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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Sun Nov 18, 2012 5:07 pm 
Lesser Spotted Mongoose

Joined: Wed Apr 06, 2011 12:49 pm
Posts: 549
Location: United Kingdom
Seeing Angelo rush back to his seat next to him and assume control of the helm Ned stays on the tactical, just in time to see hits on the enemy ship. “Nice shooting R’lyeh, we’ve nearly got this, keep firing.”

“Angelo, when you’re ready, full thrust ahead please. Keep the enemy ship bearing one eight zero mark zero, so we’re moving directly away from that ship as fast as we can. If her crew have fixed her M drive she’ll start catching up soon. We want to keep the distance and breach her hull before she can close and board us.”

[Tactics: 2d6 = 10+1+1 = 12
Leadership: 2d6= 9+1 = 10
…grating +2 on next initiative]

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Sun Nov 18, 2012 5:53 pm 
Banded Mongoose

Joined: Sat Sep 29, 2012 8:37 pm
Posts: 361
Location: Place of Indians, US
Keeping the targeting reticle on the enemy ship, he repeats the ancient gunner's chant "Fire fire fire...."

2d6=5 +4 for only a 9 this time.

Damage: 2d6=9

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 8:54 am 
Lesser Spotted Mongoose

Joined: Thu Jun 12, 2008 7:35 pm
Posts: 517
Stung and whinny would describe Adrian if he were not so busy trying to hack into any system on-board the other ship.

"Firewalls too thick for a fast grab of their power plant or sensors. I'm working on their fuel tanks. If I can convince the ship's computer that an "emergency dump" will prevent a catastrophic hull failure maybe that we slow 'em down."

OOC: Override Firewall on Fuel tank controls. 2d6: (4 & 6) + 2 = 12

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 4:56 pm 
Cosmic Mongoose

Joined: Thu May 28, 2009 9:38 am
Posts: 2627
Location: Northern England
R'lyeh's calm fire is horribly punishing to the other ship, scoring hits on both its sensors and its maneouvre drive. But, for some reason, they still don't turn away, driving on towards the little merchant.
However, the ships purser has other ideas. A few sharp key taps and the enemy ships fuel access points open, pressurised hydrogen flooding out. They manage to save a tiny amount, enough to keep them operating for an hour, maybe less.

-------------------

The enemy ship turns away, but it continues to fire even as it presents its damaged engines to the merchant. But the hit to its sensors must have knocked something loose, and they dont score a single hit.

Hits on enemy: 2 x hit: M-drive, sensor
Attempt to negate hack: 3... :roll:
Round 7 enemy attacks: 3 x 2d6: 7, 5, 3
Current status: Hull 6, Armour 3
Enemy status: Hull 2, Thrust 4, Sensors -2

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 7:06 pm 
Banded Mongoose

Joined: Sat Sep 29, 2012 8:37 pm
Posts: 361
Location: Place of Indians, US
"Should I nail her again or is she forked?" R'lyeh asks Ned about the enemy vessel, now in extremis, trying to escape.

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 7:06 pm 
Lesser Spotted Mongoose

Joined: Thu Jun 12, 2008 7:35 pm
Posts: 517
Adrian lets a whoop of pure savagery.

"Yes! Fracking Profit Thieves, I hope they all suck vacuum and freeze."

<Arian used to ‘manage’ a place called The Diamond Club back in the day. He tries to mimic the slang and inflection of those clubbers from 15 years ago.>

“Yo, Mix-Master Tacticial, I hope THAT was good enough for the Creds. Now all ya' got to do is hook up R’lyeh for ‘da Money Shot.” :lol:

"Seriously Ned, if we can silence thier weapons or simply stay out of the arc of thier guns I certinaly wouldn't mind if we held back long enough to make full field repairs on The Elena before we even try to make contact with thoese bastards. And during that time, I'm sure Angelo and I could put together a salavage claim that will stand in Imperial Court."

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 7:18 pm 
Banded Mongoose

Joined: Wed Oct 03, 2012 9:33 pm
Posts: 323
Angelo gave a feral smile and nodded. "Such a claim would take weeks, if I had never done one before. As is probably a couple hours going over logs and ensuring the time lines are exactly correct."

"Absent La Capitana, however, I am reminded to ask. Course and heading?"


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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 7:59 pm 
Greater Spotted Mongoose

Joined: Sat Jan 19, 2008 7:48 pm
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Location: Kansas, USA
Frank and Sam continue to monitor the various systems on the ship watching for any more damage reports or system warnings.

Frank inbetween monitoring, begins a list of items and work needed done for the Ship, while Sam continues to closely monitor the M Drive and checks on the J Drive incase it also took damage.

Out loud to no one in particular over the intercom, 'Sure hope those cowboys get done soon with their shoot out. It's getting close to my nap time before Sam's big card game tonight.'

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 11:18 pm 
Lesser Spotted Mongoose

Joined: Wed Apr 06, 2011 12:49 pm
Posts: 549
Location: United Kingdom
dragoner wrote:
"Should I nail her again or is she forked?" R'lyeh asks Ned about the enemy vessel, now in extremis, trying to escape.
“Definitely, keep firing. You’re chewing them up, but she's a still a long way from done just yet.”

