy and an AK office, along with an AK Shipyard and factory that seems to be doing very well.

Where do you visit after the scouts, the closest representative of the military you will find?

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2551 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 Mar 2023
at 18:18
  • msg #706

Re: Working near Karukhi

Well if there is an embassy, there is a military presence, as they all have Attaches of the various services. I would assue the one here is rather senior.

After that She can go by the AK shipyard and see what is happening. I am assuming that they will pick up on her name and background, thereby knowing who she is.


[Private to GM: I used the 10 points to promote here ... hopefully OK. I would assume the Naval Attache would have the propmotion orders and willingly promote her, as well as give her shoulder boards and rank pins in the promotion package. I also suspect that Gloria has reached the end of the line for promotions barring another war. her political accumen is less than the admiralty wants for peaceful negotiations in time of difficulties.]
Fate
GM, 7389 posts
Roll for dodge!
Tue 28 Mar 2023
at 18:49
  • msg #707

Re: Working near Karukhi

In reply to Gloria Flake (msg # 706):

Yes, there would be a small military representation, primarily for gaurd duties. But they can effect your promotion (1 level only each time though). Yes, Gloria is really a military leader, good for times of war, but not so good in peace. They would want her far from diplomacy, so sent with a bigger ship to deal with hostile aliens would be right in line with their thinking.

The AK Shipyard have started work modifying a highly successful raider design into an explorer as a show of good faith for the local governments. The design will be transferred to Argon for the Vatfacs and Robofacs though. Final small craft Loadout may vary.

AK Ball Explorer, 1 B Solars, 1400 dTon Sphere, 41 yd dia.
(2G/Move:370, dDR:100, dHP: 85, Cargo Space: 0 dTons, Fuel: 560 dTons, SM:+10)
Crew:90, Life Support:120(10 Low Berth), Food Production for 90 Persons, , Endurance: 0 weeks,
5 Workshops, (2 Robofacs), 10 Bed Hospital, 4 Laboritories, 1 Survey Modules, VatFac (feeds 90)
Weapons: 16xBeam, 2xPlasma,
2x AK Short Range Fighter, 2x AK Modular Raft, 2x AK APC, 1x AK Light Modular Tank, 2x AK Miniminer, 2x AK Modular Fuel Drone Skimmer, 1x Ships Boat Rescuer II,
2x AKHB Fighter, 1x AKHB Bomber, 1x AKHB Surveyor

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 18:51, Tue 28 Mar 2023.
Gloria Flake
Entrepreneur, 2552 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 28 Mar 2023
at 21:20
  • msg #708

Re: Working near Karukhi

Gloria looks over the stats and smiles   Interesting, but it needs some cargo capability and a missile launcher /sand caster. The Missiles can also be survey drones. The sand caster is one of those things that weighs nothing in the scheme of things but could be a life saver if you have to run.
There is a lot of duplication in ship types too, some of those can be limited to one each and that should provide cargo space for things like spare parts and food. It also lets us bring back specimens.

I'd say that with the Labs, robo facs and the Ships Boat Rescurer, we could dispense with both short range fighters, 1 of the modular rafts, 1 of the mini-miners and fuel skimmers. that should give us 30 tons worth of space back for some cargo.

Out of the 90 crew, how many are marines?
Fate
GM, 7390 posts
Roll for dodge!
Wed 29 Mar 2023
at 02:49
  • msg #709

Re: Working near Karukhi

In reply to Gloria Flake (msg # 708):

"15 Marines. The short range fighters are your missile craft, but we can sacrifice a few beam weapons for sandcastles and missile launchers. Dispensing with the fuel skimmer will greatly slow the refueling process though, and will also slow chemical refining, just as removing the second miniminer will slow any prospecting.

But you have Vatfacs for food, and Mini-miners for parts, so you should not need cargo space...
"

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 02:55, Wed 29 Mar 2023.
Gloria Flake
Entrepreneur, 2553 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 29 Mar 2023
at 02:52
  • msg #710

Re: Working near Karukhi

OK, so the ship is not designed to skim fuel itself?  If that is the case, then perhaps both are needed.
15 Marines may be too few, depending ... on my last ship they were both the gunners and the marines, which did not work well at all.

Brutus Cartwright
Security, 497 posts
5'11"
Wed 29 Mar 2023
at 22:20
  • msg #711

Re: Working near Karukhi

Gloria Flake msg #696:
It was one of those I was considering, but it lacks lab space and one of the ships boats would need to be an APC, which has proven to be very useful... Abel Tasman is no better than the current ship.
Brutus, what's your opinion?
"I think the ship with the higher combat profile is the more interesting, skipper!" answers Brutus.
Brutus Cartwright
Security, 498 posts
5'11"
Wed 29 Mar 2023
at 23:04
  • msg #712

Re: Working near Karukhi

Fate:
...
Brutus will get recognised as well. 10 cp to both, including rank and reputation if you choose to accept this.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
OOC: Rank 3, Lieutenant, for Brutus, please..
And, as a result of Gloria's influence, want to buy down Loner (15) [-3] to quirk level: Uncongenial [-1].
Also would like to buy: Streetwise, and put 1 point into each of: Climbing & Stealth.

This message was last edited by the player at 23:43, Wed 29 Mar 2023.
Fate
GM, 7391 posts
Roll for dodge!
Thu 30 Mar 2023
at 03:44
  • msg #713

Re: Working near Karukhi

In reply to Gloria Flake (msg # 710):

Ball ships are not great in atmospheric operations, relying on raw thrust to stay airborne.

A more remote base of operations than a warship, the modified design could look like the following:

AK Ball Explorer, 1.1 B Solars, 1400 dTon Sphere, 41 yd dia.
(2G/Move:370, dDR:100, dHP: 85, Cargo Space: 18 dTons, Fuel: 560 dTons, SM:+10)
Crew:100 (15 dedicated troops + 7 turret operators), Life Support:120(10 Low Berth), Food Production for 100 Persons,
5 Workshops, (2 Robofacs), 10 Bed Hospital, 4 Laboratories, 1 Survey Module,
Weapons: 12xBeam, 2xMissile, 1xSandcaster, 2x Plasma Cannon,
1x AK Modular SR Point Defence Fighter, 2x AK Modular SR Combo Fighter, 2x AK Modular SR Plasma Drone, 1x AK Modular Raft, 2x AK APC, 2x AK Light Modular Tank,
2x AK Miniminer, 1x AK Mod Surveyor, 1x AK Modular Auto Survey Sensor package, 2x AK Modular Fuel Drone Skimmer, 2x AK Auto-Miniminer,
1x Ships Boat Rescuer II,

There are some new small craft options as well, several remotely controlled. It should be noted that the modular 6 dTon small craft are designed for atmospheric operations, but the larger ball craft are not.

AK Modular SR Plasma Drone, 10 M Solars, 6 dTon Flattened Sphere
Only the tank has heavier armour, and nothing has a heavier weapon! Battery powered, but it is not intended for extended missions. Drone for remote operation, further decreasing accuracy by -2.
(6G/Move:2551, dDR:30, dHP: 21, SM:+4, Endurance: 100 rounds, 48 F cells)
Weapons: 1x Fixed Plasma Cannon

AK Modular SR Combo Fighter, 12 M Solars, 6 dTon Flattened Sphere
This battery powered fighter has two missiles and a beam, but minimal armour.
(6G/Move:2201, dDR:10, dHP: 19, Cargo Space: 0.03 dTons, SM:+4, Endurance: 200 rounds, 58 F cells)
Weapons: 1xBeam, 2xMissile, Crew:1

AK Modular SR Point Defence Fighter, 10 M Solars, 6 dTon Flattened Sphere
Batteries allow for more heavily armoured or armed fighters, but have limited endurance. However, most are sufficient for combat.
(6.1G/Move:2216, dDR:12, dHP: 19, Cargo Space: 0 dTons, SM:+4, Endurance: 500 rounds, 60 F cells)
Weapons: 2xPulse,  Crew:1

AK Modular Fighter, 16 M Solars, 6 dTon Flattened Sphere
This high speed fighter can outrun missiles. It is otherwise lightly armed and armoured.
(8G/Move:2343, dDR:10, dHP: 18, Cargo Space: 0 dTons, SM:+4)
Weapons: 1xPulse,  Crew:1

AK Light Modular Tank, M$ 13 Solars, 6 dTon Flattened Sphere
Fully space capable, this vehicle is like a slow heavily armed fighter.
(2G/1918.5 Move, dDR:65 All around, HP:25, SM:+4, ASig:-2)
Weapons: 1xBeam, 1xGatling Laser, Crew:2 (Life Support:2)

AK Auto-Miniminer, 7.4 M Solars, 6 dTon Flattened Sphere
This drone is operated remotely. It is less efficient, but safer.
(1.1G/Move:1206, dDR:50, dHP: 22, Cargo Space: 1.4 dTons, SM:+4)
Weapons: 1xGatling Laser,  Crew:1

AK Modular Auto Survey Sensor package, 37.2 M Solars, 6 dTon Flattened Sphere
This drone is operated remotely from the ships survey module, effectively increasing the efficiency of that unit by 50%. It can also be pre-programmed for autonomous planetary surveys
(1.54G/Move:1063, dDR:12, dHP: 18, Cargo Space: 0 dTons, SM:+4)
Has Sensors that link to the mother ship for remote survey operations. Crew on Mother ship operate them.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300

Brutus, happy with those point spends. That is just 1 level of rank, right?
This message was last edited by the GM at 08:46, Sat 01 Apr 2023.
Brutus Cartwright
Security, 499 posts
5'11"
Thu 30 Mar 2023
at 07:00
  • msg #714

Re: Working near Karukhi

In reply to Fate (msg # 713):

Yes, just one rank, going from 2 to 3
Gloria Flake
Entrepreneur, 2554 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 30 Mar 2023
at 20:18
  • msg #715

Re: Working near Karukhi

In reply to Fate (msg # 713):

A lot of interesting options ... so how many of each size can the ship carry?  I did not see anything about hanger size.
Brutus Cartwright
Security, 500 posts
5'11"
Thu 30 Mar 2023
at 20:31
  • msg #716

Re: Working near Karukhi

======
OOC: Although Brutus would clearly be all over this, his player appreciates very little of the complexities of ship design and so forth and am happy to leave the nuts and bolts of this to Gloria.

Fate
GM, 7392 posts
Roll for dodge!
Thu 30 Mar 2023
at 22:06
  • msg #717

Re: Working near Karukhi

In reply to Gloria Flake (msg # 715):

The ship does not have a hanger, per se. Each vessel has a docking pod designed for either the modular craft or for the ships boat rescuer. The vessel has 16 modular craft and a ships boat. Modular craft can be swapped after the vessel has entered service.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2555 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 Mar 2023
at 03:05
  • msg #718

Re: Working near Karukhi

So this ship can support 16 small craft? Incredible.

And it has a 4 parsec range?
This message was last edited by the player at 03:07, Fri 31 Mar 2023.
Fate
GM, 7393 posts
Roll for dodge!
Fri 31 Mar 2023
at 07:21
  • msg #719

Re: Working near Karukhi

In reply to Gloria Flake (msg # 718):

Yes to both. It is a big craft, and the modular craft are small 6 dTon craft.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2556 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 31 Mar 2023
at 19:08
  • msg #720

Re: Working near Karukhi

It certainly seems far superior to the Terran Scouts concept. Granted it would cause a stir in Vilani controlled areas, but as an exploration ship, it's a huge step up.
Fate
GM, 7394 posts
Roll for dodge!
Sat 1 Apr 2023
at 03:57
  • msg #721

Re: Working near Karukhi

In reply to Gloria Flake (msg # 720):

It was originally being built as a ball raider, the second of class. The first one was very successful during the war, but has no place now the war is over. For now.

But yes, the Terran Scouts concept is for scouting the Vilani borders, while this is really only intended for deep space.

Future intentions?

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 501 posts
5'11"
Sat 1 Apr 2023
at 05:12
  • msg #722

Re: Working near Karukhi

(Based on Gloria's evaluation) Brutus is uncharacteristically enthusiastic Nand overjoyed at the new ship!
Gloria Flake
Entrepreneur, 2557 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 1 Apr 2023
at 21:47
  • msg #723

Re: Working near Karukhi

We talk to AK about places they might be interested in our exploring , while sharing our current knowledge.
Fate
GM, 7395 posts
Roll for dodge!
Sat 1 Apr 2023
at 22:06
  • msg #724

Re: Working near Karukhi

In reply to Gloria Flake (msg # 723):

Based on discussions about the new hostile species, which I presume you have shared, they state that dealing with them, and seeking friendly species, perhaps friendly species under attack by them that would then be very happy for an alliance, might be the best option for this vessel, staying well clear of Vilani space.

But the office here only has representatives, not admirals or CEOs...ie not the real decision makers. What would you propose to them? The new vessel, by the way, is being contructed at Argon, not at Girii.

