Main - Chapter 7.2: Neptunia

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Aug 27, 2024 1:10 am
OOC:
PhoenixScientist says:
I have a barricade and trap at 2.E, the airlock. I also have traps at 1.C and 5.C.
Actually, just section 2.E... It takes 1h (4 space combat rounds) for RB to make a set of 3. See this post.

You now have 2 sets.

Unless you want a single trap (a single 5ft square) in each section? If so, that's OK, we can spread them around in up to 6 sections.

Edit: I will let you choose the exact square(s) when we enter hand-to-hand in a map for a section with a trap but I would like to know the sections and how many in each before they board.
Aug 27, 2024 1:25 am
OOC:
I am a little confused about what should the NPC's do. I am assuming Douklan's orders for his squad overrides Hanks requests? @daryen?

Corbin needs the Synths and Gui, they are the engineering team.
Aug 27, 2024 1:27 am
OOC:
Quote:
I was thinking of a general loadout for the crew, especially NPCs.
No pretech cosmetics are available. Otherwise, that's ok.
Aug 27, 2024 1:42 am
Peter already had his Assault suit on, seeing that the rest of the crew is all in on the boarding action he will get out of the gunner's position, will connect his laser rifle to the suit and head to Section 2E Starboard Side.

"I'm heading to the Starboard Airlocks, who else is with me?"

[ooc]since im leaving my gunnery post to go start defenses does that mean i dont do a gunnery action?[/occ]
Aug 27, 2024 2:45 am
OOC:
Do we have one airlock or two? Can they both dock?

htech says:
OOC:
PhoenixScientist says:
I have a barricade and trap at 2.E, the airlock. I also have traps at 1.C and 5.C.
Actually, just section 2.E... It takes 1h (4 space combat rounds) for RB to make a set of 3. See this post.

You now have 2 sets.

Unless you want a single trap (a single 5ft square) in each section? If so, that's OK, we can spread them around in up to 6 sections.

Edit: I will let you choose the exact square(s) when we enter hand-to-hand in a map for a section with a trap but I would like to know the sections and how many in each before they board.
OOC:
I wasn't sure. If I can have multiple in the airlock. At least one full set (3 traps and a barricade) if we think they will both dock I say we trap both.
Can I make a check to see if I think they will both dock?
Aug 27, 2024 5:45 pm
OOC:
Well, my thinking is that the other fighters (NPCs) and I are in or near section 2E, to be close to the airlock where the Free Merchant is docking. I want to be close enough that, if the boarding party is small enough, we can pin them down and, as the situation allows, possibly board their ship to add to the confusion, but far enough away that they won't see us until they've entered the Celestial Voyager and are more vulnerable.

I've been trying to determine if anyone should be sitting in view of the airlock, to give the appearance that we're following their dictates. I don't know if we can spare enough people to make it look convincing, but having no one there will raise red flags for them further.

For my reference, the abstract deck plan.
Last edited August 27, 2024 5:46 pm
Aug 27, 2024 5:50 pm
OOC:
I'm.just going to wait for concrete answers from our GM. Though I'm not much worried about being convincing. Once they open the door and get gasses it'll be obvious That and is trying to kill them.
Last edited August 27, 2024 5:50 pm
Aug 27, 2024 9:37 pm
OOC:
When equipping the NPC, everyone needs to be in an environment suit. We are going to hit vacuum at some point. We need to be prepared for that.

I am fuzzy on how much time we have. I'd like some of the cargo moved around, at least the bikes, but if we don't have time for it, we don't have time for it. They are interested in the guns. I'd rather not lose the rest if we can avoid it. However, if one of the combat specialists (Douklan) has a better use for them, go for it.

