The Starport Dive

terrymixon
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Re: The Starport Dive

#441 Post by Thumper »

I get that for the TL16 and above stuff. But the Grav Pistol and Rifles are TL13-15 and the write up/description you provided says they are common…just expensive and, therefore, seldom used. Ion Rifles are TL14, and Cartridge Lasers available at TL10…so how are our Mad Dog-found weapons of these specific lower TL weapon types attract that kind of attention … especially given Glisten is a TL16 world. Do they look cooler?

Just for clarification, do the few TL16 worlds in the Imperium not have our TL16 weapons? It sounds like that is the case you are making.
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Re: The Starport Dive

#442 Post by Tiglath »

terrymixon wrote: Thu Sep 19, 2024 2:52 pm
Thumper wrote: Thu Sep 19, 2024 2:35 pm Sure, but credibly explainable…At least to high authorities.

Ion and fusion/plasma weapons are common at TL 14/15…same as Accelerator Weapons… so shouldn’t be too difficult Metz-slain, right? The Maser, Sunbeam, and Disintegrator…”Lucy? You got some ‘splaining to do!”
Explainable? Yes. Draw every person in the sector that wants that tech at any cost? Also yes. Have the authorities impound the for public safety (and to reverse engineer)? Once again, yes.
I''m hopefully understanding the combat rules correctly but unless we're fighting folk in Battledress, milspec Robots or Vehicles (where we need uber penetration & damage) using the higher tech weapons just a) flags us up b) does excess/redundant damage to a target that we don't need.

There's no need to use them when the laser equivalent is just as efficient/destructive. Using auto fire and high skill/stat bonuses Silencer and Walt can almost guarantee multiple hits.

In mundane situations using the "chrome" gear causes more trouble than its worth with both literal and actual fallout coming back on us. For example in this current situation surely the very last thing we want to do is irradiate bits of our brand new spaceport???
Last edited by Tiglath on Thu Sep 19, 2024 3:43 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: The Starport Dive

#443 Post by terrymixon »

Thumper wrote: Thu Sep 19, 2024 3:27 pm I get that for the TL16 and above stuff. But the Grav Pistol and Rifles are TL13-15 and the write up/description you provided says they are common…just expensive and, therefore, seldom used. Ion Rifles are TL14, and Cartridge Lasers available at TL10…so how are our Mad Dog-found weapons of these specific lower TL weapon types attract that kind of attention … especially given Glisten is a TL16 world. Do they look cooler?

Just for clarification, do the few TL16 worlds in the Imperium not have our TL16 weapons? It sounds like that is the case you are making.
Are there other TL-16 worlds inside the Imperium other than Vincennes? Yes, the weapons that are TL-15 or lower won’t do more than cause a little envy. As you go up above that, each step makes them more attention grabbing.

Glisten is TL-15. The Starport you just received was finalized using tech from Vincennes. In Deneb and the Spinward Marches, TL-15 is scarce. TL-16 almost a myth.

I was too broad in my earlier comment. I’d forgotten that a lot of the weapons were lower tech level. Amend my statement to being about the high tech weapons.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#444 Post by terrymixon »

Tiglath wrote: Thu Sep 19, 2024 3:40 pm
terrymixon wrote: Thu Sep 19, 2024 2:52 pm
Thumper wrote: Thu Sep 19, 2024 2:35 pm Sure, but credibly explainable…At least to high authorities.

Ion and fusion/plasma weapons are common at TL 14/15…same as Accelerator Weapons… so shouldn’t be too difficult Metz-slain, right? The Maser, Sunbeam, and Disintegrator…”Lucy? You got some ‘splaining to do!”
Explainable? Yes. Draw every person in the sector that wants that tech at any cost? Also yes. Have the authorities impound the for public safety (and to reverse engineer)? Once again, yes.
I''m hopefully understanding the combat rules correctly but unless we're fighting folk in Battledress, milspec Robots or Vehicles (where we need uber penetration & damage) using the higher tech weapons just a) flags us up b) does excess/redundant damage to a target that we don't need.

There's no need to use them when the laser equivalent is just as efficient/destructive. Using auto fire and high skill/stat bonuses Silencer and Walt can almost guarantee multiple hits.

In mundane situations using the "chrome" gear causes more trouble than its worth with both literal and actual fallout coming back on us.
This was the point I was making.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#445 Post by Thumper »

My mistake about Glisten TL. Sorry.