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 502 posts
5'11"
Sun 2 Apr 2023
at 08:59
  • msg #725

Re: Working near Karukhi

"We going to be here another day or so, skipper?" asks Brutus. "The team could do with some shore leave." He's actually mulling over finding a driving instructor!
Gloria Flake
Entrepreneur, 2558 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 3 Apr 2023
at 21:01
  • msg #726

Re: Working near Karukhi

Yes, let's land and give all some leave.  I expect it to be a couple of days before we need to head out ...

I understood the ship was being built in Argon... we will obviously need to take documents with us to bring K up to speed with what has been talked about.
Fate
GM, 7398 posts
Roll for dodge!
Mon 3 Apr 2023
at 23:18
  • msg #727

Re: Working near Karukhi

In reply to Gloria Flake (msg # 726):

Ok, how many days leave, and then route back to Argon?

07 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2559 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Apr 2023
at 02:17
  • msg #728

Re: Working near Karukhi

Let's grant 3 days leave... and then off to Argon.
I don't think we have been there recently at all.
Fate
GM, 7400 posts
Roll for dodge!
Tue 4 Apr 2023
at 03:01
  • msg #729

Re: Working near Karukhi

In reply to Gloria Flake (msg # 728):

No, some perhaps have never been there...

So Seru, Arsha, 2321 then Argon. So 4 weeks total trip. The trip to Argon goes without incident, though you are scanned by security. Arriving in Arsha, you meet with another Gashidda, who asks if you are the relief. They seemed puzzled by something, possibly your scanned signature.

25 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,30
Gloria Flake
Entrepreneur, 2560 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 4 Apr 2023
at 18:58
  • msg #730

Re: Working near Karukhi

No, Sorry, we are not, we are traveling under orders.
Fate
GM, 7402 posts
Roll for dodge!
Tue 4 Apr 2023
at 23:55
  • msg #731

Re: Working near Karukhi

In reply to Gloria Flake (msg # 730):

"Ah, pity. Keep your eyes peeled. This has been an active patrol, I must say."

25 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,30
Gloria Flake
Entrepreneur, 2561 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Apr 2023
at 02:42
  • msg #732

Re: Working near Karukhi

Should we be concerned ? what do we look for with our concerns?
Vilani Patrol
NPC, 89 posts
Wed 5 Apr 2023
at 04:40
  • msg #733

Re: Working near Karukhi

In reply to Gloria Flake (msg # 732):

"We doubt any would be foolish to target an armed Gashidda, but you never know. Safe Travels..."

25 Nov 2187, Girii, Magyar System, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,30
Gloria Flake
Entrepreneur, 2562 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 5 Apr 2023
at 20:59
  • msg #734

Re: Working near Karukhi

Our Thanks and may the remainder of your time on station be quiet.
Fate
GM, 7405 posts
Roll for dodge!
Thu 6 Apr 2023
at 10:36
  • msg #735

Re: Working near Karukhi

In reply to Gloria Flake (msg # 734):

You continue on. The next jump is met by a Terran (AK) patrol, but on identifying you, the let you go and y jump to Argon. The system is well patrolled but you are permitted to land.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2563 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 7 Apr 2023
at 20:51
  • msg #736

Re: Working near Karukhi

We land and let ⅓ of the crew off on 12 hour pass. We will alternate so everyone gets a pass.

Gloria and Brutus head over to AK industries to see what they can learn about the job(s) and the ship.
Brutus Cartwright
Security, 503 posts
5'11"
Fri 7 Apr 2023
at 21:20
  • msg #737

Re: Working near Karukhi

Brutus checks his load out and their comms. "Good to go!"
Andrew Kalishnakov
GM, 121 posts
Eccentric Entrepreneur
Fri 7 Apr 2023
at 22:35
  • msg #738

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 737):

You are invited into the head office of AK Enterprises. News of the other alien race has clearly reached here, though you are uncertain of the source.

Once in the main building, which is large and highly functional, you are directed to a secure meeting area upstairs. You enter a large boardroom, where there about 20 individuals seated around a table, with 3 spare seats. You are invited to sit.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2564 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 7 Apr 2023
at 23:43
  • msg #739

Re: Working near Karukhi

We sit after introducing ourselves.
Fate
GM, 7409 posts
Roll for dodge!
Sat 8 Apr 2023
at 01:03
  • msg #740

Re: Working near Karukhi

In reply to Gloria Flake (msg # 739):

They introduce themselves as the AK Kalisg okov board of directors. Alexander has called them together to discuss the new aliens and what might be required to work with them. He refers to the Karuhki, but is also interested in know about any others.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2566 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 8 Apr 2023
at 03:07
  • msg #741

Re: Working near Karukhi

We have actually met three new races, two friendly and one quite hostile.
The Whaiz are roughly late TL 7 and a re very interested in coming on line with everyone else. They are basiclly an insectoid sort.

The Karuhki are a human race with Jump 1 and TL 9 science generally, they are friendly and appreciaitive of our help as they had a nasty civil war that ultimately led to a nuclear exchange on their home world. Much was devaststed and they are trying to extract the healthy and move them to new worlds where they can recover.  It would seem that both sides that weren't kille off in the nuclear exchange have realized the error of inflexibility and unwillingness to compromise.

The last new discovery is the Bugs, an insectoid race of questionable TL ... my scientits say they have not managed any jump drives but show up in strange living ships many light years from their home world. We are told the ships were colony ships that survived for generations in space as they flew out from their world.  They seem to have a strange religion that tells them they were all meant to die and show no fear of death. They do not seem willing to talk at all, and destroy everything living that they come across.
Fate
GM, 7411 posts
Roll for dodge!
Sat 8 Apr 2023
at 03:15
  • msg #742

Re: Working near Karukhi

In reply to Gloria Flake (msg # 741):

The first two were known based on the lack of surprise but the third spieces raised considerable concern. Naturally the asked for more details, including charts and any biological data you may have gathered, as well as any combat and technical data on the third spieces.

They also ask about how open the first two were to ongoing trade.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2567 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 8 Apr 2023
at 18:54
  • msg #743

Re: Working near Karukhi

We can say the first two are both interested in trade and would likely welcome a shipyard, especially if it gave them more tech.
The Karhuki are aalmost there and hope to acquire a Vilani ship in order to copy their jump 2 drives.

We pass along everything we know about the bugs, where we found them etc.
Brutus Cartwright
Security, 504 posts
5'11"
Sat 8 Apr 2023
at 22:18
  • msg #744

Re: Working near Karukhi

Brutus adds in fine detail about the bugs' comms, camou abilities, weaponry, armour & tactics.
Fate
GM, 7413 posts
Roll for dodge!
Sun 9 Apr 2023
at 09:21
  • msg #745

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 744):

As you go over the details, they do express concern. Looking over the plans of the ships you have found, several ask to zoom in on various details.

By the end, they seem to have come to various conclusions.

The Whaiz they have already dispatched a remote office, a small number to investigate future possibilities. They vote quickly to send a full expansion team there.

The Karuhki they confirm that a small report has been received requesting an office there. They agree to send a full team, along with diplomatic cover, to grow their tech levels in conjunction with Terran and Scout diplomatic efforts. The base ship at their home planet is confirmed to be one they are involved in.

The matter of the bugs consumes most of the discussion. There seems to be a consensus that nothing you have found indicates the presence of a jump drive. However, the widespread nature suggests that they reached TL9 at least 300 years ago, and yet are still not equipped with the jump drive. Suspicion that the death cult that has taken over the race may be partly responsible for this halt in development is deemed worthy of further investigation, but they agree that a more aggressive investigation involving more substantial warships is deemed worthwhile. It is also deemed that investigation of all the planets around the home planet that you have identified is needed, to see if there are any primitive races that are at risk. For this, they identify the design of the vessel above as a potential exploration vessel for you, and ask your thoughts. it was originally designed as a raider, but has been modified prior to completion.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2568 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 10 Apr 2023
at 03:00
  • msg #746

Re: Working near Karukhi

It is certainly a better concept than the modified Gashidda. We have no idea of how to confront the cult or get bugs to see another way forward.
Fate
GM, 7414 posts
Roll for dodge!
Mon 10 Apr 2023
at 06:51
  • msg #747

Re: Working near Karukhi

In reply to Gloria Flake (msg # 746):

For now, the board would like to see the damage they are causing to be neutralized, with the threat of them used to encourage other races to become allies and build up defences. There is also talk about sending an expedition to the Homeworld to defeat the cult, which may give rise to local opposition, but this is of course far from certain. What is clear, however, is the need to restrict such a violent cult.

Your task is strictly one of damage control, however.

If you agree.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 505 posts
5'11"
Mon 10 Apr 2023
at 09:38
  • msg #748

Re: Working near Karukhi

"We have some recordings of the bugs in action," adds Brutus. "They may be useful, skipper." He looks at Gloria.
Gloria Flake
Entrepreneur, 2569 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 10 Apr 2023
at 23:59
  • msg #749

Re: Working near Karukhi

By all means, perhaps they can make more of it than we were able to ... I am certainly willing to go back and reduce any of their colonies.
We will also need a few bomb bodies ... she explains the problem they had in destroying the last mother ship under water.
This message was last edited by the player at 00:01, Tue 11 Apr 2023.
Fate
GM, 7416 posts
Roll for dodge!
Tue 11 Apr 2023
at 06:39
  • msg #750

Re: Working near Karukhi

In reply to Gloria Flake (msg # 749):

The board has specialists take and analyze the information you provide. They will not be able to comment on it for a while, but they thank you for it.

The listen to the concern regarding the underwater issue, before acknowledging that the issue requires some thought. Then one member points out that the development team have come up with a modification to the missiles to work underwater, much like an old fashioned torpedo. The discuss how it can be manufactured remotely, concluding that two miniminers and a modified refueling drone (in addition to the normal refueling drone) could be used to gather the required raw materials, and in concert with the robofacs, you could manufacture then withing a week. Since they are missiles, they could be launched from any of the combo fighters.

There is also discussion of providing you with a basic nuclear blueprint in case you may need it, but many are opposed...it would take about two weeks t build one anyway.

9 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 506 posts
5'11"
Tue 11 Apr 2023
at 08:02
  • msg #751

Re: Working near Karukhi

Brutus is visibly enthusiastic at the prospect of new weponry, however niche.
He chances his arm, "If we're going to be here a while, will you provide some heavy duty training?"
Andrew Kalishnakov
GM, 122 posts
Eccentric Entrepreneur
Tue 11 Apr 2023
at 10:36
  • msg #752

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 751):

"The vessel changes are nearing completion. You should not assume you will be here more than two weeks. But during that time you and the crew will be trained with the small craft and their use. Those not training with them will have time for other training."

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 507 posts
5'11"
Tue 11 Apr 2023
at 10:42
  • msg #753

Re: Working near Karukhi

"Very good. We shall take full advantage," replies Brutus. He then takes half a pace back to cede ground, mentality and physically, to Gloria.
This message was last edited by the player at 22:03, Tue 11 Apr 2023.
Gloria Flake
Entrepreneur, 2570 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Apr 2023
at 19:05
  • msg #754

Re: Working near Karukhi

We welcome these ideas and benefits, please make us aware of anything you discover about these creatures, as additional knowledge is always a help.
Andrew Kalishnakov
GM, 123 posts
Eccentric Entrepreneur
Tue 11 Apr 2023
at 20:09
  • msg #755

Re: Working near Karukhi

In reply to Gloria Flake (msg # 754):

"Of course. If you are happy to continue in the new role of dealing with bug activities, then we will let you go to start preparations. The office that is making the modifications for the design will be open to you for minor changes, but with a 2 week deadline for completion, I trust you understand that changes will only be minor. If you are happy with that, and there is nothing else, we will thank you for your time..."

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 508 posts
5'11"
Tue 11 Apr 2023
at 22:05
  • msg #756

Re: Working near Karukhi

Brutus gives a barely perceptible negative head shake when Gloria glances his way. He's good to go.
Gloria Flake
Entrepreneur, 2571 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 11 Apr 2023
at 23:05
  • msg #757

Re: Working near Karukhi

I think we can manage that easily... you seem to have thought of everything that comes to mind at the moment.  Brutus, Have you checked on the small arms and such? remember we got caught short with the Scout ship.
Brutus Cartwright
Security, 509 posts
5'11"
Tue 11 Apr 2023
at 23:19
  • msg #758

Re: Working near Karukhi

"Off the top of my head," answers Brutus, "How about a dozen grenade launchers.Two gross of grenades. Shoulder launched bug-armour piercing rockets. Several camera remotes for exploring cave systems. Spares for the remotes. Overhead surveylance. Maybe a crate or two of motion sensors. Bug-comms scramblers perhaps. Autogun turrets perhaps. And, according to what hardware can be made available, training in those items."
Gloria Flake
Entrepreneur, 2572 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 12 Apr 2023
at 00:03
  • msg #759

Re: Working near Karukhi

Gloria looks at him a bit askance with a slight smile  Well good you don't want much in the next two weeks.
Brutus Cartwright
Security, 510 posts
5'11"
Wed 12 Apr 2023
at 00:11
  • msg #760

Re: Working near Karukhi

He shrugs. "Don't ask, can't get. Do ask, might get."
This message was last edited by the player at 08:23, Wed 12 Apr 2023.
Gloria Flake
Entrepreneur, 2573 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 12 Apr 2023
at 02:32
  • msg #761

Re: Working near Karukhi

That's true... very true.
Andrew Kalishnakov
GM, 124 posts
Eccentric Entrepreneur
Wed 12 Apr 2023
at 06:47
  • msg #762

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 758):

"We can add a number of small arms, plus a few modular light tanks, plasma drones and APCs. Anything else?"

