OOC and MIA

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Tiglath
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Re: OOC and MIA

#321 Post by Tiglath »

joertexas wrote:A note about Prerna:

She's in a bad mental place right now, which is why I wanted to remove her from the decision-making process. I'm adding a couple of OOG things, like the battledress, but otherwise I'm good with whatever y'all decide to do with the team for the current situation.

Once this mess with the murdered troopers and Harry is handled, then she will be able to more fully engage with the team.
Thanks for sharing this with the team. Great method of avoiding misunderstandings etc. 8-)
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
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Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: OOC and MIA

#322 Post by shaidar »

The Bindoner wrote: I like a Gauss, but that can come later - Jess already has a decent ACR, just needs ammo.

Full-spec CA with grav-belt for PC's seems basic, plus as many troops as we can afford. Certainly the spearpoint squad.
This all sounds good to me I'm happy to go with the ACR as standard weapon. What about small arms?

If we're getting more people, and there is money left, is it worth having a small recon team and getting them gauss rifles and some decent soft armour?

Either way Frank will avail himself of one of those navy gauss pistols from the loot, if no one has an issue with that.
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Re: OOC and MIA

#323 Post by The Bindoner »

We do need more people. If we can afford Gauss for a recon team, sure.

Sidearms, well they're optional extras. For most things we'll do they won't matter, and if they do the enemy has got too damn close, and how did that happen? :D

On that principle, sure, take the gauss pistol.

Jess claims a hardsuit from the loot, since she doesn't need a weapon ;) - if nobody objects.

As to the drugs: As a player, I can see that they would give us an edge. Jess though... I wrote a backstory that puts her firmly opposed to drugs. I was thinking of the government issued social-control/street drugs, but I think that would colour her attitude to combat drugs too...

Eh, it's a grey area, I'll roll with the team decision on that.
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Re: OOC and MIA

#324 Post by shaidar »

Frank has occasionally used combat drugs in the past to get out of the odd tight spot. He sees them as a tool, but wants to ensure that he doesn't become overly reliant on them.

As for the hard armour, sure, but we seemed to be up for getting us all combat armour. I assumed that we would use the two sets from loot and buy two sets and get them all upgraded, and everyone (PC's at least) would be happy. We do need to decide what the troops are going to wear.

I assumed a similar thing for firearms, choose a standard firearm, and then bring everyone up to that spec.

Of course, I may have misunderstood the intention.
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Re: OOC and MIA

#325 Post by The Bindoner »

As for the hard armour, sure, but we seemed to be up for getting us all combat armour. I assumed that we would use the two sets from loot and buy two sets and get them all upgraded, and everyone (PC's at least) would be happy. We do need to decide what the troops are going to wear.
I forgot that :oops: :oops:

It was late, and I was dividing attention among several things...

To make up for it I will sit down with the lists and work up a cost-per-trooper for various options later.
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Re: OOC and MIA

#326 Post by shaidar »

No worries, I often have days like that. :-)

Thanks for doing the number crunching.
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Re: OOC and MIA

#327 Post by Tiglath »

As a thought you might want to make a standard mission loadout for your troops. Maybe each PC could then manage and tweak that for their squad?

You may also want to select a squad support weapon (as the squad often carries its ammo). However, your under slung grenade launchers are doing that job well enough currently.

You could keep a select stash of drugs in case of emergency (for PCs) rather than "general issue". Please state which types.

Drugs available are: Medi Slow (Healing), Combat (cancels wounds NB temporary), Truth, Four other types (Double, Booster, Special, Anagathics - which you don't really understand).

Three(?) clips of ammo (pro's would howl here - so call that a minimum), a couple of grenades - (high tech) smoke is your friend, LAW is 3kg so maybe not in your fighting order kit but to be left with packs until needed.

Here's some weights: 9mm ACR 3.5kg mags @ 0.5kg, grenades all types 0.5kg

The only sidearm that actually gives the same penetration as the longarm it replaces (9mm ACR) is the snub pistol firing a HEAP round. Loaded snub revolver 0.28kg, loaded automatic (20rd) 0.41kg.

NB Let's keep maths easy! Round down for encumbrance (so Str 9 can carry 9.9kg and still be unencumbered).

A few thoughts - if your troops aren't encumbered you're (probably) doing it wrong. A sidearm weighs as much as a spare grenade (you need lots of these for FISH and CHIPS). Why would you need a pistol (unless you went to a posh skool and are a "gentleman") if you have been issued with a bayonet? ;) :)
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: OOC and MIA

#328 Post by joertexas »

Tiglath wrote:As a thought you might want to make a standard mission loadout for your troops. Maybe each PC could then manage and tweak that for their squad?

