Karvis
Out of Character Discussion => Special Forces OOC Forum => Topic started by: Niil Spaar on April 03, 2013, 10:58:41 PM
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Niil's toying with another idea, but I wanted to know if it was feasible with the game mechanics before voicing it. Regarding trashing the navigation system of the prison ship and replacing it: Yeah, as the major said, it would probably take too long, but is it possible to link our shuttle's navigation system directly to the prison ships navicomp (ie. once we're docked) and override it? If so, would that do the trick?
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It's possible. You can use any navicomputer, really. But it's the system integration that will take the time. You can enter hyperspace without a navicomputer. It's linking the navicomputer to the hyperdrive that's the tricky part. The navicomputer makes numerous small changes to how the hyperdrive operates that steers you clear of danger. Ripping one out and plugging in a new one takes time - there's a lot of connections to sort out. There's no convenient wiring harness that allows you to unplug one and plug in another.
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Looks like Trax will be bringing along his assault rifle for this one. Going to need that 6D damage for the droids and automated defenses.
Craig, I'm guessing an assault rifle is a modified blaster rifle? I'm basing that on the fact it does more damage but can only take 25 shots per power pack vs 100.
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Correct. It's also shorter range if memory serves.
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That's what what my notes show too. Too bad I can't modify my heavy blaster pistols to use the same power packs. By the time I've got them modified enough to do 6D damage I'll be down to 10 shots per pack.
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This is a Lictor-class dungeon ship holds up to 9000 prisoners in eight bays, with 3000 guards and guard droids and a flight crew of 100...
Is that '3000 guards' right or a typo? I'm going to need to tap the ships power systems directly into my blasters.
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That's what what my notes show too. Too bad I can't modify my heavy blaster pistols to use the same power packs. By the time I've got them modified enough to do 6D damage I'll be down to 10 shots per pack.
One might say Trax is trying to compensate for...something...
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He is. He's trying to compensate for his opponents armor :)
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Ok, revisions. I was writing about the Lictor-class dungeon ship from memory as I haven't been able to find my sourcebook that had it. I've since found the stats. I need to make a few revisions to the capabilities. Note these are preliminary edits only - I will make final edits tonight after I get home and cross-check my references one more time. The only things I am not yet clear on is the hyperdrive activation after the bridge separates, how it works, and what it does. I'll correct those parts tonight if they are wrong, but what appears below is my best guess on how it works. Everything else is solid.
- The bridge can separate from the prisoner section, but it is not hyperdrive-capable. When the bridge separates, the ship comes under control of an automated flight control system, which will transition the ship to hyperspace, where it will stay for up to a year. This is to thwart hijacking. Imperial procedure requires an Interdictor-class ship to force the prisoner section from hyperspace by projecting a mass-shadow. It will take twenty minutes for the hyperdrive to charge to make this transition.
- There are nine main prisoner bays, each holding a thousand prisoners. The bays are further compartmentalized into sections of 100 prisoners each. Each compartment has separate controls - shock plates on the deck and bulkheads, environmental controls for gasses etc, and life support controls, all to facilitate control of prisoners. Compartments can be sealed with physical doors and bulkheads as well as energy shields, so a breakout in one compartment can be controlled.
- Crew sections, guard sections and prisoner sections are not isolated, and it is technically possible to move from one to the other through security doors and the like, though there are many controls in place to stop that from happening.
- You won't be taking over a Lambda-class shuttle, but a Concealer-class prisoner transport.
- There are only 400 wardens, plus support droids.