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 511 posts
5'11"
Wed 12 Apr 2023
at 08:33
  • msg #763

Re: Working near Karukhi

"Super-lightweight heavy-duty clamshell armour?" asks Brutus seriously. "Bug hunting is damn dangerous! If it's prototype armour, I'll field test it for you."

======
OOC: Which skill relates to using each of the new items of equipment? And vehicle?

This message was last edited by the player at 07:42, Thu 13 Apr 2023.
Andrew Kalishnakov
GM, 124 posts
Eccentric Entrepreneur
Thu 13 Apr 2023
at 09:10
  • msg #764

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 763):

"No new stuff that you could support, sorry. Prototypes powersuit are rather too risky. Though we have come up with a modification to the missile tubes to allow 100mm missiles to be launched from standard missile tubes. You can take some with you, as well as blue-prints to make more. As mentioned, there is also a torpedo version as well."

OOC: Relevant skills: To Use: Piloting (Aerospace), Gunner (Relevant weapon), Navigation (Operational area)
To Repair: Mechanic (Fusion Reactor, Maneuver Drive), Armoury (Vehicular, Weapons), Engineer for relevant vehicles are the main ones. Different craft will have other skills, such as Comms, Control and computers

Other skills may be relevant for specific situations. The missiles use the Floater missile statistics, with warheads as selected.


To be clear, we are still looking at

AK Ball Explorer, 1.1 B Solars, 1400 dTon Sphere, 41 yd dia.
(2G/Move:370, dDR:100, dHP: 85, Cargo Space: 18 dTons, Fuel: 4 Parsecs, SM:+10)
Crew:100 (15 dedicated troops + 7 turret operators), Life Support:120(10 Low Berth), Food Production for 100 Persons,
5 Workshops, (2 Robofacs), 10 Bed Hospital, 4 Laboratories, 1 Survey Module,
Weapons: 15x Beam, 2x Missile, 1x Sandcaster, 2x Plasma Cannon,
1x Ships Boat Rescuer III

Ships Boat Rescuer III 42.5 B Solars, 30 dTon Needle/Wedge
This is designed to go and pick up small 6 dTon Flattened Sphere Modular craft that are damaged. It has been redesigned with a robofac facility that can perform the same work as 10 Engineers at skill 14 per 30 minutes as well as an external crane arm. It also has a sickbay and is able to carry the smaller craft inside of it. Lacking only cargo space, these are now more capable than the smaller ball cousins, functioning well in atmosphere as well.
(2.9G/Move:1539, dDR:10, dHP: 26, Cargo Space: 0 dTons, SM:+7)
Small Craft: 1x 6 dTon Modular craft, Crew:4, Accommodation: 5,
Sickbay, Robofac, Workshop, External Arm
Weapons: 1x Pulse, 2x Sandcaster

18 Modular craft, suggested

2x AK Modular SR Fighter Mk II, 1x AK Modular SR Combo Fighter, 2x AK Modular SR Plasma Drone, 3x AK APC, 2x AK Light Modular Tank,
1x AK Mod Surveyor, 1x AK Modular Auto Survey Sensor package, 3x AK Modular Fuel Drone Skimmer (One set up for gathering stuff for refining), 2x AK Auto-Miniminer, 1x AK Modular Raft,

AK Modular SR Plasma Drone, 10 M Solars, 6 dTon Flattened Sphere
Only the tank has heavier armour, and nothing has a heavier weapon! Battery powered, but it is not intended for extended missions. Drone for remote operation, further decreasing accuracy by -2.
(6G/Move:2551, dDR:30, dHP: 21, SM:+4, Endurance: 100 rounds, 48 F cells)
Weapons: 1x Fixed Plasma Cannon

AK Modular SR Combo Fighter, 12 M Solars, 6 dTon Flattened Sphere
This battery powered fighter has two missiles and a beam, but minimal armour.
(6G/Move:2201, dDR:10, dHP: 19, Cargo Space: 0.03 dTons, SM:+4, Endurance: 200 rounds, 58 F cells)
Weapons: 1xBeam, 2xMissile, Crew:1

AK Modular SR Fighter Mk II, 13 M Solars, 6 dTons Flattened Sphere
The same as the previous small fighter but with batteries reorganized to fit more in, allowing a more powerful weapon, this version has 4 banks of 24 F Cells plus one backup cell for life support providing a range of 8 million miles. The smaller size of the cells allows for greater drive and hence greater armour and weapons than the fusion cell fighters. They work very well in planetside combat roles, being effective tank killers.
(8G/Move:3225, dDR:29, dHP: 22, SM:+4, Endurance: 100 rounds, 97 F cells)
Weapons: 1xBeam Weapon, Crew:1

AK Modular Fighter, 16 M Solars, 6 dTon Flattened Sphere
This high speed fighter can outrun missiles. It is otherwise lightly armed and armoured.
(8G/Move:2343, dDR:10, dHP: 18, SM:+4)
Weapons: 1xPulse, Crew:1

AK Light Modular Tank, M$ 13 Solars, 6 dTon Flattened Sphere
Fully space capable, this vehicle is like a slow heavily armed fighter.
(2G/1918.5 Move, dDR:65 All around, HP:25, SM:+4, ASig:-2)
Weapons: 1xBeam, 1xGatling Laser, Crew:2 (Life Support:2)

AK Modular APC, 6.6 M Solars, 6 dTons Flattened Sphere
The same size as the small fighters, this is actually a small spacecraft with life support for 5, a sickbay and heavy armour. Capable of supporting small insertions for long periods of time, it has limited cargo space. It has a sickbay and Bunks as life support for 5, but an carry 10 for insertions.
(2G/Move:1607, dDR:49, dHP:22, Cargo Space: 0.6 dTons, ASig: -2, SM:+4, Air Speed 3214 mph),
Weapons:1x Gatling Laser

AK Modular Surveyor, 9M, 6 dTon Flattened Sphere
This small craft has a sickbay and a single biology laboratory, and life support for 5 members. It also has a setup for dehydrating food to preserve it.
(1G/Move:804, dDR:10, HP: 132/170, Cargo Space: 0.4 dTons, SM:+4)
Sickbay, Laboratory (Biological), Life Support: 5, Weapons: 1x Gatling Laser, Crew:4, Endurance: 22 Weeks

AK Auto-Miniminer, 7.4 M Solars, 6 dTon Flattened Sphere
This drone is operated remotely. It is less efficient than the manned one, but safer.
(1.1G/Move:1206, dDR:50, dHP: 22, Cargo Space: 1.4 dTons, SM:+4)
Weapons: 1xGatling Laser,  Crew:1

AK Modular Fuel Drone Skimmer, 4.8M, 6 dTon Flattened Sphere
This is designed for collecting chemicals, usually fuel, but other chemicals can be collected as well.
(1.9G/Move:984, dDR:12, dHP: 16, Fuel: 4.7 dTons, SM:+4)
No Crew, Drone enables remote control.

AK Modular Auto Survey Sensor package, 37.2 M Solars, 6 dTon Flattened Sphere
This drone is operated remotely from the ships survey module, effectively increasing the efficiency of that unit by 50%. It can also be pre-programmed for autonomous planetary surveys
(1.54G/Move:1063, dDR:12, dHP: 18, Cargo Space: 0 dTons, SM:+4)
Has Sensors that link to the mother ship for remote survey operations. Crew on Mother ship operate them.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 20:05, Thu 13 Apr 2023.
Gloria Flake
Entrepreneur, 2574 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 14 Apr 2023
at 21:17
  • msg #765

Re: Working near Karukhi

That's quite impressive all things considered, it must be really odd looking with all those little craft stuck all over it.
Definitely capable.

If we use the 10 food and Vat fac, can we make interesting, desirable and varied food for the crew?
A space ship is a bit like a submarine, food becomes a big interest.
I presume sex does too, but the medics are likely equipped to deal with any issues from a lacivious life style in a small area.
Pregancies/children would be a problem very quickly if not.
Andrew Kalishnakov
GM, 125 posts
Eccentric Entrepreneur
Fri 14 Apr 2023
at 23:45
  • msg #766

Re: Working near Karukhi

In reply to Gloria Flake (msg # 765):

"Yes, with the turrets and small craft, it is not so aerodynamic. There are often spices and such that take much less room and can make vatfac food more interesting, but honestly, people can get used to it. Food captured from planets is a good supplement.

Children are not a problem, as we are tying to encourage population growth for the colonies. We usually just have one partner or a creche planetside looking after the little ones. In your case, I will let you manage it as you see fit.
"

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 04:02, Sun 16 Apr 2023.
Brutus Cartwright
Security, 513 posts
5'11"
Mon 17 Apr 2023
at 11:22
  • msg #771

Re: Working near Karukhi

Brutus gets security familiar with their new home and then starts the drills,two hours per station and then move along. Always relaxed but precise, slow at first but gradually speeding up..
Fate
GM, 7420 posts
Roll for dodge!
Mon 17 Apr 2023
at 12:50
  • msg #772

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 771):

The vessel is not yet ready, but they do have the small craft ready.

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 514 posts
5'11"
Tue 18 Apr 2023
at 19:21
  • msg #773

Re: Working near Karukhi

We train with the small craft that are ready then.
Fate
GM, 7421 posts
Roll for dodge!
Tue 18 Apr 2023
at 20:22
  • msg #774

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 773):

Ok. Other than training, anyone doing anything else while waiting for it to be ready?

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2577 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 18 Apr 2023
at 20:48
  • msg #775

Re: Working near Karukhi

Gloria wants to look at the Intelligence from the Terran - Vilani imperium war.
She wants to note the agreements, and adjustments to borders, adjustments to trade restrictions etc.

Likelwise, any news from the tech world on devlopments.
Updated charts with the many new colonies being established and what they are like, Gloria is getting to the settle down and raise kids period of her life.
Fate
GM, 7422 posts
Roll for dodge!
Wed 19 Apr 2023
at 03:54
  • msg #776

Re: Working near Karukhi

In reply to Gloria Flake (msg # 775):

I will update the intelligence thread some time this week, going back to the post regarding the 5th Interstellar war.

Technology wise, AK industries can only cover their own advances. Apart from miniaturization of the fusion plants, they are also working to make weapons more efficient and more powerful. But the biggest advances have come with drone technology to control small craft with greater precision, as well as VatFac and Robofac technologies, enabling food and refining/manufacturing to a much greater extent than before. BatFacs have also improved in quality, though they are still limited to plant based foods. But at least sugar, cocoa, potatoes and various fruits and oils are now possible, in addition to the grain and vegetable fare previously available.

There are many remote options available for settling on...

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2578 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 19 Apr 2023
at 18:53
  • msg #777

Re: Working near Karukhi

So we now have Bot Facs* for improved plant things and Vat Facs for the non-plant items?


* BotanyFacories I presume?
Fate
GM, 7424 posts
Roll for dodge!
Wed 19 Apr 2023
at 20:31
  • msg #778

Re: Working near Karukhi

In reply to Gloria Flake (msg # 777):

All are still called VatFacs. They just give a better variety...

09 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2579 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Apr 2023
at 00:07
  • msg #779

Re: Working near Karukhi

Darn, and I had such hopes.
Brutus Cartwright
Security, 515 posts
5'11"
Thu 20 Apr 2023
at 12:14
  • msg #780

Re: Working near Karukhi

Apart from any debriefings, no, training is sufficient.
Fate
GM, 7425 posts
Roll for dodge!
Thu 20 Apr 2023
at 13:18
  • msg #781

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 780):

Then we will fast forward to Christmas day, 2187, when the new craft is ready to launch. The name suggested is the Far Seeker, but other suggestions will be considered from the crew. The small craft fitout is as above.

25 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Brutus Cartwright
Security, 516 posts
5'11"
Thu 20 Apr 2023
at 14:16
  • msg #782

Re: Working near Karukhi

Brutus is happy with the name but defers to Gloria.
Gloria Flake
Entrepreneur, 2580 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 20 Apr 2023
at 18:45
  • msg #783

Re: Working near Karukhi

Other names suggested are: Gallivanter, Outrider, Vanguard, Hunter, Investigator, Traveler Susses, Virgin Systems Inspector and Obscure Systems Inspector.