So, the TL-15 and below weapons in this system…including Garvin’s TL14 arc-field gloves…would catch the kind of attention like: “Oh, wow, top shelf stuff. Wish I could afford that.” Or: “What allows them to possess that kind of weapon…oh, licensed bounty Hunter. Hey, lemme see that license”.

Certainly the Grand Princess’ Guard could have TL15 and 16 with no questions asked. Even the TL16 Vincennes stuff would be no more a problem than eye catching…correct? Otherwise, the local nobility and their guards would routinely carry higher TL weapons than the Grand Princess’ TL13 Gauss Pistols (though Gauss is very cool).

Now us using TL16 and beyond stuff … totally different story.

I think Walt will stick with his TL15 Grav Pistol…I really like being able to instantly adjust damage die and AP with each shot if need be.
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Re: The Starport Dive

#446 Post by Tiglath »

Yeah we can go to "Bling" as per "flash git bounty hunters"! (TL 14/15 tops) ;)

But not "chrome" TL 16+.

One has "plausible deniability" while the other not only "overkills" the target/prisoner/hostage/Intel source (and possibly irradiates the area) it also over penetrates and shares all that excess energy (it's got to go somewhere!) with the school trip to the starport on the other side of the wall...

Grav pistol's an ideal choice being "Bling" but also having way more utility than a fusion pistol.

NB Given our "weapon smithing" fabricator skills we can easily tune up any "hard round" weapon to carry toxins (paralysis, anti psi, tranq, etc) or special payloads (e.g HE). Now this might be where you could hide your TL 16 upgrade - in the ammo.

NB (the second). Don't forget the extra effect our skills and upgrades have. The ability to (semi reliably) place -4 DM "called shots" on weak armour locations / disabling target areas pushes the effect of even mundane weapons in our hands.
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: The Starport Dive

#447 Post by Thumper »

I amended Walt's Go-Bag packing to make two Go-Bags. One is packed with TL15 and below kit. The other is TL16 and above kit. Clearly labled!!

By the way...a Go-Bag is a bag with backpack straps.
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Re: The Starport Dive

#448 Post by terrymixon »

Thumper wrote: Thu Sep 19, 2024 4:16 pm My mistake about Glisten TL. Sorry.

So, the TL-15 and below weapons in this system…including Garvin’s TL14 arc-field gloves…would catch the kind of attention like: “Oh, wow, top shelf stuff. Wish I could afford that.” Or: “What allows them to possess that kind of weapon…oh, licensed bounty Hunter. Hey, lemme see that license”.

Certainly the Grand Princess’ Guard could have TL15 and 16 with no questions asked. Even the TL16 Vincennes stuff would be no more a problem than eye catching…correct? Otherwise, the local nobility and their guards would routinely carry higher TL weapons than the Grand Princess’ TL13 Gauss Pistols (though Gauss is very cool).

Now us using TL16 and beyond stuff … totally different story.

I think Walt will stick with his TL15 Grav Pistol…I really like being able to instantly adjust damage die and AP with each shot if need be.
Yes, and that's fine.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#449 Post by terrymixon »

Tiglath wrote: Thu Sep 19, 2024 4:36 pm Yeah we can go to "Bling" as per "flash git bounty hunters"! (TL 14/15 tops) ;)

But not "chrome" TL 16+.

One has "plausible deniability" while the other not only "overkills" the target/prisoner/hostage/Intel source (and possibly irradiates the area) it also over penetrates and shares all that excess energy (it's got to go somewhere!) with the school trip to the starport on the other side of the wall...

Grav pistol's an ideal choice being "Bling" but also having way more utility than a fusion pistol.

NB Given our "weapon smithing" fabricator skills we can easily tune up any "hard round" weapon to carry toxins (paralysis, anti psi, tranq, etc) or special payloads (e.g HE). Now this might be where you could hide your TL 16 upgrade - in the ammo.

NB (the second). Don't forget the extra effect our skills and upgrades have. The ability to (semi reliably) place -4 DM "called shots" on weak armour locations / disabling target areas pushes the effect of even mundane weapons in our hands.
Yep. Can't wait until you start getting called trick shooters.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#450 Post by helvorn »

I need a bit to get my equipment in order, sorry.
The Spinward Main
Donovan Argushiig, 899CB6, Merchant (3rd Officer), 3 terms, 30 (aka Roger Jones)
Gun Cbt-1, Melee Cbt-1 (Axe), Zero G-0, Steward-1, Pilot-1, Streetwise-1, Gunnery-2, Jack o’Trades-2, Trader-3, Carousing-1, Liaison-1, Engineering-1, Comms-1

District 268
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Re: The Starport Dive

#451 Post by terrymixon »

helvorn wrote: Thu Sep 19, 2024 9:46 pm I need a bit to get my equipment in order, sorry.
I’ll hold the ambush off til you’re ready.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#452 Post by ateno »

Thumper wrote: Thu Sep 19, 2024 4:47 pm I amended Walt's Go-Bag packing to make two Go-Bags. One is packed with TL15 and below kit. The other is TL16 and above kit. Clearly labled!!