You may also want to select a squad support weapon (as the squad often carries its ammo). However, your under slung grenade launchers are doing that job well enough currently.

You could keep a select stash of drugs in case of emergency (for PCs) rather than "general issue". Please state which types.

Drugs available are: Medi Slow (Healing), Combat (cancels wounds NB temporary), Truth, Four other types (Double, Booster, Special, Anagathics - which you don't really understand).

Three(?) clips of ammo (pro's would howl here - so call that a minimum), a couple of grenades - (high tech) smoke is your friend, LAW is 3kg so maybe not in your fighting order kit but to be left with packs until needed.

Here's some weights: 9mm ACR 3.5kg mags @ 0.5kg, grenades all types 0.5kg

The only sidearm that actually gives the same penetration as the longarm it replaces (9mm ACR) is the snub pistol firing a HEAP round. Loaded snub revolver 0.28kg, loaded automatic (20rd) 0.41kg.

NB Let's keep maths easy! Round down for encumbrance (so Str 9 can carry 9.9kg and still be unencumbered).

A few thoughts - if your troops aren't encumbered you're (probably) doing it wrong. A sidearm weighs as much as a spare grenade (you need lots of these for FISH and CHIPS). Why would you need a pistol (unless you went to a posh skool and are a "gentleman") if you have been issued with a bayonet? ;) :)

At the moment, we all have ACRs with grenade launchers for those who want them, plus Prerna's gauss rifle, and the PGMP Cal was using. There were also LAWs mentioned, but I don't know if those were loaners. We also have combat armor for everyone, and we have at least one vehicle. I vote that Prerna will have custody of all the drugs, unless someone else has Medical-1 or better.

So, what do we need? Two sets of battledress, one for the PGMP gunner, and one for Frank or Jess would be good. The rest of the loadout is up to the individual, but most troopers carry six spare mags, plus whatever else they need for their mission.
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Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

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shaidar
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Re: OOC and MIA

#329 Post by shaidar »

I think that I follow and agree with what's being said :-)

I think we also seem agreed on the enhancements and grav-belts for the combat armour, plus those fancy medkits.

As for sidearms, we are saying that there is no point in wasting the encumbrance on the when we are on the job. So the only time we really need them is when we are out in public, or on a more delicate mission, in which case it's individual choice.

Currently Frank has a gauss rifle with a grenade launcher, but I think he'll want to swap to an ACR (with GL) and keep the gauss rifle for special occasions.

Who do we have who can use the PGMP? Or do we need to do some special recruiting for that one? [I'm sure I've asked this before and got confused as to which skill is needed]

As for drugs, I think we should sell all the special stuff and keep some of the medi-slow and 'fast' that was mentioned in another thread. If you guys don't want to keep then combat drug then that's fine, we can sell them.

Frank already has a few doses of combat drug of his own, plus some stim. Are you guys pushing for the unit to have an official 'no combat drugs (or worse)' type policy for all. I don't have a problem if that if that is what the consensus is, Frank can always sell his.
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Re: OOC and MIA

#330 Post by Tiglath »

There's lots of things to juggle and remember and a winding plot to keep up with so I'll put my oar in steer (ever so gently and democratically) from the back here.

The first is to correct my omission: Slow (or more accurately "Combat" Slow) makes you act twice as fast in combat and therefore guarantees you will shoot first. If you are duelling with energy weapons and the like you do not want to shoot second! ;)

So drugs (corrected) are:

Medi Slow (Healing), Combat (cancels wounds NB temporary), Truth, and Combat Slow.
joertexas wrote: At the moment, we all have ACRs with grenade launchers for those who want them, plus Prerna's gauss rifle, and the PGMP Cal was using. There were also LAWs mentioned, but I don't know if those were loaners. We also have combat armor for everyone, and we have at least one vehicle. I vote that Prerna will have custody of all the drugs, unless someone else has Medical-1 or better.

So, what do we need? Two sets of battledress, one for the PGMP gunner, and one for Frank or Jess would be good. The rest of the loadout is up to the individual, but most troopers carry six spare mags, plus whatever else they need for their mission.
You have an abundance of the 7mm ACR. Upgrading to the 9mm means only about a quarter of your hits have no effect (vs. soft armour) from about half with the lighter 7mm round (because the extra 2 to Pen pushes you into the "good bit" of the wound table results "bell curve").