Gloria adds names like Magellan, Captain Cook and similar.
Fate
GM, 7427 posts
Roll for dodge!
Thu 20 Apr 2023
at 20:28
  • msg #784

Re: Working near Karukhi

In reply to Gloria Flake (msg # 783):

In keeping with naming them after famous explorers, Magellan, who went further than anyone else in his day, is liked. But with several ships already bearing his name, they prefer the James Cook, who was also a military officer in an armed ship travelling to the far side of the world.

You get to celebrate Christmas day with the rest of the planet, with the official christening and launch on Boxing Day 2187.

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2581 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 21 Apr 2023
at 16:25
  • msg #785

Re: Working near Karukhi

Gloria is pleased with the name although  Gallivanter had a certain appeal ;-)
Fate
GM, 7430 posts
Roll for dodge!
Sat 22 Apr 2023
at 02:23
  • msg #786

Re: Working near Karukhi

In reply to Gloria Flake (msg # 785):

Who was he?

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2582 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 22 Apr 2023
at 18:33
  • msg #787

Re: Working near Karukhi

She smiles, He wasn't... it is a term for one traveling about and looking here and there and getting into things.
Fate
GM, 7431 posts
Roll for dodge!
Sun 23 Apr 2023
at 04:59
  • msg #788

Re: Working near Karukhi

In reply to Gloria Flake (msg # 787):

"Ah, better to name it after a person, according to tradition. Military has a lot of traditions...and you want them onside!"

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2583 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 24 Apr 2023
at 22:37
  • msg #789

Re: Working near Karukhi

Well someone has to start the new traditions though.   she smiles


She visits her new cabin and makes sure everything is as needed, including a bed, not a bunk.
Queen sized as a minimum, for her. She doubts she'd need anythng bigger, but if it's cheaper , she'll live with it.

How big is the Captains Cabin aboard the Cook? Storage and closet space? A make up mirror and table for any diplomatic functions?
This message was last edited by the player at 22:43, Mon 24 Apr 2023.
Fate
GM, 7433 posts
Roll for dodge!
Tue 25 Apr 2023
at 04:11
  • msg #790

Re: Working near Karukhi

In reply to Gloria Flake (msg # 789):

"AK Industries has started a lot of new traditions, but this one we should leave to them. Lets not starts disagreements without a good reason."

The rooms are modest, but not generous. The mirror is inside the wardrobe, and the bed us just a double.

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2585 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 25 Apr 2023
at 18:51
  • msg #791

Re: Working near Karukhi

Is there room to make the bed a bit longer? Queen sized gives tall folk a bit more comfort and room [she is 5' 9" tall, so a six foot long bed is cramped.]

She notes that no one gets her jesting remark and drops it...

Glad to see the Explorer Gashidda where it belongs ;-)
Fate
GM, 7434 posts
Roll for dodge!
Tue 25 Apr 2023
at 20:22
  • msg #792

Re: Working near Karukhi

In reply to Gloria Flake (msg # 791):

The comment is made that it is long enough for the intended member...

The Explorer Gashidda was a good vessel for what it was designed for, or exploring the Vilani borders. You just took it into unknown territory.

Your new vessel, in players vessels, needs a few new crew, but otherwise good to go?

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
Gloria Flake
Entrepreneur, 2586 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 26 Apr 2023
at 04:15
  • msg #793

Re: Working near Karukhi

The intended member who has to sleep in it, disagrees... she will seek to replace the double with a queen sized [note that the difference is a foot in length and perhaps a small amount in width.]  {Oh, and it ain't sex she is thinking about ... well not totally anyway}

OK, Didn't investigate which crew we needed but we start looking for them.
Fate
GM, 7435 posts
Roll for dodge!
Wed 26 Apr 2023
at 08:18
  • msg #794

Re: Working near Karukhi

In reply to Gloria Flake (msg # 793):

The beds are, as usual for ships, welded into place, but it can be rectified, in about 2 days. They ask you to cover the $5,000 for the personal modifications though.

The military will work with AK to provide folk. With a compliment of 100, these are more than twice as big as your previous vessel.

You currently have 8 drones, though there is a prototype mine you could consider in place of your short range fighter. Stats are:

AK Modular Mine, 30 M Solars, 6 dTon Flattened Sphere
Inspired by the 10 dTon mine, this smaller modular version is not as heavily armed, but replaces the usual access with a single light turret! The sensors, weaponry and propulsion are weaker, but it is still a very scary unit capable of atmospheric operations!
(0.2G/Move:1607, dDR:720, dHP: 49, SM:+4)
Weapons: 1xBeam, 2xPulse in a single turret

It should be noted that this prototype is being considered in large numbers, but the 10 dTon mine, for just $5 million more, does provide a better product for mass military use. It is faster, has 3 beams and better sensors, and it's lack of atmospheric operations are not a problem for a space mine.

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,501,300
This message was last edited by the GM at 12:13, Wed 26 Apr 2023.
Gloria Flake
Entrepreneur, 2587 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 27 Apr 2023
at 02:55
  • msg #795

Re: Working near Karukhi

We can use the above Modular Miner to replace one of the AK Auto-Miniminers.

Gloria orders the changes for her bed. $5k is cheap compared to a years poorer sleep.
Fate
GM, 7437 posts
Roll for dodge!
Thu 27 Apr 2023
at 03:41
  • msg #796

Re: Working near Karukhi

In reply to Gloria Flake (msg # 795):

No, this is not a miner, but a space mine. Very different in form and function.

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2588 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 27 Apr 2023
at 22:45
  • msg #797

Re: Working near Karukhi

In reply to Fate (msg # 796):

OK, I am not understanding ... need further explanation.
Fate
GM, 7438 posts
Roll for dodge!
Thu 27 Apr 2023
at 23:54
  • msg #798

Re: Working near Karukhi

In reply to Gloria Flake (msg # 797):

A space mine is a heavily armoured stationary device that shoots any any nearby craft that does not send the appropriate IFF signal. It is based on the old sea mines that laid on the bottom an launched a torpedo against pre-programmed targets. It is a weapon, defensive in nature and heavily regulated by laws as it performs no civilian role, and may be non-discriminatory in nature.

A miner gathers resources from planets or asteroids. It is non-military in nature and regulated only by local commercial laws.

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2589 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 28 Apr 2023
at 19:13
  • msg #799

Re: Working near Karukhi

OK, My brain just did not think of mines in the warlike sense... It is an interesting device although I am not sure how useful for our exploration mission. Pity they can't do it with a Beam and a Plasma weapon in a turret.
Fate
GM, 7440 posts
Roll for dodge!
Fri 28 Apr 2023
at 20:06
  • msg #800

Re: Working near Karukhi

In reply to Gloria Flake (msg # 799):

Yeah, very different turrets.

For exploration missions, not much use. For missions where you need a slow, very heavily armoured drone, lots of use! They are aerodynamic, so can fly in atmosphere, but not hover if gravity greater than 0.2 G. Or drop out the back if pursued by lots of hostiles...

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2590 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Apr 2023
at 04:07
  • msg #801

Re: Working near Karukhi

I considered the dropping behind, but you'd need to drop quite a few more than one ... good job for a carrier sort of ship.
Fate
GM, 7441 posts
Roll for dodge!
Sun 30 Apr 2023
at 10:45
  • msg #802

Re: Working near Karukhi

In reply to Gloria Flake (msg # 801):

Thank you. 18 small craft plus a large rescue craft is quite a few for ship of this size with massive Vatfacs. Actually, you could technically carry 19, with the one in the repair craft bay, which would leave and dock in the empty dock of the damaged craft when a craft needed rescuing.

But the mine would also be something like a tank when used PlanetSide, as the armour is designed to be impervious to beam weapons. But anyway, your call. Happy with the Loadout in player's vessels?

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2591 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 30 Apr 2023
at 18:22
  • msg #803

Re: Working near Karukhi

OK, so we wouldn't really have to give up anything other than some inconvenience ... so in that case we will test it for them.
Brutus Cartwright
Security, 517 posts
5'11"
Sun 30 Apr 2023
at 20:44
  • msg #804

Re: Working near Karukhi

Brutus keeping training with his team.
Fate
GM, 7443 posts
Roll for dodge!
Mon 1 May 2023
at 02:59
  • msg #805

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 804):

Sure, will put it on the Rescue boat then. Any other changes, or ready to head off?

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2592 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 1 May 2023
at 22:17
  • msg #806

Re: Working near Karukhi

As soon as we have all our supples stashed, we can head out. Any specific guidance?
Brutus Cartwright
Security, 518 posts
5'11"
Mon 1 May 2023
at 22:31
  • msg #807

Re: Working near Karukhi

Are the guns any bigger?
Gloria Flake
Entrepreneur, 2593 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 2 May 2023
at 02:01
  • msg #808

Re: Working near Karukhi

Not so much bigger as more of them ... although a plasma cannon is very destructive at shorter ranges.
Fate
GM, 7445 posts
Roll for dodge!
Tue 2 May 2023
at 04:27
  • msg #809

Re: Working near Karukhi

In reply to Gloria Flake (msg # 808):

Being barely mobile, range is more important than lethality.

Do you seek any directions, or do you have a path already in mind?

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Brutus Cartwright
Security, 519 posts
5'11"
Tue 2 May 2023
at 08:37
  • msg #810

Re: Working near Karukhi

Brutus looks to Gloria to answer.
Gloria Flake
Entrepreneur, 2594 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 2 May 2023
at 17:27
  • msg #811

Re: Working near Karukhi

Well to get back to the bugs, I know only one way.
To do any other investigations or tasks, I need to know about them. You do have AK functionaries up that way helping other newly discovered civilizations.  Perhaps you wish to send them iitems or messages?



OOC- I note that Brutus is no longer listed as XO ... has he been demoted? I believe he was CDR .
I also note Gloriais still listed as Captain ... she is the ships Captain, but her rank is now Commodore Flake.
This message was last edited by the player at 17:32, Tue 02 May 2023.
Fate
GM, 7446 posts
Roll for dodge!
Tue 2 May 2023
at 20:58
  • msg #812

Re: Working near Karukhi

In reply to Gloria Flake (msg # 811):

Both were hangovers from the previous crew...they were not changed.

They will ask you to take what you can to Rita's place, essentially filling the hold, but they have no further investigations on the way.

Can you give me a list of systems, as there are a number of options.

26 Dec 2187, Argon, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Brutus Cartwright
Security, 520 posts
5'11"
Tue 2 May 2023
at 22:52
  • msg #813

Re: Working near Karukhi

OOC: Brutus has: "Rank (Terran Military) 3"but I'm not sure what that equates to in name/title.
Gloria Flake
Entrepreneur, 2595 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 3 May 2023
at 03:11
  • msg #814

Re: Working near Karukhi

From Argon -> 2121 -> Arsha -> Seru -> Girii -> Uamkua -> Tralp -> 1911 -> 2110 -> 2208 -> 2206 -> Rita’s Place. (2205)
Fate
GM, 7447 posts
Roll for dodge!
Wed 3 May 2023
at 07:50
  • msg #815

Re: Working near Karukhi

In reply to Gloria Flake (msg # 814):

Usually Rank 3 is a junior officer such as Sub Leutenant or Leutenant, but I will have to check GISW.

The trip to Rita's Place is generally through known territory. As you leave Tralp, you are shadowed by an Iiken as far as 2208, but they stay well back behind you, and do not respond to hails. They do not come up in any ID searches.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Brutus Cartwright
Security, 521 posts
5'11"
Wed 3 May 2023
at 08:23
  • msg #816

Re: Working near Karukhi

In reply to Fate (msg # 815):

OOC: Does that shout "smuggler"? Ot might it be Terran Spec Ops?
If smuggler, how might one expect it to go in a straight on-on-one fight between us?

Fate
GM, 7448 posts
Roll for dodge!
Wed 3 May 2023
at 12:19
  • msg #817

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 816):

Even a warship would struggle against your small craft, but it doesn't seem Terran. Going that path suggests a branch of Vilani intelligence...no other Vilani canake their own jump tapes except pirates. Most smugglers are not that sophisticated... getting caught with jump tape making equipment would have them executed as pirates in a heartbeat.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2596 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 3 May 2023
at 18:45
  • msg #818

Re: Working near Karukhi

Well let's try our little mine... we'll leave it among a few other bits of space detrius and go hide behind the star, using a survey missile to observe things, since it should be hard to spot at long ranges.
Fate
GM, 7449 posts
Roll for dodge!
Wed 3 May 2023
at 20:55
  • msg #819

Re: Working near Karukhi

In reply to Gloria Flake (msg # 818):

They keep their distance, going to a gas giant only to refuel and staying as far from you as possible. Space is big, and it is too easy to keep ones distance if you want to. They seem to only be interested in tracking you.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2597 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 3 May 2023
at 22:14
  • msg #820

Re: Working near Karukhi

We try to sneak up on them, deploy the fighters and head their way.
Assuming that they will run. We will recover the mine when they are far away and then the fighters before jumping on.
Fate
GM, 7450 posts
Roll for dodge!
Thu 4 May 2023
at 05:48
  • msg #821

Re: Working near Karukhi

In reply to Gloria Flake (msg # 820):

You are correct. They do run, and you do not see them again.