Craft: Rendili StarDrive's Lictor-class
Type: Mandalorian Dungeon Ship
Scale: Capital
Length: 764 meters
Skill: Capital ship piloting: Lictor-class
Crew: 860, gunners: 46, skeleton: 370:/+15
Crew Skill: Astrogation 2D, capital ship gunnery 4D+1, capital ship piloting 4D, capital ship shields 4D, sensors 3D
Passengers: 400 (security wardens), 8,000 (prisoners in standard cells), 1,000 (prisoners in special holding cells)
Cargo Capacity: 1,500 metric tons
Consumables: 2 months
Cost: 7.8 million credits
Hyperdrive Multiplier: x2
Nav Computer: Limited to two jumps
Space: 3
Maneuverability: 3D
Hull: 5D
Shields: 1D+2
Sensors: 40/0D; 75/1D; 150/3D; 4/4D+2
Weapons:
10 Quad Turbolaser Batteries
Fire Arc: 2 front, 4 left, 4 right
Crew: 3
Scale: Capital
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-15/35/75
Atmosphere Range: 6-30/70/150KM
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: 1 front/left, 1 rear/right (May be used on only one fire arc per round)
Crew: 8
Scale: Capital
Skill: Capital ship gunnery: gravity well projector
Fire Control: 2D
Space Range: 1-15/15/35
Atmosphere Range: 2-10/30/60KM
Damage: 4D
Starfighters: none (6 shuttles - typically Concealer-class Prison Ships)
Concealer Prison Ship
Craft: Sienar Fleet Systems Concealer-class Prison Ship
Type: Prison transport ship
Scale: Starfighter
Length: 50 meters
Skill: Space transports: Concealer prison ship
Crew: 3, gunners: 4
Crew Skill: Astrogation 3D, sensors 3D, space transports 4D, starship gunnery 4D, starship shields 4D
Passengers: 15 (guards), 60 (prisoners)
Cargo Capacity: 25 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 1D
Space: 3
Atmosphere: 260; 750 kmh
Hull: 4D+2
Shields: 3D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 75/2D
Focus: 3/2D+2
Weapons:
6 Laser Turrets
Fire Arc: Turret
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
The skeleton crew requirement is 370 people, but you could possibly keep it running for no more than 4 hours with a crew of 50. That would give you only main engines, hyperdrive, some basic manoeuvring, enough sensors to not fly into a planet, and running the power core without breaching. If the bridge is jettisoned, bypassing the flight control lockdown would be difficult.
If the bridge separates, Imperial Policy is for all remaining personnel to use the escape pods as it means the ship is no longer under control. It is possible to force the bridge to separate by breaking bridge control and using a manual override.
You could make use of the transfer shuttles to make your escape. They are rated for only 80 people, but you could stuff them with 160 at need - still far less than the thousands of prisoners you expect to find on the ship.
The ship is much too large for me to generate deck plans, sorry.
You can take with you people that will fit inside the prisoner transfer shuttle, so that's a maximum of 82 people, possibly overloaded to 164, but that gets risky if there is much manoeuvring.
Major Tibbero is prepared to throw out High Command's plan entirely, and has their support to do so if you guys come up with a better one. Your goal is to free prisoners, in the hope that they will join the KDF's fight against the Empire as allies. You may not be able to get all the prisoners, but some is better than none. The rebel cells in the asteroid base are prepared to receive and care for 9000 prisoners, but you don't really know how many are on board the ship. If you can make it to the asteroid field and avoid detection for an hour, the cells there will deal with the prisoners.
It is possible to commandeer the ship and jump it somewhere other than it's intended destination. This would require you to have pre-calculated coordinates prior to your operation. You could feed them into the hyperdrive. The downside to this would be that you would need to proceed to a specific exit point in order to be able to exit safely.
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Just posting these while I think of them. No need to respond until you've double checked your info.
1. It looks like we need to get to the engine room first. Would a hijacking or prisoner revolt be enough to trigger the bridge to separate?
2. Do we have the means to tow the ship?
3. If we're able to use the six transports on board we could transfer about 900 prisoners at a time. How far is the asteroid base?
4. If the ship needed to be recovered by the Imperials, that means they must have codes for disabling the automated defenses. What are the odds we'd be able to get our hands on these?
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Cool, a Concealer class would make more sense than a Lambda shuttle.
So here's what I was thinking: Plan for both outcomes. A) Grab as many prisoners as we can, load them into the Concealer and scoot. B) Take the pre-calculated hyperjump plans with us in case we end up with a good chance of taking the Lictor intact, and hustle the ship to the asteroid field. I think that both possible plans hinge on taking the command module intact, though. That will have to be our first target.
Are there any small arms we can take with us? It might be useful to arm some freed prisoners in case we get caught up in a firefight.
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If it looks like they are in danger of loosing the ship, the bridge will separate. That's Imperial policy.
You don't have a tug, no. A ship this size will need some fairly heavy duty tractor beams to pull it anywhere.
You could use the transports, though you would need pilots and crew for them. It's not feasible to make repeated trips in that way - Imperial fighters would be all over you fairly quickly. You'd at best get one trip out, and make it back before you were swarmed.
Slicing the security protocols will not be easy. The Imperials designed this ship to make sure prisoners did not escape. Recovering them was secondary.
