General/OOC
Re: General/OOC
I haven't given it to anybody yet, as the Captain slot hasn't come up yet. I currently plan to take the Support Department action, but what department I apply it to will depend on whether we've got 2 working weapon systems or just one--so it depends on you!
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: General/OOC
Oh! Got it! I thought Captain's declarations were first but you're right. You're in the order.
By accepting the crisis, the weapons are good, right? I thought that was determined by that choice. We have this turn and next turn before the crisis explodes instead?
I will go get my laptop and take my action now...

By accepting the crisis, the weapons are good, right? I thought that was determined by that choice. We have this turn and next turn before the crisis explodes instead?
I will go get my laptop and take my action now...

Re: General/OOC
Yeah, you're right. We have until the end of this round before they explode, so Romer should be able to get off at least one shot, even if nobody successfully deals with the crisis.
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: General/OOC
Hmmm. That's an important distinction. The language is "If not resolved by the end of the next round" I assumed we took the damage THIS round, and we have two sets of actions to try and get it fixed before our hull explodes... Yes or No?
Doing this now... hoping for the best!
Doing this now... hoping for the best!
Any PC can Deal With a Crisis by taking that general action and describing what they’re doing to solve the problem. They then roll an applicable skill check against difficulty 10, possibly modified by up to plus or minus two depending on the GM’s judgment of their general plan and its likelihood of being helpful. On a success, the Crisis is resolved. All Crises are considered resolved at the end of an engagement.
Re: General/OOC
Yeah, I guess that's correct. At any rate, roll well and we'll be OK.
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: General/OOC
Yeah that's how I read it too. You'll still have one more shot to prevent the damage next round.Marullus wrote:I assumed we took the damage THIS round, and we have two sets of actions to try and get it fixed before our hull explodes... Yes or No?
Out of interest, where did you get the idea that pirates have 5CP?
Re: General/OOC
So if I get this correctly - we have 3 CP now, and Romer only needs 1 to fire all guns because he gets the -2 discount?
If so, I'm going to spend the 2 on evasive maneuvers as planned - can I use my original roll or do you want me to roll again?
If so, I'm going to spend the 2 on evasive maneuvers as planned - can I use my original roll or do you want me to roll again?
Re: General/OOC
Correct--we currently have 3 CP, and any action(s) Romer takes on the Gunnery phase will cost 2 less, so if you took a 2 CP action like Evasive Maneuvers that would leave enough for a Fire All Guns action!
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: General/OOC
Faanku wrote:Out of interest, where did you get the idea that pirates have 5CP?
Page 114:
If the ship is an NPC ship, the GM can abbreviate the process, giving it a fixed number of Command Points based on its general crew quality, with the ship being able to take whatever actions it needs using that total. Fighters and civilian ships usually have 4 Command Points, military or pirate ships have 5, native spacers and highly-trained warships have 6, and the finest NPC crews in space can muster 7 points.
Re: General/OOC
You may, which means you succeeded.eirei wrote:If so, I'm going to spend the 2 on evasive maneuvers as planned - can I use my original roll?
Well then. I guess their gunner is off sick today.Marullus wrote:pirate ships have 5
Re: General/OOC
Just to clarify, only one action has the discount applied.Enoch wrote:Romero, you have 1 CP and everything is 2 CP cheaper for you this round. Let 'em have it!
Re: General/OOC
My bad. I don't know why I said that, because I knew it only applied once.
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: General/OOC
It's a tense situation for Odo after all.
Re: General/OOC
Benedict; you were defeated in an opposed roll of Int/Program and the pirates have succeeded in their Defeat ECM action. Would you like to use your Expert class ability to re-roll this, or let it be?
And on that note, does anyone have an issue with me making the opposed rolls for ship combat myself to speed things up?
And on that note, does anyone have an issue with me making the opposed rolls for ship combat myself to speed things up?
Re: General/OOC
I have no issue with you rolling on the opposed rolls.
Re: General/OOC
Ship Combat, Round 2, order will be as follows:
- Engineering
- Bridge
- Captain
- Comms
- Gunnery
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
Re: General/OOC
-2 CP for evasive maneuvers, that puts as at 0 again.
Re: General/OOC
Yep, anyone is allowed to use them. 
IC, Damian called for max firepower. OOC, I don't know that trading 2 CP for +1 AC instead of "fire once" for 2d6 damage is a good move.
However, that's why the rules are explicit about everyone being free to make IC decisions and it makes sense for Silas to focus on doing what he does best.
OOC tactical discussion is secondary.
It's up to Comms to get CP back. If he plays it safe for 1 CP, then we can "fire all" and use the 2d6 charge and 1d4 laser. If he hacks their ship (for his roll-three-keep-two advantage) and succeeds to earn us 2CP then we can still fire the 2d6 weapon twice (and skip the laser). If he decides a different action entirely, then the Captain's -2 advantage still at least allows one 2d6 shot. Not bad in any case.
(Edit to clarify: he can fire the good gun more than once for 2 CP each shot if we build up the points to do so.)
Please don't take offense at my IC response.
That's just role-play.

IC, Damian called for max firepower. OOC, I don't know that trading 2 CP for +1 AC instead of "fire once" for 2d6 damage is a good move.
However, that's why the rules are explicit about everyone being free to make IC decisions and it makes sense for Silas to focus on doing what he does best.


It's up to Comms to get CP back. If he plays it safe for 1 CP, then we can "fire all" and use the 2d6 charge and 1d4 laser. If he hacks their ship (for his roll-three-keep-two advantage) and succeeds to earn us 2CP then we can still fire the 2d6 weapon twice (and skip the laser). If he decides a different action entirely, then the Captain's -2 advantage still at least allows one 2d6 shot. Not bad in any case.
(Edit to clarify: he can fire the good gun more than once for 2 CP each shot if we build up the points to do so.)
Please don't take offense at my IC response.

Last edited by Marullus on Sun May 31, 2020 4:00 pm, edited 1 time in total.
Re: General/OOC
Nah, it's cool, I just thought we could get to 3 anyway? -2 from the captain's action, and 1 from comms.
Though in retrospect I should've asked if we wanted to hack them, I didn't think of that. I was actually going through the possible actions for the remaining stations and somehow missed that one, my bad.
edit: FWIW, we get +2 to AC, not 1, not that it makes much difference.
Though in retrospect I should've asked if we wanted to hack them, I didn't think of that. I was actually going through the possible actions for the remaining stations and somehow missed that one, my bad.
edit: FWIW, we get +2 to AC, not 1, not that it makes much difference.
Re: General/OOC
Oh, cool! Yeah, that makes a difference. How do you get level-2 skill at second level?