The rest of the trip is uneventful, and you recover your weapons.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2599 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 4 May 2023
at 18:36
  • msg #822

Re: Working near Karukhi

We check out Rita's Place, then land, delivering mail and equipment while catching up on local news.
Fate
GM, 7455 posts
Roll for dodge!
Fri 5 May 2023
at 11:32
  • msg #823

Re: Working near Karukhi

In reply to Gloria Flake (msg # 822):

You do notice that the larger ball craft doesn't fare as well in atmosphere as your old craft.

Once you land, you note that Rita's Place is very much active, with trade to the insatiable Karuhki demand for technology seemingly beyond all ability to supply it. As such, traders are turning to Vilani markets, with the shorted supply chains, to fill the gaps, and making good profit doing so.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2601 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 7 May 2023
at 20:26
  • msg #824

Re: Working near Karukhi

In reply to Fate (msg # 823):

The Improved VatFac made much more appetizing meal supplements, correct?
Fate
GM, 7457 posts
Roll for dodge!
Mon 8 May 2023
at 20:59
  • msg #825

Re: Working near Karukhi

In reply to Gloria Flake (msg # 824):

Not sure I would say much more appetizing, but definitely more variety and there is clear improvement in quality as well.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2604 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 8 May 2023
at 22:20
  • msg #826

Re: Working near Karukhi

Improvements in quality and variety would seem to be more appetizing.
We also stock up on fresh foor and set about freezing and otherwise storing the fresh food (may make it other than fresh, but it is still more flavorful and fresh than bulk frozen dinners.

We also ask about the things being provided to the Karuhki and anything else they know about. We mention the presumed Vilani scout ship and ask if others have also had any issues.



OOC - If I was already a Captain, and am still a Captain, why am I paying 5 extra points for it?
Fate
GM, 7460 posts
Roll for dodge!
Tue 9 May 2023
at 03:07
  • msg #827

Re: Working near Karukhi

In reply to Gloria Flake (msg # 826):

The discussion about the Iken does concern the intellece community, who confirm that several Vilani intelligence craft have been seen in the area since the ceasefire. They are trying to establish why, but there is concern that the rim provinces problems are spreading beyond their borders. There is also talk of another race hostile to the Vilani making their presence felt.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2606 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 9 May 2023
at 18:54
  • msg #828

Re: Working near Karukhi

This "Other race" can you provide anything further , be it known or supposed.
It's not the Karuhki is it?
Fate
GM, 7462 posts
Roll for dodge!
Tue 9 May 2023
at 20:25
  • msg #829

Re: Working near Karukhi

In reply to Gloria Flake (msg # 828):

No, it is and advanced interstellar race coreward of Vland. That is about all they know of them. But they have prompted many in the Imperial Court to start looking for threats beyond their borders for the first time in 1000 years.

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
This message was last edited by the GM at 04:56, Wed 10 May 2023.
Gloria Flake
Entrepreneur, 2607 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 9 May 2023
at 23:44
  • msg #830

Re: Working near Karukhi

And of course  THEY decide what is a threat.
Scout Captain
NPC, 10 posts
Captain of Terran
Scout Vessel
Wed 10 May 2023
at 04:59
  • msg #831

Re: Working near Karukhi

In reply to Gloria Flake (msg # 830):

"Well, yes. Up to a point. Although when battle fleets start getting destroyed, they loose credibility saying those responsible are not a threat...'

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
This message was last edited by the player at 07:26, Wed 10 May 2023.
Gloria Flake
Entrepreneur, 2609 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 11 May 2023
at 01:40
  • msg #832

Re: Working near Karukhi

Likely so, although a scout can be fooled. However there are no battle fleets out here andtheir scouting may arouse some concerns that will bring them.
Scout Captain
NPC, 11 posts
Captain of Terran
Scout Vessel
Thu 11 May 2023
at 08:42
  • msg #833

Re: Working near Karukhi

In reply to Gloria Flake (msg # 832):

"That is true. Especially when they see a ship similar to a large raider. Now that you have been spotted, stay well clear of Vilani space."

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2610 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 14 May 2023
at 03:08
  • msg #834

Re: Working near Karukhi

Well that's no fun ... she smiles, but our task takes elsewhere.
Scout Captain
NPC, 12 posts
Captain of Terran
Scout Vessel
Sun 14 May 2023
at 19:57
  • msg #835

Re: Working near Karukhi

In reply to Gloria Flake (msg # 834):

He laughs.

"I am sure you will find fun in buckets! I am told you have an alien race to sort out?"

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2611 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 14 May 2023
at 20:45
  • msg #836

Re: Working near Karukhi

If they can be sorted. All seem to believe in some sort of death cult.
Scout Captain
NPC, 13 posts
Captain of Terran
Scout Vessel
Mon 15 May 2023
at 05:37
  • msg #837

Re: Working near Karukhi

In reply to Gloria Flake (msg # 836):

"That might explain the rumour I heard of a few capital ships coming up this way for a visit.  In that case we may need to deal with that scout..."

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2612 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 15 May 2023
at 20:55
  • msg #838

Re: Working near Karukhi

I suspect there are several along the way... good luck, they are very fast of course, and rather skittish.
Scout Captain
NPC, 14 posts
Captain of Terran
Scout Vessel
Mon 15 May 2023
at 21:10
  • msg #839

Re: Working near Karukhi

In reply to Gloria Flake (msg # 838):

"Naturally. But if we have ships at several systems, jumping from one to another will become very risky for them...but good luck with your ventures."

He bids you good day. Doing anything else here?

01 Apr 2188, Rita's Place, Supplies: 5800 person days (use 10 per day or 40 per day if not using VatFac, 6.4 dTons), $87,496,300
Gloria Flake
Entrepreneur, 2613 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 16 May 2023
at 02:49
  • msg #840

Re: Working near Karukhi

Stock up, saddle up and move on I guess.

2104 -> 2102 -> 2040 -> 1939 and survey 1838 & 1938
Fate
GM, 7465 posts
Roll for dodge!
Tue 16 May 2023
at 10:14
  • msg #841

Re: Working near Karukhi

In reply to Gloria Flake (msg # 840):

System 1938 has 4 GG and 2 belts in the Goldilocks zone that may be planets, but the exact images are not coming up clearly on your scanners.

System 1838 has 3 GG and two planets that come up clearly on scanners. There is a single moon around both all gas giants and planets except one planet, which has 2 moons.

13 May 2188, 1939, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the GM at 06:51, Wed 17 May 2023.
Gloria Flake
Entrepreneur, 2614 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 16 May 2023
at 23:37
  • msg #842

Re: Working near Karukhi

Well the 44 GG are probably clouding our view some... we go over our systems and then scan again.
Fate
GM, 7466 posts
Roll for dodge!
Wed 17 May 2023
at 07:10
  • msg #843

Re: Working near Karukhi

In reply to Gloria Flake (msg # 842):

This time only 4 Gas giants are shown with the usual clarity, but the planets continue to have poor definition.

13 May 2188, 1939, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2615 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 17 May 2023
at 22:56
  • msg #844

Re: Working near Karukhi

Are we receiving some sort of jamming? Comments from the scientists? Does the spectrum analyzer show any emmisions and if so, what sort?
Fate
GM, 7467 posts
Roll for dodge!
Wed 17 May 2023
at 23:58
  • msg #845

Re: Working near Karukhi

In reply to Gloria Flake (msg # 844):

No jamming or emissions detected. It looks like a small localised asteroid belt rather than a planet, but you can't tell from here.

13 May 2188, 1939, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2616 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 18 May 2023
at 02:29
  • msg #846

Re: Working near Karukhi

So more of a jumble of coalescing rocks than a planet?

Sensors
Thu 18 May 2023
at 04:01
  • msg #847

Re: Working near Karukhi

In reply to Gloria Flake (msg # 846):

"That is how it appears, Ma'am."

13 May 2188, 1939, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 526 posts
5'11"
Thu 18 May 2023
at 09:21
  • msg #848

Re: Working near Karukhi

"Are the rocks more or less in one plane? Called something like an action disc? If so, maybe we can nip over the top?" asks Brutus.
Sensors
Thu 18 May 2023
at 12:05
  • msg #849

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 848):

"Hmmmm, perhaps a little, but not exactly."

13 May 2188, 1939, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 527 posts
5'11"
Thu 18 May 2023
at 13:50
  • msg #850

Re: Working near Karukhi

OOC autocorrect again!
Action = accretion
Gloria Flake
Entrepreneur, 2617 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 18 May 2023
at 16:50
  • msg #851

Re: Working near Karukhi

Interesting, so no signs of life and no signs of nuclear effects, so these were not destroyed by our Bugs?
Sensors
Thu 18 May 2023
at 20:08
  • msg #852

Re: Working near Karukhi

In reply to Gloria Flake (msg # 851):

"Possibly, but it is highly unlikely we would be able to detect it from outside of the system."

13 May 2188, 1939, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2618 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 18 May 2023
at 23:09
  • msg #853

Re: Working near Karukhi

Guess we should go look then... we'll need to be on full battle stations as we emerge, with small craft manned and ready to launch on arrival.
Fate
GM, 7468 posts
Roll for dodge!
Fri 19 May 2023
at 03:35
  • msg #854

Re: Working near Karukhi

In reply to Gloria Flake (msg # 853):

You set course and jump. A week later, the hyperspace alarm sounds, signalling your impending arrival. The crew go to Action Stations, and you emerge.

To seemingly empty space. The planet does appear to be a tightly clustered group of asteroids that may well have been a planet, once.

20 May 2188, System 1938, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2619 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 19 May 2023
at 19:57
  • msg #855

Re: Working near Karukhi

We scan around us before relaxing our guard some.
We check the place out, including the second planet.

Anything habitable?
Fate
GM, 7469 posts
Roll for dodge!
Sat 20 May 2023
at 00:20
  • msg #856

Re: Working near Karukhi

In reply to Gloria Flake (msg # 855):

Sensors reveal no life, though there are signs that the planet may have contained life at some point. There do seem to be some animal bodies in the field that suggest that the planet was violently destroyed, though you do not have any idea what destroyed it

It takes five days to travel to the other planet. This one does not have any evidence of life ever hanging been there, not could it support life.

25 May 2188, System 1938, Supplies: 5800 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2620 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 20 May 2023
at 22:26
  • msg #857

Re: Working near Karukhi

OK, Nuclear weapons leave a decade long trace at least. So natural phenomena is suspected.

Lets have another quick scan of 1838 before we jump there.

We will us ethe vat facs for a couple of days, then serve real food for a day, then back to the vat facs. That should prolong our ability to stay out here.
Fate
GM, 7470 posts
Roll for dodge!
Mon 22 May 2023
at 13:28
  • msg #858

Re: Working near Karukhi

In reply to Gloria Flake (msg # 857):

System 1838 looks the same from here. It has 3 GG and two planets that come up clearly on scanners. There is a single moon around both all gas giants and planets except one planet, which has 2 moons.

When you get there, you find an inhabitable water world!

05 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the GM at 05:59, Tue 23 May 2023.
Gloria Flake
Entrepreneur, 2621 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 22 May 2023
at 19:08
  • msg #859

Re: Working near Karukhi

That is interesting indeed. We doa quick survey of the world from space, assuming a complete trip around is about 2 hours or less [based on earth satellites].
We are interested in any land we could use to land on. Also refuel using water this time. What short of flora and fauna do we find and is any of it sapient?
Fate
GM, 7471 posts
Roll for dodge!
Tue 23 May 2023
at 06:07
  • msg #860

Re: Working near Karukhi

In reply to Gloria Flake (msg # 859):

You can, of course, do a circle in 2 hours, but you won't get to see much. An in depth survey will take days, if not weeks, and a biological survey much longer.  But a quick scan does reveal some tidal lands. Tides here seem very large, possibly due to the two moons on opposite sides of the planet. Sea life does seem plentiful.

05 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 528 posts
5'11"
Tue 23 May 2023
at 14:07
  • msg #861

Re: Working near Karukhi

Brutus has security at their stations.
Gloria Flake
Entrepreneur, 2622 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 23 May 2023
at 17:21
  • msg #862

Re: Working near Karukhi

Gloria notes Brutus doing his things and flashes him a smile.

The quick scan is helpful. Are there lands far enough above the tides to be dry all the time?
Are they level enough to put an camp on?

