Jade Imperium - OOC 9

punkey 2008-11-20 21:09:56
Okay, slight change to the plan. We go the "Three Stooges Workman" route, and crack open the panel to work on it. Jonno blows the drones and the door in some method of simulated incompetence, and we get the Caretakers to let us past using the speciesist scheme, that we have to get past them to fix this problem.
Gatac 2008-11-20 21:11:09
I assumed the Gatecrasher would get that thing open pretty fast, so the go code's supposed to be at a point where we literally just need to press a button to open the door.

Gatac
Admiral Duck Sauce 2008-11-21 05:32:53
A note on the actual rolling at this point. Hugh and Semo's dice seem like they know what's up - max to-hit and maxed damage on the outside guard and drone. The challenge now is of course to disable or kill the crew capable of sounding an alarm the quickest (the commander, comms guy, and both pilots) while handling at least one dangerous target (the closest Turai; the second one will have to move to melee because he knows he won't be able to shoot you).

I gave Hugh a freebie Tactics roll to represent the training for this operation. I figured he's got Wild Dice to burn on it, so for the first round everyone has a d12 bonus that acts like an Aspect (and will be rolled along WITH any appropriate Aspects); it's not affected by penalties or multiple actions.

You have surprise, and so you get one full round of actions before initiative (which means you might actually get TWO rounds' worth of actions before any of the Imperials go).

You can make up to 3 multiple attacks in a round. You can call shots at an additional penalty.

You can gain yet ANOTHER Aspect-style bonus die by expending more ammo - 1/2 the mag gives a d6 bonus and emptying your weapon gives you a d8 bonus. The downside is, well, it uses ammo and you can't call shots when you're hosing down a room.

You're only rolling against a range difficulty of d6. You're indoors.

Hitting probably won't be a problem when all is said and done, but hitting the crew enough times to make sure they're not calling for help is another matter.

Who's doing what to whom and how many times are you doing it? :)
Gatac 2008-11-21 15:24:49
I recommend that Hugh drops the Captain and the Comm officer, Semo kills the Turai, and the NPCs fill the rest of the bridge crew with bullets. Wild Dice are to be spent, as required, because this needs to work.

Gatac
Admiral Duck Sauce 2008-11-21 15:30:11
If that works for you, Gordon, would you want to take multiple actions so you can finish off any wounded crew assuming you can gut your Turai with 1 or maybe 2 strikes?
fanchergw 2008-11-21 17:55:15
I'm good with that. Preventing call-out is more important than preventing responding attacks.
fanchergw 2008-11-22 17:38:44
Uhm, Gatac? Based on my post prior to yours, you're about to shoot Semo in the back. Perhaps you could pick one of the other two remaining targets...
Gatac 2008-11-22 18:04:08
Oh, you're going melee range. Okay, switching target, then.

Gatac
Gatac 2008-11-23 22:38:04
And that's how you drop tangos on the foh-foh. As Punkey is so fond of saying: Get it, bitches!

Gatac
e of pi 2008-11-24 03:21:38
Well, Gatac, you got yourself 50% of a ship, and probably a good shot at the other half. What'ya gonna call her? :P

EDIT: Never mind, counting chickens. This is called: most of you have a d4 in Tech. Let's hope the Imperium guy can pull his weight...
punkey 2008-11-24 21:48:16
Trying my hardest to get this to stop being The Davis Show without getting us killed, everyone. Sorry about this. :(
e of pi 2008-11-24 23:21:18
Frankly, Punkey, speciel ops isn't my style, really. I'm perfectly fine waiting and letting Luis be put to work. Reading the Boronai stuff is keeping me going plenty.

BTW, Gatac, I might sugest adding a WD or two to that Persuede check. This could be a crticial moment in the capture of the ship, so don't pull your punch (as it were).

EDIT: N/m, worked all right. ADS, any news on the other Needle?
Gatac 2008-11-25 21:07:27
Naming ideas so far:

(keep Righteous Purpose)
Righteous Defiance
Harbinger
Nemesis
Liberator
Distant Thunder
Invictus

...so, yeah, we need better suggestions!

Gatac
Admiral Duck Sauce 2008-11-25 21:26:11
You won't know if Onas and Sturgis got their boat until you either wait an hour for the transmission to flash its way across the gulf of space or you open the orbital Gate to the outsystem Gate and message them through that.

You will also have to knock out the orbital Gate's defense turrets. With surprise and the initiative, this is a trivial task once the freighters have some weapons crew onboard.

Now, to ship names!
Character Assassin
Flower of Carnage
Laid to Waste
Mayhem’s Child
Listen to Reason
Fuck Yeah We're Gonna Party Tonight
e of pi 2008-11-25 21:29:00
You could go with the Independence (or Imperial equivalent), or the historically-signifigant Macedonian (first prize captured by US Navy).
I like the matched set of Independence and Liberator for the two Needleships, personally.

Another possibility would be the Constellation (one of US's first six navy frigates, has obvious space connections)
punkey 2008-11-25 22:57:20
Erm...could the idle exploration of secure data areas wait until after people start shooting at us? Or failing that, is there any way Luis can try to get access to that file and have the chance to pull back before he gets caught and completely blows our cover?
Admiral Duck Sauce 2008-11-25 23:05:27
He might get his intel - Luis' computer rolls have been hot, but yes, you risk discovery. There's an axis:
Get info, remain secret
Get info, cover blown
can't get info, pulls back and remains secret
can't get info, cover blown
punkey 2008-11-25 23:11:20
Considering that we're about to get all the secure data we can get our hands on and Luis would know this, could you reconsider this course of action before we get killed?