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23:14, 18th April 2024 (GMT+0)

OOG Comments.

Posted by JRFor group 0
Matt
player, 1013 posts
Brent
Tue 5 Mar 2024
at 04:42
  • msg #632

Moving Forward

Sorry for the delay in responding. We are having to look into replacing our car and it's been a bit of a confusing mess. I should get back to regular posting tomorrow. We are looking at a Toyota hybrid van actually…
JR
GM, 1101 posts
Tue 5 Mar 2024
at 13:51
  • msg #633

Moving Forward

Good luck :-)
JR
GM, 1105 posts
Sun 17 Mar 2024
at 00:23
  • msg #634

Moving Forward

I mixed up Keipes and Kide in the last post, and so I fixed it. Keipes are the bad guys, Kide is opposing them.
Matt
player, 1017 posts
Brent
Sun 17 Mar 2024
at 00:56
  • msg #635

Moving Forward

Did we visit Kide?
JR
GM, 1106 posts
Sun 17 Mar 2024
at 20:14
  • msg #636

Moving Forward

No. You've gone as far as Execute, though.
JR
GM, 1108 posts
Sun 17 Mar 2024
at 20:20
  • msg #637

Moving Forward

In thinking on Joxe's question, Brent haas the full resources of a TL-15 shipyard and fabrication facility at his beck and call within reasonable limits. He's seen AIs like Edak, the remote equipment, vehicles, and other tech the facility has to offer. So, he can pretty much get a couple of robots, bespoke small craft, or whatever else he can think of that the Beowulf can carry. Wanderer also has the ability to navigate itself, though it's AI isn't quite sentient.
JR
GM, 1111 posts
Fri 22 Mar 2024
at 01:15
  • msg #638

Moving Forward

I'm ready to move ahead to the arrival at Gorky when you are.
Matt
player, 1021 posts
Brent
Sat 23 Mar 2024
at 21:11
  • msg #639

Moving Forward

A time jump is fine
Matt
player, 1026 posts
Brent
Mon 1 Apr 2024
at 03:41
  • msg #640

Moving Forward

In reply to Matt (msg # 639):

Happy Easter!
JR
GM, 1115 posts
Mon 1 Apr 2024
at 04:36
  • msg #641

Moving Forward

Happy Easter :-)
JR
GM, 1116 posts
Mon 1 Apr 2024
at 05:27
  • msg #642

Notes on TNE Turret Weapons

The TNE rules on ship's weapons depart from the Classic Traveller rules in an effort to be more realistic.

A shipboard turreted laser has an emitter dish that is about 3m in diameter, or nearly as large as the turret itself (3.6m dia x 4.2m tall). This emitter not only generates the laser pulse, but it also features a powerful grav generator that creates an intense field at a tiny point just ahead of the emitter. This field focuses the outgoing laser beam to a pencil-sized pulse, which then spreads out again under the inverse square law. This is what gives the beam it's range and penetrating power. So, while a larger installation might have multiple emitters, a standard turret only has one. That said, the emitter fires multiple times to generate hits at combat ranges of a quarter million kilometers or greater.

High tech Imperial ship killer missiles carry a bomb-pumped X-ray laser warhead. For Wanderer's small missiles, a 100kt nuclear charge is coupled with three lasing rods. These rods deploy when the weapon is ready to detonate, lining up on the target. When the charge detonates, the rods produce powerful X-ray laser beams that strike the target. While these beams last less than a millisecond, they are incredibly destructive. The missile is a stand-off weapon with a range of 3000km. They are fire-and-forget capable; they can be guided using the ship's sensors, and they can also function as mines. Each missile weighs 3 tons, and is .75m dia x 3m long.
This message was last edited by the GM at 05:42, Mon 01 Apr.
Matt
player, 1027 posts
Brent
Sat 6 Apr 2024
at 05:31
  • msg #643

Notes on TNE Turret Weapons

It sounds like we want some spare missiles to use as mines!
JR
GM, 1118 posts
Sat 6 Apr 2024
at 13:51
  • msg #644

Notes on TNE Turret Weapons

The missile system can launch anything that will both fit in the tube and interface with the launch system, which is a grav catapult. Yes, the missiles can be set as mines as a native function, and they can also use their telemetry links to act as remote sensor platforms.