Check for possible sentient life among the sea creatures.
Scan for obvious minerals of value.
Fate
GM, 7472 posts
Roll for dodge!
Wed 24 May 2023
at 09:34
  • msg #863

Re: Working near Karukhi

In reply to Gloria Flake (msg # 862):

The more detailed scan takes a couple of days, but does reveal some interesting features. There are a few mountain peaks that seem to be dry most of the time, but perhaps not quite all of the time. On one of them there appears to be an odd shape that is overgrown.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the GM at 19:56, Wed 24 May 2023.
Gloria Flake
Entrepreneur, 2623 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 24 May 2023
at 17:39
  • msg #864

Re: Working near Karukhi

Well odd shapes draw the eye, so we scan it in detail and haave Brutus organize a scouting party.
Fate
GM, 7474 posts
Roll for dodge!
Wed 24 May 2023
at 20:00
  • msg #865

Re: Working near Karukhi

In reply to Gloria Flake (msg # 864):

The shape looks to be an overgrown big vessel by the more detailed scan. There are no signs of bugs, however.

Planets atmosphere is standard, earth-like. Numbers Brutus is taking, and gear?

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 529 posts
5'11"
Thu 25 May 2023
at 22:44
  • msg #866

Re: Working near Karukhi

"Compare the detailed scan topography with known ships and the parametrics for the bug ships we've encountered. Closest matches?" presses Brutus. "Lively now." He softens it with a good natured smile, a mannerism acquired from Gloria, although less commonly seen outside her statesroom.
Fate
GM, 7476 posts
Roll for dodge!
Sat 27 May 2023
at 19:16
  • msg #867

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 866):

It is very similar to the first big vessel encountered,, though there is a lot of unrecognised life fors detected.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2624 posts
Chummy with the Boys
Cunning and Vindictvie
Sun 28 May 2023
at 02:23
  • msg #868

Re: Working near Karukhi

The first big vessel?

That's not very clear, this was the one we shot down on the plaanet the Karhuki remote base was on?
Fate
GM, 7477 posts
Roll for dodge!
Sun 28 May 2023
at 03:55
  • msg #869

Re: Working near Karukhi

In reply to Gloria Flake (msg # 868):

Correct. How would you like me to refer to them?

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 530 posts
5'11"
Sun 28 May 2023
at 17:26
  • msg #870

Re: Working near Karukhi

Brutus focuses on the technical members of the crew, "OK, team, there are unidentified lifeforms in these scans. We need to know what we're up against. This is your chance to impress me! Show me what you've got!"
This message was last edited by the player at 07:55, Mon 29 May 2023.
Gloria Flake
Entrepreneur, 2625 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 29 May 2023
at 03:04
  • msg #871

Re: Working near Karukhi

In reply to Fate (msg # 869):

Well stating which system and the approximate time frame would help, also any specifics like "Where you came to the aid of the karuhki expedition on the ground when attacked by the livingspace ship".
Fate
GM, 7479 posts
Roll for dodge!
Mon 29 May 2023
at 06:35
  • msg #872

Re: Working near Karukhi

In reply to Gloria Flake (msg # 871):

Noted. Brutus has an away team ready, by the sounds of it. How would you like to proceed, and with what vessels?

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 531 posts
5'11"
Mon 29 May 2023
at 07:56
  • msg #873

Re: Working near Karukhi

Brutus waits for any level of feedback from the scientists with respect to the as yet unidentified lifeforms that show on the scans.
Fate
GM, 7480 posts
Roll for dodge!
Mon 29 May 2023
at 21:02
  • msg #874

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 873):

Other than ' not bugs', they really can't say much without closer investigation. Some seem like flora.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 532 posts
5'11"
Mon 29 May 2023
at 21:40
  • msg #875

Re: Working near Karukhi

OOC: Ok, then what do we have in lieu of the old flying tank (APC)?
Gloria Flake
Entrepreneur, 2626 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 30 May 2023
at 02:26
  • msg #876

Re: Working near Karukhi

We indeed have a flying tank and an APC or two... the tank can provide cover if needed, use the APC for landing, two if needed.
Fate
GM, 7481 posts
Roll for dodge!
Tue 30 May 2023
at 04:46
  • msg #877

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 875):

You have actual tanks APCs, and scientific craft, amount others. Details in players Vessels page.
Brutus Cartwright
Security, 533 posts
5'11"
Thu 1 Jun 2023
at 08:42
  • msg #878

Re: Working near Karukhi

Brutus will be on the APC and with a tank providing cover.
Gloria Flake
Entrepreneur, 2627 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 1 Jun 2023
at 18:47
  • msg #879

Re: Working near Karukhi

Gloria prepares back up with a couple of the fighters, just in case.
Fate
GM, 7484 posts
Roll for dodge!
Sat 3 Jun 2023
at 14:01
  • msg #880

Re: Working near Karukhi

In reply to Gloria Flake (msg # 879):

You approach the craft, and it soon becomes evident that they are a lot of shellfish on it, despite it being currently out of the water. You suspect that the monster tides here had something to do with it. It had been there a very long time by the look of it, but there is no sign of the crew.
This message was lightly edited by the GM at 01:13, Mon 05 June 2023.
Brutus Cartwright
Security, 534 posts
5'11"
Sat 3 Jun 2023
at 16:29
  • msg #881

Re: Working near Karukhi

Brutus looks at the images of the ship on their instrumentation to try and assess its size relative to the APC and to look for entry points.
Fate
GM, 7485 posts
Roll for dodge!
Mon 5 Jun 2023
at 01:15
  • msg #882

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 881):

The ship is closer to the size of your starship. There does mot appear to be any battle damage, but there are numerous potential access points detected. All seem closed.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 535 posts
5'11"
Tue 6 Jun 2023
at 08:48
  • msg #883

Re: Working near Karukhi

"Take us in in for a closer look!" directs Brutus. "Eyes open, everyone."
Fate
GM, 7490 posts
Roll for dodge!
Tue 6 Jun 2023
at 12:17
  • msg #884

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 883):

The pilot cautiously moves into a position to land beside the large ship. Nothing new is noted. He checks for clearance to land...

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 536 posts
5'11"
Tue 6 Jun 2023
at 12:25
  • msg #885

Re: Working near Karukhi

"Be ready to lift off rapidly just in case there are bugs-in-ambush."
Fate
GM, 7491 posts
Roll for dodge!
Tue 6 Jun 2023
at 12:39
  • msg #886

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 885):

The pilot nods, and opens the exit door...

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 537 posts
5'11"
Tue 6 Jun 2023
at 12:55
  • msg #887

Re: Working near Karukhi

In reply to Fate (msg # 886):

Brutus steps out, gun readied, looks around and approaches the potential entrance in the traditionally-approved crouching walk.
Fate
GM, 7493 posts
Roll for dodge!
Wed 7 Jun 2023
at 06:14
  • msg #888

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 887):

As you step out, you notice some odd rocks. Then you realize they are not rocks, but carapace of large bugs!

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 538 posts
5'11"
Wed 7 Jun 2023
at 08:13
  • msg #889

Re: Working near Karukhi

Gun aimed, Brutus holds to assess wghether the bugs are dead, an ambush or in energy-conserving hibernation.

How many 'odd' rocks?
This message was last edited by the player at 08:14, Wed 07 June 2023.
Fate
GM, 7494 posts
Roll for dodge!
Wed 7 Jun 2023
at 10:50
  • msg #890

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 889):

Quite a number, perhaps 20 you can see. The 'rocks' are hollow, indicating the creatures are long dead and the flesh is long gone.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 539 posts
5'11"
Wed 7 Jun 2023
at 11:17
  • msg #891

Re: Working near Karukhi

Brutus relays that back, adding, "You getting this video feed? Maybe the shells can be used for armour or something."

He moves closer to the entrance, all the way if nothing untoward or of note crops up.

======
OOC: Any indication of damage to the shells? e.g. bullet holes
Are the shell sizes representative of the sizes that brutus previously skimmished with?
Or are these young bugs (or maybe non-military bugs if they have size-according-to-function genetics)?

Fate
GM, 7495 posts
Roll for dodge!
Wed 7 Jun 2023
at 11:38
  • msg #892

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 891):

The sizes are commensurate with adult bugs. There are no obvious signs of injury, but the shells have been seriously degraded by weather. You move towards the entrance of the ship. Shellfish cover the hull.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 540 posts
5'11"
Wed 7 Jun 2023
at 17:03
  • msg #893

Re: Working near Karukhi

Bbrutus focuses his video feed on shellfish nearest to the entrance. "Any of the shellfish likely to be a threat?" Brutus sends back to those that know about aquatic biology.
Scientist
NPC, 56 posts
Wed 7 Jun 2023
at 20:31
  • msg #894

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 893):

There is a long pause before they respond.

"Not the shellfish, but there may be other marine life that is highly dangerous. But you should be good while the tide is out. Next high tide is not due for 4 hours by our calculations."

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 541 posts
5'11"
Wed 7 Jun 2023
at 22:04
  • msg #895

Re: Working near Karukhi

"Will high tide cover the ship? Or is there an entrance that is above hight tide?"
Scientist
NPC, 57 posts
Thu 8 Jun 2023
at 01:30
  • msg #896

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 895):

It looks like monster tides cover the entire land at some points. But this seems very variable...due to the multiple moons and how they align. All are well out of the water now.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 542 posts
5'11"
Thu 8 Jun 2023
at 08:53
  • msg #897

Re: Working near Karukhi

"Let's see if we can get this door operational. if we have to cut our way in, maybe the lowest is best. Trapped air might keep the tope interior of the ship from getting flooded," directs Brutus. He approaches the door and examines it.
Fate
GM, 7496 posts
Roll for dodge!
Thu 8 Jun 2023
at 10:35
  • msg #898

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 897):

The doors seem to be powered, but defaulting to closed on loss of power. Most seem closed that you can see, and not easily opened. Many seem seized with marine growth.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 543 posts
5'11"
Thu 8 Jun 2023
at 11:57
  • msg #899

Re: Working near Karukhi

OOC: If most seem closed do we therefore see one that's open?
Fate
GM, 7497 posts
Roll for dodge!
Thu 8 Jun 2023
at 12:04
  • msg #900

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 899):

You find one that seems to have the skeleton of some kind of creature holding it open a little.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 544 posts
5'11"
Thu 8 Jun 2023
at 12:41
  • msg #901

Re: Working near Karukhi

"This one!" declares Brutus. He tries to make sense of the controls for the door. "Any ideas what creature this skeleton belonged to?"
He's interested to find out if the door currently has any power available.
If not, whether just the door can be powered by his team.
This message was last edited by the player at 12:41, Thu 08 June 2023.
Fate
GM, 7498 posts
Roll for dodge!
Thu 8 Jun 2023
at 20:29
  • msg #902

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 901):

The powered door clearly lacks power. To provide power will need access to the ship. It does not seem to have any access from the outside.

The skeleton looks to be like a cross between a large snake and a shark...it too is long dead and lacks anything but bones.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 545 posts
5'11"
Thu 8 Jun 2023
at 20:50
  • msg #903

Re: Working near Karukhi

Brutus approaches the gap and looks through to see what is beyond using hyperspectral sight as required. He then checks to see whether he could fit through the gap. Otherwise he checks if it's wide enough to accomodate a fusion-jack* to try and force it open without irreverible damage..

======
OOC: *I have no idea if a fusion-powered jack is a thing, but it's intented to be like an appropriate TL(12?) heavy duty equivalant to our car jack.

Fate
GM, 7499 posts
Roll for dodge!
Fri 9 Jun 2023
at 01:59
  • msg #904

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 903):

Current TL is mainly TL10.

The gap is around 300 mm, so rather small for a human. The door looks to have rusted into position. It is likely irreversibly damage the door to open it.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 546 posts
5'11"
Sat 10 Jun 2023
at 18:08
  • msg #905

Re: Working near Karukhi

"Get a jack, in case" orders Brutus. "Anyone got a remote feed, camera or drone, that'sll fit through this gap? See if we can get the door powered?"
Security Detail
NPC, 34 posts
Standard Security Detail
Sun 11 Jun 2023
at 13:19
  • msg #906

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 905):

"Not sure if we bought a jack with us, Sir, but we have a fusion torch and a boroscope. I will take a look..."

He takes the boroscope and pokes the end in, looking around. After a few minutes looking and wiggling, he looks up at you.

"Plenty of shellfish life, but nothing that looks dangerous. But I doubt we are going to see any action from anything electric without major replacements."

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 547 posts
5'11"
Sun 11 Jun 2023
at 13:38
  • msg #907

Re: Working near Karukhi

"Good work," acknowledges Brutus. "Fine, your advice is good. Cut out enough for us to get through."

While that's going on Brutus updates Gloria then checks with the gunshipas to whether anything approaches.
Pilot Tom Hanks
NPC, 2 posts
Pilot for Hire
Sun 11 Jun 2023
at 14:42
  • msg #908

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 907):

"Nothing on sensors approaching, Sir."