Note that the rift between the Moff and the Governor will work in your favour - Imperial navy will likely not take action unless the Governor calls for it. COMPNOR has ships on the planet, but none in orbit, which gives you a bit of a window to make your escape to the asteroid field (or jump out if that's what you want to try).
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In light of these changes will the original mission parameters be changing, or at least the expected numbers that we're looking to free? To get close to 1000 we'd have to use all the shuttles, but we'll have a major riot on our hands if we're going from module to module trying to pick out any individuals command specifically wants.
The only way I can think of to get the bulk of them now is to capture the ship with the bridge still connected which means getting to the command module and fighting our way to the bridge without raising any alarm. Then flying it somewhere so that we have time to deal with the guards (or fake a separation so they flee to the escape pods and we're left with the droids).
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If we want to get to the bridge with the least amount of fuss, we'll have to have a few people posing as COMPNOR personnel. Which will involve one hell of a sell story. Some kind of story which might convince the bridge crew to let us come up and refrain from contacting COMPNOR on Karvis. That's the only way I can think of getting the bridge intact.
To that end, I still like the idea of having one of us being brought on board as a prisoner, and convincing the COMPNOR bridge crew that their best interest would be to keep it hush-hush in case the Imperial navy or Imperial intel is listening. That's working on the premise that COMPNOR would keep it quiet so they could reap the rewards of bringing in such a valuable prisoner, though.
But yeah, I also agree with Trax about the riot. If the prisoners find out that we're only taking a fraction of them with us, they might go bananas and make matters worse.
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OK, I was completely wrong about the hyperdrive thing. My mind confused the Lictor-class ship with a specific type of Imperial probe.
So, no random hyperdrive engagement. And you can still access the hyperdrive without the bridge intact. But without a nav computer, you'll have a devil of a time flying the thing. Also, the only part that detaches is the bridge. Engine room, hyperdrive, etc. all are one piece. But if the bridge detaches, you'll loose the nav computer.
Control the bridge and you have full access to the ship, though engineering can isolate you. Best odds of success is to attack the bridge and engine room at the same time. Fortunately, both are close to the docking bay. You should be able to take both simultaneously before the rest of the ship becomes aware. If you can take the bridge intact, you'll have the nav computer, and secure engineering and they can't sabotage you.
If you can make it to the miners with at least a 5 minute head start, you should be golden to save everyone. That would give you about twenty minutes or so to secure the ship.
Sorry for the confusion. Does that make sense to everyone?
Remember, you need 50 people to be able to run the ship (barely) for no more than 4 hours.
Any questions?
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Confusing a Capital scale ship with a probe? Does that mean the Empire has probes that are capital scale? Oh, look at the time, I've uh...gotta be somewhere else right now ;)
Some of the prisoners might have some skills to help run the ship.
Would there be large air ducts etc that someone could crawl through?
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Yes, but they will have security measures.
Your best bet for a quick take-over is likely to be to come out guns blazing rather than sneaking or trying to fool COMPNOR fanatics.
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This might sound silly, but do we have any facilities we can use/set up to do some practice runs before we had off to do the real thing?
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You don't have a lot of time. The ship is coming in a few days, and will only be in-system for 24 hours. You have the schedule for a few shuttle runs to pick up people, so you'll have to hit one of them.
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Because of the bridge's ability to separate, would there likely be less security in that module?
I'm thinking that if we can very quickly over-run the bridge, we can set off the gas dispensers and stun fields all throughout the prison module (and engineering if possible). We'd have a lot of unconscious prisoners but if we're taking the entire ship it doesn't really matter, other than it would be nice to possibly recruit some to help run the ship.
Would the manifests just list their name and crime, or would it list occupation as well?
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It'll likely have full dossiers on the entire prisoner population.
If you can quickly force the bridge, you could use the internal security to incapacitate the entire crew and prisoners, yes. It'd have to be a quick assault though. You may need demolition chargers to get through the blast doors - the bridge is well defended to prevent prisoners from doing exactly that.
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There wouldn't happen to be a second docking bay on the bridge would there?
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There are two docking bays, one port and one starboard. They are just forward of amidships.
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There is an emergency docking collar on the bridge, for use in evacuating the crew in the event of a separation. But any move like that will draw attention, and likely turbolaser fire while you try and dock.