The aforementioned comms buoys will be tube-launched. BTW, reloading the missile tubes is something typically done in port, since they're loaded externally in civilian ships. A carrier frame (speed loader?) holds the spare missiles, which fits over the open turret and emplaces the missiles in the tubes. It is possible to go EVA and load them in space, using an air raft, a cargo loader, or other vehicle to assist.
This message was last edited by the GM at 13:56, Sat 06 Apr.
JR
GM, 1120 posts
Sat 6 Apr 2024
at 14:00
  • msg #645

Equipment and Supplies

As for supplies, I think the only items we'd really need to track are the missiles and other tube-launched vehicles. We can also specify what robots and vehicles are on board. For the rest, we can presume that Wanderer is stocked for six months.
Matt
player, 1029 posts
Brent
Sun 7 Apr 2024
at 05:00
  • msg #646

Equipment and Supplies

That all sounds like good sense. Let me think about other vehicles. I think we definitely want remote sensor missiles that are optimized for stealth and sensor operation. We should make sure the air raft is sealed. I would say a couple of robot chassis for our AI friends to swap in and out.
JR
GM, 1121 posts
Sun 7 Apr 2024
at 05:25
  • msg #647

Equipment and Supplies

You can either address what Brent wants to have in-game, or just list it here.

One thing about grav vehicles is that they blur the lines between aircraft and ground vehicles or watercraft. An Imperial APC is a cross between a space shuttle, a Bradley, and an attack helicopter, for example. It might be easier to describe the vehicle's features or roles rather than saying "air raft" or "G-Carrier".
Matt
player, 1030 posts
Brent
Sun 7 Apr 2024
at 21:44
  • msg #648

Equipment and Supplies

I think we should have a second auto doc as a backup.

A couple reusable sensor drones (three) would be helpful. A sealed and very lightly armored air raft would be good. Can they make a war bot? I think we should have three or four alternate bodies for the AIs.

A pair of grav speeders.

Educational and training software and equipment.

The speeders and air raft should have mounts for weapons. I would rather run than fight but we need to be prepared.
JR
GM, 1122 posts
Mon 8 Apr 2024
at 00:58
  • msg #649

Equipment and Supplies

Okay, so five comms buoys, equipped with station keeping packages, ten laser head missiles, and three sensors drones.

(The Imperial rules on warbots is that they must have a sophont's authorization to engage targets in narrowly-defined parameters. "Shoot anyone who threatens me" is too broad, as an example.)

Two light warbots with lasers and light MGs.

Two two-seat speeders with mounts for light missiles (think AA and AG missiles like AMRAMMS, Sidewinders, and Hellfires), gun or laser pods, plus ammo loadouts for them.

Two maintenance bots with EVA capability. These can be fitted with a wide array of tools and lifts.

One air raft (think large SUV with covert armor), with weapons mounts like the speeders.

All of these are grav vehicles with TL-15 fusion plants and HEPLAR+ propulsion, so they run on hydrogen.

Joxe suggests two battledress suits with Imperial Marine loadouts, plus two suits of combat armor and the "morgue" to support them. They will have to train with them, but it's the next best thing to having a tank wrapped around them.

All of this leaves them with twenty tons of cargo space, plus a spare crew cabin and two empty passenger cabins for up to four people.
Matt
player, 1031 posts
Brent
Tue 9 Apr 2024
at 02:07
  • msg #650

Equipment and Supplies

That's a great list! I had not thought about the personal armor and weapons. I would add a pair of general-purpose robots for… General-purpose stuff
JR
GM, 1123 posts
Tue 9 Apr 2024
at 12:45
  • msg #651

Equipment and Supplies

The maintenance bots would probably be as generic as they come, so we can put in four of them. They're about the size of a small farm tractor, and they have hydraulic, pneumatic, and electrical connections to mount and run many different attachments. They are each equipped with two small maintenance remotes, one about the side of a basketball, and the other is baseball-sized.

A fabricator facility would probably be good, too. I'm picturing something about the size of a cargo container, along with enough stock to make two tons of parts or assemblies.

We can refer back here as we go along, instead of making a separate list.
Matt
player, 1032 posts
Brent
Sat 13 Apr 2024
at 02:54
  • msg #652

Equipment and Supplies

I like the idea of a fabricator. It would basically let us print parts or such as needed. Probably an advanced set of toolkits unless the maintenance robots come with them such that we can perform advanced repairs.
JR
GM, 1124 posts
Sat 13 Apr 2024
at 16:10
  • msg #653

Equipment and Supplies

Yes, that sounds right. I'm taking some pains with this process because Wanderer won't have access to starports or shipyards while they're exploring.
Matt
player, 1033 posts
Brent
Sun 14 Apr 2024
at 05:08
  • msg #654

Equipment and Supplies

I completely agree. Not only do we not have access to star ports but we may need to try to help local civilizations on our way. Having this extra stuff really helps.
JR
GM, 1125 posts
Sun 14 Apr 2024
at 16:30
  • msg #655

Equipment and Supplies

We can update information in this thread as we go along. For now, we will assume that the needed equipment is being assembled and loaded.
Matt
player, 1034 posts
Brent
Mon 15 Apr 2024
at 02:46
  • msg #656

Equipment and Supplies

I think we can hand wave a bit and summarize it all here quite easily, agreed.
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