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 548 posts
5'11"
Sun 11 Jun 2023
at 15:05
  • msg #909

Re: Working near Karukhi

"Good. Stay with it," Brutus urges. "Lets open this ship."

When it's open, and thecut edge cooled, Brutus goes in, with a continal feed to Gloria.
Fate
GM, 7502 posts
Roll for dodge!
Tue 13 Jun 2023
at 11:14
  • msg #910

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 909):

The men work fast with the cutter, as they have been trained. They soon open up a hole and cut away the sharp edges.

Inside, it is revealed that it has been flooded and a considerable number of marine creatures have made their homes there. There are also the remains of more bugs, the exoskeletons eerily laying around.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 549 posts
5'11"
Tue 13 Jun 2023
at 11:25
  • msg #911

Re: Working near Karukhi

Brutus looks around to see how much of the area inside the ship is underwater and whether the angle of the decking in problematic.

======
OOC: If the area is underwater then Brutus calls for pipes and pumps to empty it.
If deck angle is a problem then he tries out mag-clamp boots.

Fate
GM, 7503 posts
Roll for dodge!
Tue 13 Jun 2023
at 11:47
  • msg #912

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 911):

Currently none of the ship is under water. But it all has been. But for now it is dry. Deck angle is rather flat, but has growths on it.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 550 posts
5'11"
Tue 13 Jun 2023
at 14:29
  • msg #913

Re: Working near Karukhi

Brutus proceeds inwards, noting any airlock and takes stock of the inner compartment's size, contents and doorways.
Fate
GM, 7504 posts
Roll for dodge!
Tue 13 Jun 2023
at 20:45
  • msg #914

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 913):

The inner compartments are just a little cramped for a human due to the 6ft ceilings with tidal growths all over them, but otherwise the initial airlock opens up to a large chamber that appears to be some kind of accommodation space, judging by the bunks visible.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2628 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 15 Jun 2023
at 03:12
  • msg #915

Re: Working near Karukhi

Hmmmm Bug Bunks? or didthe capture others and confine hem here.  Gloria radios in to Brutus.
Fate
GM, 7506 posts
Roll for dodge!
Sat 17 Jun 2023
at 03:42
  • msg #916

Re: Working near Karukhi

In reply to Gloria Flake (msg # 915):

Could have been both, but the bunks look like bug bunks.
Brutus Cartwright
Security, 551 posts
5'11"
Sat 17 Jun 2023
at 11:29
  • msg #917

Re: Working near Karukhi

"Check for lockers or chests," says Brutus, wondering whether bugs have personal possessions. "Watch for aggressive sealife." He looks for other exis, control pamnels or even notices. At this stage anything learnt about the bugs, even their alphabet, is intel on some level.

"Assuming the whole ship hasn't at some time filled with water, then at some point we're going to find a watertight door. If we have to force it then I want to be able to construct a replacement. Maybe a bubble wall around it so we can keep the water out come next high tide. Think about it, bounce it around. I'm after matured solutions with implementation times."

He keeps searching.

======
OOC: Don't particularly need a complete ship's layout (although if you've made one already then we'll explore it!)

Fate
GM, 7507 posts
Roll for dodge!
Sat 17 Jun 2023
at 12:26
  • msg #918

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 917):

The deck seems to have a number of small compartments but there does seem to be a lack of doors. For that matter, there seems to be a lot missing, as if the lining were all ripped out and no longer exists. It is almost as if the ship seems like an exoskeleton devoid of electronics or any mechanisms to open internal doors that no longer seem attached. Skeletons of bugs litter the area as well.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 552 posts
5'11"
Sat 17 Jun 2023
at 13:09
  • msg #919

Re: Working near Karukhi

No doors by design?
Ripped out carefully as if to furnish an emergency colony? Maybe it's a living, organic ship and  absorbed  not essential features at build something else!
DO the bugs show signs of violent death? or, indeed, any other indication of how they died?
Fate
GM, 7510 posts
Roll for dodge!
Sat 17 Jun 2023
at 20:42
  • msg #920

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 919):

No, it looks like the doors have...decomposed. All soft tissue that would indicate a violent death has long since gone. You estimate they either died 100 years ago, or the flesh has been eaten out by small but very methodical creatures. No soft tissue remains of ship or creature.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 553 posts
5'11"
Sat 17 Jun 2023
at 21:27
  • msg #921

Re: Working near Karukhi

Push on.. noting but by-passing repeat set ups..
Fate
GM, 7513 posts
Roll for dodge!
Sat 17 Jun 2023
at 22:58
  • msg #922

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 921):

The vessel is a honeycomb of small rooms, with many bug and sea shells within. It takes a few hours to go through the vessel, by which time you get reports of a rising tide...

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 554 posts
5'11"
Sat 17 Jun 2023
at 23:01
  • msg #923

Re: Working near Karukhi

"How long before we're tsaking water?" asks Brutus.
Scientist
NPC, 58 posts
Sun 18 Jun 2023
at 02:52
  • msg #924

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 923):

"We estimate 2-3 hours, but it is rising fast. It is still 15 yds away."

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 555 posts
5'11"
Sun 18 Jun 2023
at 08:38
  • msg #925

Re: Working near Karukhi

"Fine. Move all non-essential equipment back into the APC (ship). We leave in one hour," Brutus orders. He continues to ecplore for another half hour and then withdrwas.
Fate
GM, 7515 posts
Roll for dodge!
Sun 18 Jun 2023
at 08:54
  • msg #926

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 925):

Most of the ship has been stripped out by marine life. Except for one compartment made of glass. Inside is what appears to be 7 eggs. It seems white though, as if frozen, despite the temperature being a balmy 24 degrees celcius.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 556 posts
5'11"
Sun 18 Jun 2023
at 09:17
  • msg #927

Re: Working near Karukhi

"That's a job for next low tide. Back to the ship now," calls Brutus.
Fate
GM, 7517 posts
Roll for dodge!
Sun 18 Jun 2023
at 09:32
  • msg #928

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 927):

You were alone when you found it. It is about the size of a basketball, so you could carry it.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 557 posts
5'11"
Sun 18 Jun 2023
at 11:45
  • msg #929

Re: Working near Karukhi

Brutus takes advise on what he's foubnd, "So, can I scan it adequately whth my current kit? Don't want to infect to infest the crew or ship! And atmospher too! What gases show behind the glass? Maybe we can put it into a  rugged container?"
Fate
GM, 7518 posts
Roll for dodge!
Sun 18 Jun 2023
at 12:02
  • msg #930

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 929):

You don't have any more than the basic scanners with you, but the scientist can meet you outside with it to analyze it, and with a hard case. Behind the glass there just seems to be some kind of white milky liquid.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 558 posts
5'11"
Sun 18 Jun 2023
at 16:57
  • msg #931

Re: Working near Karukhi

Keeping an eye on his countdown timer Brutus calls "Agreed!" and takes the appropiate scanner from the scientist and does the scan.
Fate
GM, 7519 posts
Roll for dodge!
Sun 18 Jun 2023
at 22:29
  • msg #932

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 931):

You manage to transit the thing outside in about 20 minutes, taking care because of it's fragility. You are met outside by the two scientists with their scanners.

The scan the item several times, taking a good ten minutes to do so, before reporting.

"These appear to be bug eggs. There is some preservation fluid, consistent with what we would expect on colony ships. The eggs seem good, and some may hatch if we can find the trigger. What temperature were they stored at?"

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 559 posts
5'11"
Mon 19 Jun 2023
at 17:18
  • msg #933

Re: Working near Karukhi

"24c. Now, let's be gone before the tide forces," says Brutus, sounding like a suggestion but actually an order. Returning to our mothership.
Fate
GM, 7520 posts
Roll for dodge!
Mon 19 Jun 2023
at 20:32
  • msg #934

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 933):

"Agreed."

Unless you say otherwise, they will take the item of interest along with the equipment back onto the shuttle and prepare to depart.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 560 posts
5'11"
Tue 20 Jun 2023
at 07:31
  • msg #935

Re: Working near Karukhi

"Let us be on our way then," confirms Brutus.

He intends to leave the decision with Gloria about hatching bugs versus taking the eggs back to a base.
Fate
GM, 7521 posts
Roll for dodge!
Tue 20 Jun 2023
at 08:46
  • msg #936

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 935):

They take the container aboard, and return to the ship.

The tide rises remarkably quickly, engulfing the ship in a matter of minutes. Millions of small creatures can be seen in the incoming tide, with only a handful of larger ones more than a few inches long. The larger ones seem to be feeding on the small ones, and the smaller ones seem to be devouring everything in the path of the tide. As the two moons align, the tide rises dramatically and covers the entire land, but only briefly. After an hour, the moons are separating, and the tide dropping back as fast as it came.

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 561 posts
5'11"
Tue 20 Jun 2023
at 09:08
  • msg #937

Re: Working near Karukhi

"Well, skipper, what shall we do with the eggs? Hatch them? Or store for return to
a base?" asks Brutus before intending another foray into the bug ship.
Gloria Flake
Entrepreneur, 2629 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 20 Jun 2023
at 17:34
  • msg #938

Re: Working near Karukhi

Our issue is having them aboard, they may turn out to be helpful, but we do not know what ingrained habits they have from birth. Is there a dry place anywhere on this planet? Do we know what they eat?
Brutus Cartwright
Security, 562 posts
5'11"
Tue 20 Jun 2023
at 18:38
  • msg #939

Re: Working near Karukhi

Brutus shakes his head, "I have no answers to any of those. Perhaps best to keep them safe and unhatched and secured, pending return to a mudside facility. Other opinions, now's the time to speak."
Scientist
NPC, 59 posts
Tue 20 Jun 2023
at 21:50
  • msg #940

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 939):

"From what we can tell, the creatures are omnivores and eat most things humans do. We have no real idea about their ingrained habits, but they do seem to accept group views readily.

As for a dry place, we have not found one that remains dry all the time. it might be a good thing they did not find one either. Judging by the moons cycles, this position should stay dry for at least a few weeks now.
"

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2630 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 20 Jun 2023
at 21:56
  • msg #941

Re: Working near Karukhi

OK, let's look at hatching them there, no concept of how mentally developed they will be, but perhaps seeing where they came from will be meaningful. We will watch for any tide issues and leave an escape ship there.
Scientist
NPC, 60 posts
Tue 20 Jun 2023
at 22:25
  • msg #942

Re: Working near Karukhi

In reply to Gloria Flake (msg # 941):

"I think we may need a few of us there to oversee things, Ma'am."

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the player at 22:26, Tue 20 June 2023.
Gloria Flake
Entrepreneur, 2631 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 21 Jun 2023
at 02:51
  • msg #943

Re: Working near Karukhi

OH, I concur, I wasn't planning on you going alone.
Scientist
NPC, 61 posts
Wed 21 Jun 2023
at 03:01
  • msg #944

Re: Working near Karukhi

In reply to Gloria Flake (msg # 943):

Your plans then?

08 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 563 posts
5'11"
Wed 21 Jun 2023
at 07:23
  • msg #945

Re: Working near Karukhi

Brutus stands ready to support Gloria in whatever capacity she wishes.
Gloria Flake
Entrepreneur, 2632 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 22 Jun 2023
at 02:24
  • msg #946

Re: Working near Karukhi

A couple of you scientists and some guards on te high ground, we can do some planet surveys from there on wildlife and such while also wathcing the eggs.
Scientist
NPC, 62 posts
Thu 22 Jun 2023
at 02:28
  • msg #947

Re: Working near Karukhi

In reply to Gloria Flake (msg # 946):

"Sure. Sound great."

Six scientists prepare to depart with Brutus and whatever guards he takes with him for the ship.

09 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the player at 02:28, Thu 22 June 2023.
Brutus Cartwright
Security, 564 posts
5'11"
Thu 22 Jun 2023
at 03:41
  • msg #948

Re: Working near Karukhi

We do the obvious for a week and then take stock.
Scientist
NPC, 63 posts
Thu 22 Jun 2023
at 08:35
  • msg #949

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 948):

The week passes with a lot of research being carried out. The small shrimp-like creatures noted turn out to be very edible, as do many of the other fish. However, it becomes clear you do not want to be in the water with them...they very quickly devour any flesh with millions of small bites. They are attracted to blood, so it is very easy to catch them in large numbers with a net and a fish, by just cleaning the fish and throwing the scraps into the middle of the fine net! The taste very much like prawns, and are prepared in much the same way.

The eqqs seem to need to be warmed up to hatch. When the temperature reaches 29 degrees Celcius, the liquid inside clears and the scientists believe the eggs start to develop. Sure enough, five days later, four young creatures emerge! They are fed the smaller cooked prawns, which they devour readily with no seemingly ill effects. By the time the week is over, they are two days old, and voracious eaters of all prawns, treating the scientist predominately looking after them as their parent and gaining 100g in the first day!