The LAWs will need replenishing you used a number killing a G carrier (and then the vargr stole the ones you liberated :roll: ).

If you are going to override your medikits to force revival in combat the drugs will need to be personal issue (i.e. in the medikit) - equally so if folk want to keep a personal dose of Combat Slow "for emergencies".

As a technical point you don't need Battle Dress to fire the Pgmp 12 (only the Pgmp 13 and Fgmp 14) but buying when you can (now) can only be a benefit. If you want to upgrade the Pgmp 13 (Pen 25) has a better chance as vs. light armour / materiel and defeats Point Defence systems. This will cost you a mere 115 KCr.

However, those exceptions aside it would make sense for the medic to own the "pharmacy". This being 268 pure drugs are a hard currency (if not always legal).

And although she has her gauss rifle for in the field ... Prerna is aware that there are weapons for master snipers available out there. The Barrett .50 goes high tech! 8-) :twisted:

I'll continue answering shaidar in a separate post next...
Last edited by Tiglath on Tue Jun 02, 2020 6:39 pm, edited 2 times in total.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: OOC and MIA

#331 Post by Tiglath »

shaidar wrote:I think that I follow and agree with what's being said :-)

Currently Frank has a gauss rifle with a grenade launcher, but I think he'll want to swap to an ACR (with GL) and keep the gauss rifle for special occasions.

Who do we have who can use the PGMP? Or do we need to do some special recruiting for that one? [I'm sure I've asked this before and got confused as to which skill is needed]
No need to shelve your gauss rifle it has a under slung GL and is (marginally) the better weapon and is stealthy. However, you wouldn't be able to share ammo with those using the ACRs. In fairness though if it's got that bad - it's bad.

High Energy Weapons (preferably with lots of levels and/or high Dex) is the skill to use Plasma and Fusion guns. Cal's going on sabbatical (sailing around an archipelago - in a gas mask) for a while - so a new recruit will be sought!

NB A laser weapon would mostly(ish) do the same job (with less Pen).

A reminder:

Ensign “Dubs” Dubonnet (Imperial Navy) A86989 Age 38 Laser Wpns 2 SMG 1 Blade 1 Comms 1 Electronics 1

Dubs not only has Laser skill but with Comms and Electronics he can service all that new gear you have failed to read the manual on! He is your only(?) Tech guy.

All I can add on drugs is that although some drugs are illegal (broadly "street drugs" on health grounds) "enhancement" drugs and, of course, those of a medical nature are legal within District 268.
Last edited by Tiglath on Tue Jun 02, 2020 6:32 pm, edited 1 time in total.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: OOC and MIA

#332 Post by shaidar »

OK, I guess I can use the grenade launcher if I need something to go bang :twisted:

(rather than an ACR with HE rounds)
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Re: OOC and MIA

#333 Post by joertexas »

shaidar wrote:OK, I guess I can use the grenade launcher if I need something to go bang :twisted:

(rather than an ACR with HE rounds)
A 40mm grenade has a much bigger bang than a 9mm one, too :D
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursiia, 486B97
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

Billion Credit Bounty
Her Excellency Jaelah Shugilamar, Countess Vincenzo, EFHGHE-RR2
Investigate-5, Ancients Tech-2, Psi Devices-2, Gun Cbt-2, Streetwise-2, Interpret-2, Omni-Science-2, Persuade 1, ZeroG-1, Athletics-1, JOT-1, Computers-1, Medic-1, Telepathy-1, Persuade-1, Drive-0, , Recon-0, Vacc Suit-0

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Re: OOC and MIA

#334 Post by Tiglath »

Oh yeah!

A 9mm HE round draws attention and makes things angry - the 4cm RAM grenade means you need the dust pan and brush! :twisted:

9mm round Pen 3 HE

vs.

4cm RAM Pen 9 (contact) / Pen 2 (frag) HE or Pen 32 HEAP

NB Battledress = AV 18 :o
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: OOC and MIA

#335 Post by shaidar »

OK, so Dubs has some great skills, but when we recruit we ought to find some other people with those kind of skills as well. Always good not to have to rely on a single person.

It's a shame that Dubs can't wear battle dress, so there is no point upgrading to the PGMP 13, unless we find another recruit who can use battle dress.