I still want Mariella and the two non-combatants to be moved out of the way so as to not get stuck in any crossfire. They need to be fully set up with vacc suits. Erin and the two new grunts will get to help with the defense, however. They will preferably be fully kitted out, but if the barbarian can only handle something less, so be it. Jil needs to be part of any invasion team to be able to fly the stolen ship. Hank will help out wherever he can help out. No idea what that will be given his modest combat skills.
Aug 28, 2024 12:18 am
OOC:
PhoenixScientist says:
Do we have one airlock or two?
One.
PhoenixScientist says:
Can they both dock? Can I make a check to see if I think they will both dock?
The attack frigate have boarding tubes. They don't need airlocks.
Spaceseeker19 says:
Well, my thinking is that the other fighters (NPCs) and I are in or near section 2E, to be close to the airlock where the Free Merchant is docking. I want to be close enough that, if the boarding party is small enough, we can pin them down and, as the situation allows, possibly board their ship to add to the confusion, but far enough away that they won't see us until they've entered the Celestial Voyager and are more vulnerable.
Okay!
Daryen says:
I still want Mariella and the two non-combatants to be moved out of the way so as to not get stuck in any crossfire. They need to be fully set up with vacc suits.
You mean Mariella, Stone and Maya? Sure, they will follow your choices, go to the bridge (Section 5.A) and try to stay out of the way. I'm giving you control of their actions. Valeria can try to protect them and you can stay there as well, if you want.

Xia can fight, but not use powered armor. Let me put her under Mercer now, with an Icarus Harness and Spike Thrower, per PhoenixScientist loadout.
Daryen says:
Erin and the two new grunts will get to help with the defense, however. They will preferably be fully kitted out, but if the barbarian can only handle something less, so be it. Jil needs to be part of any invasion team to be able to fly the stolen ship.
Jil, Erin, and Appius are under Douklan's direct command for this, so it's up to Spaceseeker19. If he doesn't says otherwise, Jil is using an armored vacc suit and will try to stay at the rear and work as pilot/support for them. Erin and Appius are using Assault Suits and are at the front, part of his assault squad.

Are you going letal or stunner rifles, Douklan? There are tons of stunners if you wanna use them ;)
Peter says:
"I'm heading to the Starboard Airlocks, who else is with me?
Hank? I mean, there is no one left. =D I think you're understaffed for combat.
PhoenixScientist says:
I wasn't sure. If I can have multiple in the airlock. At least one full set (3 traps and a barricade) if we think they will both dock I say we trap both.
You can. For reference, a section is roughtly 100 feet wide x 100 feet long (20 x 20 squares). I'm choosing now that "RB's trap" will damage with 3d8 anyone within 15 feet (3 squares) when it blows, with an Evasion saving throw for half damage. Victims up to 35ft away (7 squares, if there is no cover/nothing in between) take half damage, with an Evasion save for none.

So, there is a central square for each trap, that I will let you choose before combat starts in a specific section / map. For now, I just need to know how many traps you're putting in which sections. =)


What do you do?

Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: Do your duty 5
Celestial Voyager Engineering: To be defined ?
Aug 28, 2024 1:40 am
Quote:
OOC:
So, there is a central square for each trap, that I will let you choose before combat starts in a specific section / map. For now, I just need to know how many traps you're putting in which sections. =)
OOC:
Is there any way for us to tell if/where the main ship will.
. connect? I want to make as much an informed decision as possible.

OOC:
I feel like we need two teams. One to handle each ship?
Last edited August 28, 2024 2:31 am
Aug 28, 2024 2:07 am
OOC:
Peter, or Peter and Hank, as an attack force against marines from the main unit isn't going to work. Peter should join one of the other three teams: bridge, Douklan, or Mercer.
Aug 28, 2024 7:15 pm
OOC:
PhoenixScientist says:
Is there any way for us to tell if/where the main ship will.
. connect? I want to make as much an informed decision as possible.
Nope. It's too far away now and it will be too late to move your traps if/when the frigate boards you.
Aug 29, 2024 12:23 pm
Not repairing the engines was never an option in Corbin's mind. He listens to the in ship comms chatter wondering if he will get this done before anyone decides to order him to stop.