15 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 565 posts
5'11"
Thu 22 Jun 2023
at 08:49
  • msg #950

Re: Working near Karukhi

"So where are we thinking of going with our young prawn-eating bugs, skipper? probes Brutus. "Both literally and figuratively."
Gloria Flake
Entrepreneur, 2633 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 22 Jun 2023
at 16:25
  • msg #951

Re: Working near Karukhi

Good question, can we communicate with them? bugs may communicate with clicks or smells. also with touching feelers.   The scientists need to check this quickly so we can recover everyone before the tide comes up. It would seem the Piranha shrimp are a major predator here. We also need to see how they do on our normal Vat fac food, since the shrimp will be used up quickly.
Fate
GM, 7524 posts
Roll for dodge!
Thu 22 Jun 2023
at 19:54
  • msg #952

Re: Working near Karukhi

In reply to Gloria Flake (msg # 951):

The small bugs seem capable of  basic verbal and gesture communication and take to the Vatfac food with some vigor, thriving just as well on the grown vegetables. They follow the lead biologist who hatched them around faithfully, so getting them aboard is a simple matter!

The scientists have noted a couple of very large predators as well, with thick skin and large buleen-like mouths that feed on the shrimps almost exclusively. Everything else in the water seems heavily armoured...

15 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 566 posts
5'11"
Thu 22 Jun 2023
at 21:06
  • msg #953

Re: Working near Karukhi

Brutus checks the plans they've made of the bug ship compartments. "So have we done all of it? Anyone think we've missed anything?"
Scientist
NPC, 64 posts
Thu 22 Jun 2023
at 21:33
  • msg #954

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 953):

"We could study the biosphere in much greater depth, but the plans we have of the bug ship are as complete as we cam make them, given the state of the ship. It looks as if they simple underestimated what they were dealing with. We know that their ships are partly biological, so once the shrimps started in on the vessel, they were doomed."

15 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the player at 21:34, Thu 22 June 2023.
Gloria Flake
Entrepreneur, 2634 posts
Chummy with the Boys
Cunning and Vindictvie
Fri 23 Jun 2023
at 20:39
  • msg #955

Re: Working near Karukhi

OK, Let's recover. other's caan come do a detailed study  with our notes. Time we look to travel on.
Brutus Cartwright
Security, 567 posts
5'11"
Fri 23 Jun 2023
at 21:05
  • msg #956

Re: Working near Karukhi

"Aye aye, skipper," snaps Brutus and sets about making it so.
Fate
GM, 7526 posts
Roll for dodge!
Fri 23 Jun 2023
at 21:32
  • msg #957

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 956):

It does not take a lot to recover and get ready to move on with your new passengers...

But to where?

15 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 568 posts
5'11"
Sat 24 Jun 2023
at 01:12
  • msg #958

Re: Working near Karukhi

Brutus sets an extra condition that isn't so popular with some of the scientists. One of them has to be in charge of the bugs at any one time and that's backed by a sign in/sign out roster. The one on duty has to makes a biometric check every 20 minutes to confirm all ok. Where the bugs are allowed to go is also restricted: no essential engineering system, Comms nor weapons. Security check in every 20 mins (midpoint between the scientists' biometric confirmations).
Fate
GM, 7527 posts
Roll for dodge!
Sat 24 Jun 2023
at 02:45
  • msg #959

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 958):

That is actually surprisingly easy. The chief biologist, who the bugs see as their parent, is followed everywhere. The sleep when he sleeps, usually nestled beside him, and eat when he eats. The sign in/sign out roster does not really work because he could never actually sign out, whether he wanted to or not.

But the security checks are pretty easy.

15 June 2188, System 1838, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2635 posts
Chummy with the Boys
Cunning and Vindictvie
Sat 24 Jun 2023
at 20:26
  • msg #960

Re: Working near Karukhi

If I recall correctly, 1739 was a dead system, 1639 was the system we left from before resupply, which had some bugs trying to overwhelm it, I *think* we zapped most or all of them. It was another mostly water system, wasn't it?

So return to 1639, check on things then survey 1539 and if safe, go there and survey 1438 and 1439, if those seem copasetic, we move to 1439 and survey 1440 and 1338.
Brutus Cartwright
Security, 569 posts
5'11"
Sat 24 Jun 2023
at 21:15
  • msg #961

Re: Working near Karukhi

Brutus reinsigates security staff training en route to their series of destinations.
Fate
GM, 7528 posts
Roll for dodge!
Sun 25 Jun 2023
at 20:38
  • msg #962

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 961):

1639 has a very thin atmosphere that is not so breathable, with 2 gas giants. It's surface has only 40% covered by water, so it is more of a desert planet.

Looking through history, I believe 1701 was the water planet you killed bugs on.

01 July 2188, System 1639, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the GM at 03:41, Mon 26 June 2023.
Gloria Flake
Entrepreneur, 2636 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Jun 2023
at 02:56
  • msg #963

Re: Working near Karukhi

That does make some sense, but we will continue on as outlined. Survey 1639 for any potentially valuable minerals and carry on as planned.
Fate
GM, 7529 posts
Roll for dodge!
Mon 26 Jun 2023
at 03:41
  • msg #964

Re: Working near Karukhi

In reply to Gloria Flake (msg # 963):

Ok,

1639 has 2 gas giants and two planets, each with a moon, that may contain life. The most habitable is only a small dry planet with small seas and an atmosphere that is to thin to breath without a rebreathing helmet.

1539 is a Dwarf star with two gas giants and 8 moons between them.

01 July 2188, System 1639, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2637 posts
Chummy with the Boys
Cunning and Vindictvie
Mon 26 Jun 2023
at 17:06
  • msg #965

Re: Working near Karukhi

Any notable life signs on either of the two moons? If so, we can explore further before moving on.

1539 is just a place from which to scan 1438 and 1439
Fate
GM, 7530 posts
Roll for dodge!
Mon 26 Jun 2023
at 18:42
  • msg #966

Re: Working near Karukhi

In reply to Gloria Flake (msg # 965):

No, the moons are void of life and atmosphere.

Jumping to 1539, a Dwarf star with two gas giants and 8 moons between them, you find one of the moons is 5,000 miles in diameter and does have a thin atmosphere. However, the surface is covered by 80% of water contaminated with high levels of salt, making the oceans acidic. This results of low levels of acidity in the air, making it quite unhealthy to breath.

1438 is a twin star system with 4 gas giants and you detect 7 moons in orbit.

1439 is a single star system with three gas giants and 8 moons in orbit.

17 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2638 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 27 Jun 2023
at 02:25
  • msg #967

Re: Working near Karukhi

I suppose we go to 1438 and then down to 1439 where we can scan 1440.
Fate
GM, 7532 posts
Roll for dodge!
Tue 27 Jun 2023
at 07:03
  • msg #968

Re: Working near Karukhi

In reply to Gloria Flake (msg # 967):

One of the larger moons on 1438 has a dense atmosphere with very high CO2 content. The planet appears to have been largely razed and fires are still burning. Thick clouds of smoke cover the planet, and there appears evidence some nukes may even have been used. Scans indicate little life is left...

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Brutus Cartwright
Security, 570 posts
5'11"
Tue 27 Jun 2023
at 16:04
  • msg #969

Re: Working near Karukhi

"Any broadcasting going on?" asks Brutus as he looks for any sign of space debris. Or satelites. "Is this definitely just plant-wide war? Nothing off-planet, I mean? No sign of bugs?"
Gloria Flake
Entrepreneur, 2639 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 27 Jun 2023
at 17:29
  • msg #970

Re: Working near Karukhi

Move us closer, I want a life scan and some craft prepared to recover survivors. Be alert, Bugs may indeed be possible, although it is not seemed their style.
Fate
GM, 7533 posts
Roll for dodge!
Tue 27 Jun 2023
at 20:12
  • msg #971

Re: Working near Karukhi

In reply to Fate (msg # 968):

A closer scan does indeed indicate the presence of a single bug ship. Rather than a planet wide war, there seems to have been a process of extermination. No advanced non-bug technology is identified by your scans, but the scans are reduced in effectiveness by the smoke.

Some continents are 'burnt earth', others are still burning.

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2640 posts
Chummy with the Boys
Cunning and Vindictvie
Tue 27 Jun 2023
at 22:09
  • msg #972

Re: Working near Karukhi

OK, we move to exterminate the bugs first.  Be alert for anything launche our way.
Brutus Cartwright
Security, 571 posts
5'11"
Tue 27 Jun 2023
at 22:25
  • msg #973

Re: Working near Karukhi

"Suit up boys and girls," calls Brutus. "Just in case."

On a private channel, "You, too, please, skipper. Chances of the bugs having a massive ship-busting laser here are low, but I'd rather not take any chance on you eating vacuum."
Fate
GM, 7534 posts
Roll for dodge!
Wed 28 Jun 2023
at 00:02
  • msg #974

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 973):

A large swarm of 20-30 of the flying bugs similar to the ones seen when you met your first bug ship near Karukhi start to form low in the atmosphere as you approach the planet.

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2641 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 28 Jun 2023
at 02:36
  • msg #975

Re: Working near Karukhi

We deploy our fighters and the main ship brings it's lasers and plasma gun to bear ... will the clouds and crud prevent our shooting down the  Bug Fighters?
Fate
GM, 7535 posts
Roll for dodge!
Wed 28 Jun 2023
at 06:07
  • msg #976

Re: Working near Karukhi

In reply to Gloria Flake (msg # 975):

The clouds do filter the lasers and plasma's reducing their range. But as the fighters break through the clouds to approach you, it is like shooting fish in a barrel. Only a few manage to dive back to the cover of the clouds, and fewer yet manage to disappear with out being traced at high speed to the surface.

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2642 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 28 Jun 2023
at 20:33
  • msg #977

Re: Working near Karukhi

We send the Plasma drones down to shoot them on the ground.
Fate
GM, 7538 posts
Roll for dodge!
Wed 28 Jun 2023
at 20:41
  • msg #978

Re: Working near Karukhi

In reply to Gloria Flake (msg # 977):

The plasma drones are effective, but may take some damage at the shortened range. Emphasis on killing them, or withdrawing them if damaged?

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2643 posts
Chummy with the Boys
Cunning and Vindictvie
Wed 28 Jun 2023
at 22:54
  • msg #979

Re: Working near Karukhi

Pull them back if damaged. we can also use missiles that will be hard to target in the smoke .
Brutus Cartwright
Security, 572 posts
5'11"
Wed 28 Jun 2023
at 23:19
  • msg #980

Re: Working near Karukhi

"Get the bugs' flight path convergence. Should sho their mothership. Or base."
Fate
GM, 7539 posts
Roll for dodge!
Thu 29 Jun 2023
at 01:47
  • msg #981

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 980):

Unfortunately they do not seem to be going back to any one location, but scattering for cover...when you analyse the sensors about 10 seem to make it back to some sort of cover.

The smoke is hot, and does make it harder for the missiles to target them as well, but there are a good number of hits.

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
Gloria Flake
Entrepreneur, 2644 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Jun 2023
at 15:46
  • msg #982

Re: Working near Karukhi

Can we ID the mother ship?  That would be a prime target.  Mean while, send out the survey ship with a couple of fighters to see if there is any lif we can save here.
Brutus Cartwright
Security, 573 posts
5'11"
Thu 29 Jun 2023
at 16:20
  • msg #983

Re: Working near Karukhi

"Permission to go with the survey ship, skipper?"
Gloria Flake
Entrepreneur, 2645 posts
Chummy with the Boys
Cunning and Vindictvie
Thu 29 Jun 2023
at 16:40
  • msg #984

Re: Working near Karukhi

Go in one of the Tanks to protect the surveyor ... with a fighter or two, you can deal with any attack.
Brutus Cartwright
Security, 574 posts
5'11"
Thu 29 Jun 2023
at 17:40
  • msg #985

Re: Working near Karukhi

"Aye aye, skipper!" replies Brutus.  He acts accordingly.

======
OOC: Nearing 1000 posts

Fate
GM, 7540 posts
Roll for dodge!
Fri 30 Jun 2023
at 00:22
  • msg #986

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 985):

The dense smoke masks a lot of things, including life forms. Fires rage in many areas, and the fighters call in tanks to deal with the scattered bugs going around lighting more fires. But it will take time.

Meanwhile, what are your priorities, both for Brutus and for Gloria?

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300

OOC: New Thread coming tomorrow.
Brutus Cartwright
Security, 575 posts
5'11"
Fri 30 Jun 2023
at 22:22
  • msg #987

Re: Working near Karukhi

Brtus's priority is to protect the surveyor
Fate
GM, 7543 posts
Roll for dodge!
Sat 1 Jul 2023
at 00:49
  • msg #988

Re: Working near Karukhi

In reply to Brutus Cartwright (msg # 987):

New Thread up...

24 July 2188, System 1539, Supplies: 5600 person days, Vatfacs can cover all, $87,496,300
This message was last edited by the GM at 01:19, Sat 01 July 2023.
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