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Okay. Either of those would be used for resupply or crew changes for the entire ship? Would they use a prison transport shuttle for that type of thing as well, or would they use a different shuttle and would there be different codes to indicate what the shuttle was arriving for?
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The current plan involves a prisoner transfer shuttle. The docking bays can be used for different purposes (even carrying TIE fighters, I suppose) but this one, according to your information, carries six transfer shuttles strictly for moving prisoners. The shuttles can be used for other purposes, but typically a dedicated supply ship would replenish them if need be. You don't know the schedule for the supply runs, but you do know the schedule for the prisoner pickups.
It would be hard to bluff your way in using a transport shuttle. A prisoner shuttle, flying a known course and timetable, would be easier to get inside.
You could try it though, certainly up to you. But also consider that a transport shuttle will carry fewer troops, leaving you with fewer forces on board, and you need 50 people to operate the ship bare minimum, and even that is working everyone like dogs.
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The prisoner transfer shuttle would be better in this case. It's arrival is expected, and it can carry more personnel which will be more useful to us.
If we do successfully take the bridge and engineering bays by surprise, can the security measures be selectively controlled (ie. gas/stun these three corridors, but not the rest)?
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If you are quick enough taking the bridge, you can use the internal defences against the whole ship, corridor by corridor, even in engineering.
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What's the plan for commandeering one of the shuttles? Wouldn't prisoner loading be done in a high security area? Those are probably questions for the IC thread...
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There are prisoner depots all over Karvis. Some highly guarded, others less so. But feel free to ask IC.
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I'm confused, even if we get the ship somewhere else how have we eliminated the 20 minute window?
The bridge can separate from the prisoner section, but it is not hyperdrive-capable. When the bridge separates, the ship comes under control of an automated flight control system, which will transition the ship to hyperspace, where it will stay for up to a year. This is to thwart hijacking. Imperial procedure requires an Interdictor-class ship to force the prisoner section from hyperspace by projecting a mass-shadow. It will take twenty minutes for the hyperdrive to charge to make this transition.
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I had revised that. The ship does not enter hyperspace. I was mistaken.
OK, I was completely wrong about the hyperdrive thing. My mind confused the Lictor-class ship with a specific type of Imperial probe.
So, no random hyperdrive engagement. And you can still access the hyperdrive without the bridge intact. But without a nav computer, you'll have a devil of a time flying the thing. Also, the only part that detaches is the bridge. Engine room, hyperdrive, etc. all are one piece. But if the bridge detaches, you'll loose the nav computer.
Control the bridge and you have full access to the ship, though engineering can isolate you. Best odds of success is to attack the bridge and engine room at the same time. Fortunately, both are close to the docking bay. You should be able to take both simultaneously before the rest of the ship becomes aware. If you can take the bridge intact, you'll have the nav computer, and secure engineering and they can't sabotage you.
If you can make it to the miners with at least a 5 minute head start, you should be golden to save everyone. That would give you about twenty minutes or so to secure the ship.
Sorry for the confusion. Does that make sense to everyone?
Remember, you need 50 people to be able to run the ship (barely) for no more than 4 hours.
Any questions?
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Oh right, forgot about that. I've been focusing on the earlier post. That nullifies my IC concern.
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I already nullified your IC reply ... as soon as your mouth opened ... >:D
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That's not very Jedi like.
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So you guys going with the corvette assault? If so, Tibbero will have some arrangements to make.
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I think so. It sounds like that's our best bet.
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What about equipment? Anything that we can use to get past blast doors (ie. plasma cutters, shaped thermal charges, etc) for example? I'm thinking we'll definitely need gas masks.
Or will this stuff be on the TO&E?
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Working on a map for you guys.
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Were you waiting for some more posts from us, or is the game just on hold for awhile?
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I think we're waiting for a few others to get active on here again.
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I was waiting for Dave. I'll pop him an e-mail. If he's not able to get in, I'll move ahead without him. I'm anxious to move the story along. :)
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I will join in, but may be somewhat passive at times. Carry on.
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If there is no more discussion, I'm prepared to move on to the assault. Since you guys aren't participating in capturing the shuttle directly, we'll pick up the action with you guys boarding a shuttle to the scene of the capture. That work for everyone?
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Sounds good to me.
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Eee-yup.
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Aren't we on the same level as engineering?
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[OOC - Craig, do we have any names for the troopers? a rough idea of their skill sets/weapons? Just want to plan intelligently on their placement as we move.]