Ned lit another cigarette, he’d been chain smoking throughout most of the engagement, much more than usual. He stared at the tactical display, “I don’t know what you did with your hacking Besh, but looks like you’ve done something interesting, you can explain it to me later.”

Addressing the bridge, “The issue at hand is if we should now pursue those pirates or if we should break off the engagement, correct? If we had any sense we’d break off at once, we’ve survived, damage is repairable, not even too expensive.”

Ned has a couple of puffs, “Fully repairing is not really an option right now Besh. We’d need at least an hour, maybe six, for every hit we’ve taken on the hull. We’ll need spare parts, which I don’t think we have on board, to fix the sensors and the M drive properly. At the moment they’re just jury rigged, hanging in there so to speak. And we’ll need to buy a new slab of armour and weld it back on. Really we need a dry dock for full repairs and diagnostics.”

He rubs his jaw, “Tactically it isn’t a sound move to pursue them, we’re not a man of war, but I guess we all want payback and profit. They’ll be out of sensor range in a few minutes, then we’d have to search for them and that could be like looking for a needle in a haystack.”

Ned massages his head through his hat, "Sophia, any ships responding to our distress signal? Besh, anything else on the sensors?”

He doesn’t wait for a response; he instead looks at Angelo, “Reverse thrust. Let’s get after those scumbags.”

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 11:29 pm 
Lesser Spotted Mongoose

Joined: Wed Apr 06, 2011 12:49 pm
Posts: 549
Location: United Kingdom
“Besh, mark our present position and course clearly on the navigation system, and do the same for the other ship. If we do have to break off we may as well have a clear reference point to start searching for her.”

“I think we may as well stay after for now, we’ll be through her hull soon and that might force them to surrender. If she gets too far away she’ll lose power when she is outside of our sensor range, making a search a drawn out affair. Anyway, for all we know there might be a reward for capturing these men alive. In fact they might even give up now; get on the comm and ask them to surrender, promise them their lives.”


[Tactics: 2d6 = 4+1+1 = 6
Leadership: 2d6= 5+1 = 6
...no bonus on next initiative]

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Mon Nov 19, 2012 11:50 pm 
Lesser Spotted Mongoose

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Ned follows the other ship on the sensors and suddenly they go clear, “Damn it, she’s just popped out of range. Besh, mark the time in the log, then get on the comm, she might still want to surrender to us. After all they’ll suffocate eventually out here otherwise.”

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Tue Nov 20, 2012 12:25 am 
Banded Mongoose

Joined: Sat Sep 29, 2012 8:37 pm
Posts: 361
Location: Place of Indians, US
Not being dead eye dick, R'lyeh does light 'em up again: 2d6=6 +3 is 9; it'll do.

Damage: 2d6=5 Not too exciting either.

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Tue Nov 20, 2012 12:27 am 
Banded Mongoose

Joined: Wed Oct 03, 2012 9:33 pm
Posts: 323
Eyes watering from all the smoke and lungs burning a bit. Angelo seriously considers closing up his vacc suit completely to get clean air. Or his mind is half on the forms to fill out and how to safely capture the pirates. Whatever this cause, his ability to regain control of the Elena and turn her around on the right course is missing his usual flair.

OOC: Roll 4 +3 = 7 Pilot


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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Tue Nov 20, 2012 9:10 am 
Cosmic Mongoose

Joined: Thu May 28, 2009 9:38 am
Posts: 2627
Location: Northern England
R'lyeh last shot hits the enemy just as it is slipping beyond sensor range. The first of the two beams enters its open fuel tanks, vaporising the last of its fuel and cutting the ships power. Her lights go off and her engines fall silent. The second punches once more into her avionics bay, disabling them. Even on Emergency power, she's blind.

Sophia reappears on the bridge just as Ned turns to her. She blushes, looking at her feet. Shed cut and run and she knew it. Thank god she had a competent crew.
"Um..." she leans over to check the comm board. "Two minutes ago, PSF Iargo responded to our GK, and are inbound. They're coming from orbit though, so it'll be a few hours."

Intercepting the enemy ship will take 174 minutes, or all but three hours. They have a lot of additional speed the Elena will have to catch up on, but arrival at Plantus should only be delayed by a day...

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 Post subject: Re: [TTGXII] 7th Amber, a lonely dock
PostPosted: Tue Nov 20, 2012 2:31 pm 
Lesser Spotted Mongoose

Joined: Wed Apr 06, 2011 12:49 pm
Posts: 549
Location: United Kingdom
“Nice, very nice!” Ned grins as he unbuckles himself and swivels around. “Easy pickin’s now, but all the same, Besh, stay sharp on the sensors.”

Ned stands up and stretches his legs, “Angelo, ahead towards target bearing zero zero zero mark zero, full thrust. We’ll come up behind them, they won’t even see us. Sophia, stand down our signal GK, looks like we’ve got the upper hand now and thank our would be rescurers.”

“Just one thing stands between us and that ship, and that’s their crew. We don’t want to blast their ship to pieces if we can help it, so somebody will have to suit up and board them if they won’t surrender. Even if they surrender I’m not exactly sure how we can control them.”

Ned walks over towards R’lyeh, “Any… er.. volunteers?”

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Last edited by mr31337 on Tue Nov 20, 2012 5:10 pm, edited 1 time in total.

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