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Author Topic: Voyage: Space Odyssey (e2 "Deep Waters" Ft. Mephansteras)  (Read 20682 times)

Secretdorf

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #255 on: March 10, 2021, 07:44:28 am »


"Me--- I mean you can go to the turret and I'll hold the torpedo room. But we should wait for captain first."
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RoseHeart

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #256 on: March 11, 2021, 06:46:35 pm »

Quote from: Crew Logs
No actions or station changes

Part 1 Ends ~Midnight PST Friday.
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Mephansteras

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Re: Voyage: Space Odyssey [Lab] (5/6)
« Reply #257 on: March 11, 2021, 08:02:15 pm »



Ok, so given that our captain is MIA at the moment I propose we do the following:

- Call to Battle Stations
    Not sure what the Captain's battle station is. If this is something like Star Trek their job would basically be to give orders so we have a coherent battle plan. If we're talking more Millennium Falcon then maybe a Turret?
    I assume Engineer to one gun and...maybe captain or enforcer to the other? Or maybe the AI? Not sure who's good for that.
    Rookie can probably take manning the Torpedoes
- Does this thing have decent scanners? Can we get a readout on what the enemy ship has for defenses and armaments?
- If we need to move closer to do any of that, I'll get us in as close as necessary.

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RoseHeart

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #258 on: March 11, 2021, 08:59:01 pm »

Ex-Pilot has given these commands (correct?), perform a different action to change them by the deadline, or the Enforcer or Captain(persons currently holding higher rank) can issue superseding orders.

Quote from: Crew Logs
Ex-Pilot: Go to medium range to scan Crow rooms
Engineer, Captain, Enforcer: Go to head segment (where turrets are, AI Pilot cannot be activated as there cannot be 2 of the same role and there's already a pilot)
Rookie: Man Torpedo Bay, hold fire for now.

(We're talking more Millennium Falcon)

Part 1 Ends ~Midnight PST Friday.
« Last Edit: March 12, 2021, 08:01:33 am by roseheart »
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MonkeyMarkMario

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #259 on: March 11, 2021, 09:38:58 pm »


As the second ranking officer after the captain, I command everyone to take Battle Stations:

Ex-Pilot: Go to medium range to scan Crow rooms
Engineer, Captain, Enforcer: Go to head segment (where turrets are) captain and enforcer are to man a turret each and the engineer to stand by to fix/improve them.
Rookie: Man Torpedo Bay, hold fire for now.
Enforcer: Stay at storage(we might need to dump some cargo)

I changed the previous battle stations to keep me in storage for the reason stated. We don't need 3 people manning 1 turret. I figure the captain to shoot it and the engineer to improve/fix it. Also we only have 1 turret.This is not relevant as I missed the engineer made a second turret.
« Last Edit: March 12, 2021, 12:36:59 am by MonkeyMarkMario »
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King Zultan

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #260 on: March 12, 2021, 04:22:21 am »


"sad me want to use gun room to kill me just sit and wait for engineer to be need"
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Secretdorf

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #261 on: March 12, 2021, 08:52:46 am »


"Alright monk sir."
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RoseHeart

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #262 on: March 12, 2021, 02:27:52 pm »

Enforcer has given these commands, perform a different action to change them by the deadline, or the Captain(person currently holding higher rank) can issue superseding orders.

Quote from: Crew Logs
Ex-Pilot: Go to medium range to scan Crow rooms.
Engineer: Go to head segment to stand by to fix turrets. (Upgrades are a role ability of the Engineer and must be selected themselves, it also requires Captain's authorization)
Captain: Man Left Turret, hold fire for now.
Enforcer: Man Right Turret, hold fire for now.
Rookie: Man Torpedo Bay, hold fire for now.

Part 1 Ends ~Midnight PST Today.
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Mephansteras

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Re: Voyage: Space Odyssey [Lab] (5/6)
« Reply #263 on: March 12, 2021, 02:40:46 pm »



Sounds good. Just be prepared to open fire. I doubt these guys'll hesitate to unload on us once they figure out what is going on.
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RoseHeart

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #264 on: March 13, 2021, 03:36:14 am »

Actions are locked in:

Quote from: Crew Logs
Ex-Pilot: Navigate Raptor to medium distance from Crow.
★ Enforcer: Wait in Right Turret. (hold fire)
★ Engineer: Wait in head segment.
★ Rookie: Wait in Torpedo Bay. (hold fire)
☆ Captain: Wait in Left Turret. (hold fire)
☆ Doctor: Wait in Medical.

Discussion may continue. No new actions will be accepted until Part 2.
« Last Edit: March 13, 2021, 03:49:56 am by roseheart »
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RoseHeart

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #265 on: March 15, 2021, 03:15:10 pm »






Raptor moves closer and activates the medium range scanners. However, Crow doesn't hesitate to unload on Raptor once they figure out what is going on. "2 torpedoes are inbound!"