I don't have access to that info here. I'll post details in the OOC forum this weekend, hopefully tonight. I am a single parent this weekend, so my time is not entirely my own, but I'll give it a shot.
Or Dave could just tell you what type of personnel he'd like where and you could let him/us know if that's doable. Just assign names of trooper 1, 2, 3 for now so we can keep things rolling without getting hung up on relatively minor details.
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I have the details. I'll post them.
I was going to do it this weekend, but being a single parent for most of it sort of derailed me.
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You need to secure the Engineering on Deck 2, and the Bridge on Deck 3.
You have twenty set aside for skeleton crew. Consider them non-combatants.
That leaves you with 20 soldiers. Three of you, two techs leaves 15 soliders to split up. Here's the details:
Team Aurek
| Surname | First Name | Rank | Notes |
| Koneth | Jexian | 2 Lt | - |
| Mariah | - | Specialist | - |
| Trax | - | Specialist | - |
| Aboveth | Tirien | Corporal | Veteran of Altiris |
| Miri | Wyrdan | Private | Veteran of Altiris |
| Severran | Etheri | Private | Veteran of Altiris |
| Ceremar | Etoch | Private | Veteran of Altiris |
| Haedus | Lohal | Private | Veteran of Altiris |
| Sukin | Brelic | Private | Veteran of Altiris |
| Tyrnith | Dejkaz | Volunteer | Kothe |
Team Besh
| Surname | First Name | Rank | Notes |
| Spaar | Niil | Warrant Officer | - |
| Gond'Akao | Geneva | Specialist | Imperial Defector |
| Thadric | Kaalia | Corporal | Veteran of Altiris |
| Thaelith | Kairadan | Private | Veteran of Altiris |
| Valikor | Cohac | Private | Veteran of Altiris |
| Weircadar | Lothu | Private | Veteran of Altiris |
| Jerauwren | Friada | Private | Veteran of Altiris |
| Rhaekoth | Waetlan | Private | Veteran of Altiris |
| Savela | Yelir | Private | Veteran of Altiris |
| Juna | Zalbar | Volunteer | Kothe |
Corevette Crew
| Branch | Command | Unit | Surname | First Name | Rank |
| Navy | Fleet | Beta Squadron | Carlton | Jess | Ensign |
| Navy | Fleet | Beta Squadron | Fedon | Grant | Chief |
| Navy | Fleet | Beta Squadron | Chokath | Asod | Private |
| Navy | Fleet | Beta Squadron | Derai | Tondira | Private |
| Navy | Fleet | Beta Squadron | Thorin | Myrak | Sergeant |
| Navy | Transport | Alpha Squadron | Rand | Fez | Corporal |
| Navy | Transport | Alpha Squadron | Black | Deni | Spacer |
| Navy | Transport | Support | Alondonna | Liressa | Private |
| Navy | Transport | Support | Cowyn | Tira | Private |
| Navy | Transport | Support | Cryjan | Okali | Private |
| Support Services | Medical | Support Ofella | Zalessi | Medical Assistant |
| High Command | Command | Headquarters | Agera | Nalit | Private |
| Navy | Transport | Support | Etheawyn | Rilan | Private |
| Ordinance and Supply | Support | Administration | Gomabaen | Bedric | Private |
| Ordinance and Supply | Support | Logistics | Grie | Meri | Private |
| Support Services | Support | Support | Haagen | Felix | Corporal |
| Starfighter Command | Alpha Wing | Support | Hayvudd | Alie | Private |
| Support Services | Support | Support | Inuba | Hanse | Private |
| Support Services | Medical | Support | Ofella | Zalessi | Medical Assistant |
| Navy | Transport | Alpha Squadron | Rand | Fez | Corporal |
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The soldiers in your teams are armed with small arms (blaster rifles) and knives. Corporals also have pistols. No grenades or heavy weapons - the ship still needs to be flyable when you are done. The Kothe with you have a special affinity for knives, and have bigger, better knifes to work with.
The ship crew have personal sidearms (mostly hold-out blasters) and basic knives.
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Silly question, but how quiet is a stun bolt from a blaster?
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Same as a regular blaster bolt. Like a gunshot.
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Corey was supposed to be with you guys, but he hasn't been checking in here. If he shows, I'll replace a kothe with him.
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Isn't he busy fixing a tree? :P
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Okay, we need to pick up the pace something major.