Placing the spanner back in the tool chest he relaxes for a second. 'That should do it.'
OOC:
Emergency Repairs - 3CP
Last edited August 29, 2024 12:28 pm

Rolls

[SWN] Corbin McRogers: Fix - (4d6h2+3)

(3623) + 3 = 12

Aug 29, 2024 1:27 pm
OOC:
Great! You still have 4 CP left in this round, Corbin. The engines are now damaged but functional (Spike 1 rating). If you repair them again, they will be as good as new (Spike 2). Or you can restore some of the hull using Damage Control (3 CP). The CV took 11 hit points from previous shots.

What do you do?

Departments may act in any order:
Ship Action CP left Result
Celestial Voyager Captain: Support Department (Engineering) 0 Next engineering action costs -2 CP
Celestial Voyager Mercer: Above and Beyond (Talk) 2 Talking with the pirates
Celestial Voyager Comms: Do your duty 3
Celestial Voyager Bridge: Do your duty 4
Celestial Voyager Gunnery: Do your duty 5
Celestial Voyager Engineering: Emergency Repairs (engines) 4 Engine restored but still damaged. You now have Spike 1 rating.
Celestial Voyager Engineering: ? ?
Aug 29, 2024 2:24 pm
"I will be joining up with Mercer, we should let one of this groups a bit further from the airlock, and as a quick response team in case they start to boarding from another location"

Peter will join in on mercer and give a quick nod of the head

"Are you good to take point?"
OOC:
I fell like they will let the freemerchant dock, but as soon as they notice it's a trap they will try and board with the attack frigatewe
"The team closer to the airlock can try and board the Free Merchant and maybe get controll of it, while our team stays behind and responds to the attack frigate's response"
Aug 30, 2024 5:58 am
OOC:
Will it make more tactical sense for everyone to be in one spot, even the non-combatants? Plus, I'm sure the Captain can fire a gun, so that's a couple extra guns a-blazin' if needed.

We have six combatants: Douklan, Peter, Erin, Appius, Mercer, and Jil. Potentially Valeria and Hank, too. Corbin would count, but he and Gui are working on other things. Assuming all these named, that gives a max of ten combatants. Against at least double that. The non-combatants are Xia, Mariella, Evelyn, and Maya. The latter four can be armed if they so desire. I assume everyone else is armed with their favorite lethal weapon. The latter four will absolutely be put into armored vacc suits. The rest will be armored as they desire, but everyone has to be in either combat armor, armored vacc suit, or have an Icarus harness.
Last edited August 30, 2024 6:20 am
Aug 30, 2024 7:15 pm
OOC:
I think it would make sense for us all to be in one spot. Ideally, we'd have some of us waiting as if we were obeying their orders, but that's a really big ask of the noncombatant NPCs and not something that Douklan could order.
Aug 30, 2024 7:31 pm
OOC:
^ Agreed. We may have to go all in. Then react from there. But I assume forced docking with boarding tubes will take enough time for us to move to where they are docking.
On that note, should we have a trap in 5.C, 4.C, & 3.C. and the other 3 in with us?
Aug 30, 2024 7:57 pm
OOC:
Quote:
But I assume forced docking with boarding tubes will take enough time for us to move to where they are docking.
Yup. It will take them some time to do this, and the CV is optimized for a seamless flow of people and cargo between its sections (at least until you start fighting, disabling and blowing things up).
Aug 30, 2024 9:43 pm
OOC:
OK, if we're gonna be fighting here, then we need to figure out who is giving orders for the combat and who is doing what. Hank will facilitate getting that set up, but he isn't going to lead the combat because he's smart enough to know he's the wrong person for that.

So, where are we grouping up? Where are we staging? Where should the non-combatants be? Who's gonna direct the activity? Are we gonna try for the Free Merchant or just go pure defense? If we go for the Free Merchant, do we all go on board, or just a couple? (Really, only one is needed.) How are we running this?

Edit: oh, and when do we call Corbin and Gui down and what are we doing with the synths?
Last edited August 30, 2024 9:45 pm
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