EDIT: ignore the last line, just re-read T's post and realised I made the same error confusing laser weapons and HE weapon skills as last time :roll:
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Re: OOC and MIA

#336 Post by The Bindoner »

For what it's worth here's the back of the envelope I scribbled on between finishing work and pouring a G+T:

Suggest the full spec computer @ 200k

PC's get:
NCO Combat Armour: @ 116.2k
Grav Belt @ 100k
Personal Medcomp @ 100k
ACR @1000Cr

Total 317.2k per PC

For Frank, Prerna, Keve and Jess that's 1,266,800cr ( Save 2k for Jess' ACR and the loot ACR )


Leaves 1,033,200Cr

Trooper:
Combat Armour, full spec: @ 115k

Grav Belt @ 100k

9mm ACR @ 1k
RAM GL @ 600cr

( Gauss Rifle @ 1500Cr )

Ammo 10/150cr

216.75k per trooper

Can afford 4 full outfits. ( 867k )



We could have 5 Grav Belts total, for a team of mobile troopers, use the two vehicles as a taxi service for a less agile support team using missiles and HMG. Means only the PC leading the team is belted.

If we downgrade troopers to basic Chameleon/psi-shield hardsuits we save 50k per trooper ( 65KCr each unit )

At present we have 7 troopers and 4 active PC's

4x NCO CA = 464.8

4x Trooper CA (w. imaging) = 460

3x Basic Cham-CA = 195

(1119.8)

4x Medkit = 400k

5x Grav Belt = 500k

Computer = 200k

(2219.8)

7x 9mm ACR w. GL = 11.2k

2x Gauss Rifle w. GL = 4.2k

(2235.2)

Leaves enough for three more Basic trooper ChamCA+ACR @ 66.6k

I believe we have some other cash lying around to buy tools, basic medkits and ammo.
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Re: OOC and MIA

#337 Post by shaidar »

Thanks for the figures. I think we'll have to give the troopers the lower spec CA.

I think both Prerna and Frank won't need ACRs as they are sticking with thier gauss rifles, a minor saving of 2k. However, did you account for the saving we'd get for the 2 CA sets in loot (not sure how much one will cost to repair)?
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Re: OOC and MIA

#338 Post by The Bindoner »

No, they are lower TL suits, we either sell them or use them for base security.

If we only buy full-spec CA for PC's and get basic ChamCA for all our NPC troops that buys another 3 suits. 4, maybe 5, if we trade in the loot-suits.

The weapon costs are negligible, a couple of K here or there. It's grav belts, and high-TL toys like imaging gear, that we have to ration.

EDIT:

We have a looted grav belt. Either that's an extra person equipped, or a saving that can be put toward CA. Depends on if we want more footsloggers right now, or a bigger mobile strike team.
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Re: OOC and MIA

#339 Post by Tiglath »

I bring a solution :) and an admission :oops:

I've given you the Imperial standard super duper armour price of 60K per suit.

Alas and alack (as per the correct text - I got that bit right :roll: ) Collace at TL13 can only supply the "mid tech" combat armour (AV 10). As I mentioned somewhere else Imperial standard gear is limited issue (Planetary governments of TL 14+ and folk with full Mercenary Warrants only) to avoid an excess of involuntary regime changes.

"Bah, fix! How do we get a full merc warrant then?" I hear you ask. Well, by good deeds (in the eye of the beholder) and volunteering to serve the Imperium (become an actual counter in GDW's the Fifth Frontier War game) and then get stomped all over by the invading Zhodani! :) Actually, playing for the Outworld Alliance would be a good gig - at least until the Imperial reinforcements turn up! ;)

The good news is that this saves you 30K per suit and you have two looted suits already in hand (refurbishing costs waived for the one with a hole in).
Tiglath wrote:Armour

TL 13 (AV 10) Battledress (NB you need the skill to use it) 200,000 Cr
TL 13 (AV 10) Combat armour (unskilled) 60,000 Cr 30,000 Cr

The “extras”:
Thermal Imaging 20,000 Cr
Image Enhancement 30,000 Cr 1kg
Chameleon Surface 1,000 Cr
Psionic Shielding 4000 Cr
TL 14 Radio Range 100km- included
Blaupunkt stereo - gratis

Officer/NCO option: Laser Comms Range 5km 1,200 Cr
This "cock up now resolved" should assist the treasury! :)
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: OOC and MIA

#340 Post by The Bindoner »

It helps. ( sort of. Lower AV :) )

Probably still best to get the basic troops basic CA, without that expensive imaging gear. LIIR goggles and decent sights should do for them.
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