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OOC: Good call on the blaster settings; I should've done that, 'cause Niil doesn't like using kills shots on unarmed personnel - even enemy ones. He's gonna set his left blaster for stun when he gets a second.
Says the padawan to the amoral killer. ;) Who's showing a surprising bit of morality. I think Trax has been hanging out with Niil and Jex too long.
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Now all we have to work on is Trax's patience . . . ;D
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He hasn't killed anyone since we left the shuttle bay. I think that's pretty patient of him. :)
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That's 'cause Niil anticipated that and jumped into the lead. :P
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Ok, I'm not clear what your plan is. Right now, you guys are all bunched together at or near the aft turbolift. Team Besh (Niil) are heading to Engineering. Team Aurek (Jex and Trax) are heading to the bridge. Do you guys know how you want to get there?
The bridge team could take the aft turbolift, or move forward here and take the forward turbolift which gets you right into the bridge.
You need to secure Engineering on Deck 2, and the Bridge on Deck 3. Once you control both those places, you own the ship.
For the bridge, you can take the aft turbolift to deck 3 and fight your way forward, or you can fight your way forward on Deck 4 to the forward turbolift, and take right directly to the bridge.
Remember, this is not a stealth mission. The key to success is be quick and not get bogged down. If you stop to engage, the attack can easily get overwhelmed. You need to secure the bridge and engineering before they can lock down the ship.
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Reminder: The map is at http://www.colonialchrome.co.uk/Ships/Generic/G_CEC_Giant_Corvette.htm
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I think it might be best if the bridge crew now takes the aft lift to deck 3. I think in either case we're going to need to either blow the turbo lift doors to get on the bridge or main bridge doors, and if we have to blow the turbo lift doors then the turbo lift will be useless and we'll have to fight our way up the tube.
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Niil was going by Major Tibbero's briefing suggestion regarding taking two teams and hitting engineering and the bridge at roughly the same time:
"Another option would be to split up - one team take the aft turbolift to Deck 2 and assault engineering there."
Unless I missed something in the discussions, that's what we were going for, so Niil led his team in a beeline for the aft turbolift. From there, they'd file in and try use it to go to Deck 2. Once they reached Deck 2, they'd move as fast as they could down that stretch of central corridor towards the aft end of the ship, and secure Engineering. Seeing as there's drek-loads of fuel tanks in this area, I'm guessing it would be very prudent to have all weapons set for stun blasts. Or would the tanks be blast-shielded against small arms fire?
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We're on the same deck as engineering right now aren't we? That's what it looks like from the map anyway.
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Actually, the place where we docked (and are currently on) is Deck 4.
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Negative, you guys are on Deck 4. Engineering is Deck 2 and the bridge is Deck 3. You're looking at the entrance to the reactor core, which is aft of the cargo bay and the hangar bay. Deck 2 has fuel tanks, turbolaser cannons and main engineering, with hyperdrive coolant, manual sensors movement, and manual life support.
Deck 1 has the executive suites, guest cabins and lounges, and the starlight lounge.
Deck 2 has Turbolaser Control, fuel tanks and main engineering described above.
Deck 3 has the bridge, Captains office, crew quarters, escape pods, stores, a galley and dining room, conference room, computer access, the crew lounge, the Deck Officer's office and the cargo bay.
Deck 4 has Officer's lounge, main life support, weapons control, crew quarters, sick bay and a mess, the docking bay and the lower access to the cargo hold
Deck 5 has lower turbolaser control, fuel tanks, the lower part of the docking bay, lower part of the cargo bay
Deck 6 has guest cabins, lounges, and the main ramp access for when the ship is on the ground.
You guys started on Deck 4, and made your way to the aft turbolift.
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It might be more advantageous for Aurek Team to move towards the fore turbolift on this deck (and I'm not saying this 'cause Niil's team is already at the aft turbolift ;D). Niil went for this lift since it was closest to Engineering. From where they are right now, Aurek Team could pop out into the central part of the ship (there's an open door in between the Chapel/Comm and Aft Turbolift arrows), make a mad dash through the central hallway where all of the cabins are, and go for the fore turbolift. There's also all sorts of ship's functions on the fore area of this level that could be sliced (comms, computer access, life support, weapons, power management) and overridden/controlled. Maybe have a slicer and 2-3 soldiers stay there to work on that (and secure it) while the remaining Aurek Team uses the fore turbolift heads for Deck 3?