By the way...a Go-Bag is a bag with backpack straps.
Arkar will drop his enery pistol in the go bag and take a tl 14 energy pistol instead.
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Re: The Starport Dive

#453 Post by helvorn »

terrymixon wrote: Thu Sep 19, 2024 9:54 pm
helvorn wrote: Thu Sep 19, 2024 9:46 pm I need a bit to get my equipment in order, sorry.
I’ll hold the ambush off til you’re ready.
I think I am pretty well updated. Not 100% gear headed but pretty close!
The Spinward Main
Donovan Argushiig, 899CB6, Merchant (3rd Officer), 3 terms, 30 (aka Roger Jones)
Gun Cbt-1, Melee Cbt-1 (Axe), Zero G-0, Steward-1, Pilot-1, Streetwise-1, Gunnery-2, Jack o’Trades-2, Trader-3, Carousing-1, Liaison-1, Engineering-1, Comms-1

District 268
Dzofin 6D9D8A, Corsair (Force Leader), 3 terms
Ships boat-1, Infighting-1, Leader-1, Vehicle-1, rifle-1, SMG-1, Gunnery-1, bribery-1, streetwise-1, forward observer-1, Vacc Suit-1

The Western Lands
Robin Sherwin - Halfling Thief Level 1
Str 11 Dex 14 Con 14 Int 13 Wis 8 Cha 13 Hp 6 AC 13
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Re: The Starport Dive

#454 Post by terrymixon »

helvorn wrote: Thu Sep 19, 2024 10:25 pm
terrymixon wrote: Thu Sep 19, 2024 9:54 pm
helvorn wrote: Thu Sep 19, 2024 9:46 pm I need a bit to get my equipment in order, sorry.
I’ll hold the ambush off til you’re ready.
I think I am pretty well updated. Not 100% gear headed but pretty close!
Did you update the skills sheet?
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#455 Post by terrymixon »

terrymixon wrote: Thu Sep 19, 2024 10:29 pm
helvorn wrote: Thu Sep 19, 2024 10:25 pm
terrymixon wrote: Thu Sep 19, 2024 9:54 pm

I’ll hold the ambush off til you’re ready.
I think I am pretty well updated. Not 100% gear headed but pretty close!
Did you update the skills sheet?
You did, but Jaelah still needs to. Garvin has 4 points left to allocate as the ones he told me to add to vacc suit were already allocated there. You can look in your private messages for the link. Add numbers to the green to hit 48 at the bottom of the sheet.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#456 Post by Tiglath »

terrymixon wrote: Thu Sep 19, 2024 10:49 pm Garvin has 4 points left to allocate as the ones he told me to add to vacc suit were already allocated there.
My skill sheet shows no addition to Vacc Suit so might that mean I'm actually "full"?
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: The Starport Dive

#457 Post by terrymixon »

Tiglath wrote: Thu Sep 19, 2024 11:09 pm
terrymixon wrote: Thu Sep 19, 2024 10:49 pm Garvin has 4 points left to allocate as the ones he told me to add to vacc suit were already allocated there.
My skill sheet shows no addition to Vacc Suit so might that mean I'm actually "full"?
Maybe I was looking at the wrong tab. It's added now. Applogies.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#458 Post by Tiglath »

terrymixon wrote: Thu Sep 19, 2024 11:18 pm
Tiglath wrote: Thu Sep 19, 2024 11:09 pm
terrymixon wrote: Thu Sep 19, 2024 10:49 pm Garvin has 4 points left to allocate as the ones he told me to add to vacc suit were already allocated there.
My skill sheet shows no addition to Vacc Suit so might that mean I'm actually "full"?
Maybe I was looking at the wrong tab. It's added now. Applogies.
That's grand! Thanks very much for sorting that out. :D
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: The Starport Dive

#459 Post by terrymixon »

Ah! Garvin and Walt, winning friends and influencing people. If I'm ever feeling like jumping off a ledge, please, no one call them to talk me down. ;)

Image
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
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Re: The Starport Dive

#460 Post by Tiglath »

Can't jump if you've been goaded into a fight! ;) :P
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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