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Then we might as well get to the fore turbo lift on this deck.
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Our team isn't as big as we thought, it looks like there's about 10 of us hitting the bridge, and we've only got once slicer (Mariah).
I'm still thinking a two pronged assault might be best. We haven't seen any signs of automated defenses have we?
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No automated defences. Mind you, the alert hasn't sounded.
However, Intel seemed pretty confident that COMPNOR didn't trust droids. Automated defences would qualify as droids.
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Why am I starting to get a really bad feeling that they're letting us get to where we want to be?
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You mean like the treasure ship? Yeah. I can see it now; the ship jumps to hyperspace, and the next thing we know we're above Coruscant, surrounded by six Star Destroyers.
If I was to take a guess, the corridors are chock-full of automated defense systems. Electro-plate traps on the floors, pop-out stun blasters and gas dispensers from the ceiling, stun fields - that sort of thing.
Take a blaster shot down the corridor, or chuck/roll something ahead of your path first?
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Did we pack any breathers or anything else to deal with getting gassed?
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Since the ship's auto-defenses incluse gas, I assumed that they were part of the gear issued to us. I did put in a request in an earlier post.
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I'm back...
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Yo! Whazzap, homes?
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Good timing. I think Trax is going to need some medical attention in a few moments.
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Works for me...
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I can see it now: Trax leaps into the room, we hear some blaster shots, then a low hum fills the air accompanied by a eerie red light. Followed by a screamed, "Ohsh*tohsh*tohsh*t!"
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Well...some things you just can't fix ;)
I guess who needs me most. Decent pistol shot...decent enough medic.
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Well...some things you just can't fix ;)
I guess who needs me most. Decent pistol shot...decent enough medic.
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Not that I don't want a medic around but going back to the initial planning stages I would say seeing as Jex and Trax were part of the Bridge team Collan would have gone with Niil to Engineering.
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Still, you have NPCs there that could use his medical services. One of them's taken a nasty blaster shot.
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I know, and I'm willing to be Trax is going to be in need of one very soon as well. But if we're playing that Collan was along for the ride the whole time, would he have gone with Niil to help secure engineering, or with Jex and Trax to the bridge?
And Niil and group aren't out of the woods just yet. They're in engineering but now we have to get our 'crew' there so he's going to need someone else who's a good shot.
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Collan's a decent shot and a semi decent medic. As well as a competent brawler...and has some repulsorlift skill. He might have gone either way but engineering is the likelier of the two...
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We can hand-wave Collan into the bridge crew. Feel free to jump in, Corey, once you've caught up with the action.
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We can hand-wave Collan into the bridge crew. Feel free to jump in, Corey, once you've caught up with the action.
Why do I get the feeling that this means the captain is going to be a major handful...
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Just outa curiousity, what two people have the best medic skill on my team?
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Geneva.
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I find it both amusing and disconcerting that he asked for two names and you gave him one.
Darren, here's hoping your dodge skill keeps you healthy. :)
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>:D
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Umm, just curious: Were my last actions/orders semi-understandable, or do they need clarification?
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I'm assuming she's considered mortally wounded, or is she worse than that? Trying to get a sense of the difficulty so I can decide between potentially using character points or go all out and use a force point.
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Mortally wounded.
A mortally wounded character falls prone and is unconscious. The character can't do anything until healed. The character may die - at the end of each round, roll 2D. If the roll is less than the number of rounds that the character has been mortally wounded, the character dies. A mortally wounded character who is incapacitated or mortally wounded again is killed.
A character making a Moderate first aid total can "stabilize" a mortally wounded character. The character is still mortally wounded but will survive if a medpac or bacta tank is used on him within one hour (Moderate first aid total); otherwise, he dies. (This is different from healing a character with a medpac, see Healing.) A killed character is killed.
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So I can stabilize her with a max DC of 15, or heal her one level with a medpac which falls into the difficult category, 16 - 20. Which I could hit with a better than average roll on 5D.
If Collan helps it's just a +1 to the roll?
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Yes.
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IC post edited.
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So her status now is still mortally wounded or incapacitated?
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Still mortally wounded, but stabilized. That buys you an hour.
She would need further medpacks or bacta to improve her condition.
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Corey, an hour is lots of time. There's a full med bay on this ship. And trust me, even if he has to kill every imperial on the ship, Trax will get her there before the hour is up.
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I'll allow an edit if you want, Corey.