Scans finish, and reveal a 'Javelin' weapon in the rear segment. Details on the crew are still unclear at this distance.




[/!\] Red Alert [/!\]



Crew:
  • CAPTAIN
  • ENFORCER (Acting Captain)
  • EX-PILOT (Mentor, Marshall)
  • ENGINEER
  • DOCTOR
  • ROOKIE (Pilot Trainee ◆◇◇)

RAPTOR

    ___
  [1] [2]
  | [3] |
 /―――o―――\
/   [E]+  \
|_o_____o_|
|[5]+| [H]|
|_o__|__o_|
|   [S]   |
|____o____|
 \  [6]  /
  \__o__/


Initv: -5
<-- Medium Range -->





◖◼

◖◼
CROW

    ___
  /     \
  | [C] |
 /―――o―――\
/   [E]   \
|_o_____o_|
|    | [H]|
|_o__|__o_|
|   [S]   |
|____o____|
 \[T] [J]/
  \__o__/


Initv: -11



[/!\] Battle Stations [/!\]



[/!\] ENGINEER is not at any battle station.
- Engineer is in the cockpit segment of the ship.

[ L ] [ R ] CAPTAIN is at the Left Turret and ENFORCER is at the Right Turret.
- [Fire Turret:] Turrets can target specific ship rooms at short range and cannot hit at long range. They can target other objects like incoming torpedoes.

[ C ] EX-PILOT is at the Cockpit.
- [Change Distance:] The ship continues to move while someone is at this position. Can go to either Short, Medium, or Long Range. Scans improve the closer they are.
- [Comms:] Can talk to the enemy ship.

[ E ] The Engine is vacant.
- [Prepare Jump:] 1 supply can be inserted to prepare the ship for jump at the start of next turn, they need to have clear path to the supply room. Pilot must confirm the new destination this turn or the supply will be refunded. If the ship is attacked at all beforehand, a jump will be dangerous.

[ M ] DOCTOR is at Medical.
- [Advanced Revive:] While you are here you can revive others for free. List a path of rooms to your patient without a hazard(except the one they are in) to do so.

[ S ] The Storage is vacant.
- [Eject Cargo:] Supplies can be ejected 1 per turn to lighten the ship and improve initiative(initv). 6 left.

[ T ] ROOKIE is at the Torpedo Bay.
- [Fire Torpedo/es:] Launch 1 or 2 torpedoes at the enemy ship, can select which rooms to target if scanned. Slow moving but persistent. 2 left.



New Stuff



Acting Captain
In the event a Captain goes on an away mission, dies, or is AFK for a weekly turn, the next highest rank will become "Acting Captain". They may make decisions left for the captain. They can grant authorization except for ship modifications.

Marshall
In the event the Enforcer becomes Active Captain, or goes on an away mission, dies, or is AFK for a weekly turn, the next highest rank becomes "Marshall" and serves as the Enforcer in regards to matters of mutiny; review that section in the rules for more information.





GM Notes



1) Clarification: Secret Item Storage: Secret Items, such as illegal ones from the black market, are kept in your locker and returned there after use. If the storage room is damaged or blocked off, you will not be able to access them.


Part 2 Ends ~Midnight PST Friday. After 48 hours the captain can post HAMMER in bold red to end the turn immediately, then no new actions can be accepted. If the episode gets considerably ahead of schedule, then extending the mission may have reduced supply costs.
 


Spoiler: Crew Manifest (click to show/hide)

Spoiler: Storage Manifest (click to show/hide)
« Last Edit: March 21, 2021, 01:15:38 am by roseheart »
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King Zultan

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #266 on: March 16, 2021, 04:21:50 am »


"me no like this it bust hull and that hard to fix"
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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Secretdorf

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #267 on: March 16, 2021, 07:30:01 am »


"Time to bust them. Permission to fire torpedo(s) at crow."
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Mephansteras

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Re: Voyage: Space Odyssey [Lab] (5/6)
« Reply #268 on: March 16, 2021, 09:12:51 pm »



Engineer, get to the Engine Room. It's time for some fancy flying and I'll need your help!
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MonkeyMarkMario

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Re: Voyage: Space Odyssey [Lab] (e2 "Deep Waters" Ft. Mephansteras)
« Reply #269 on: March 16, 2021, 09:42:06 pm »


"Battle Stations: Captain and I will fine at the incoming torpedoes.
Pilot moves us closer, rookie fire when we are at close range. Engineer get to the engine room and get ready to prep for a jump. Doc hopefully we will not have need of your services, do what you need, just in case."
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Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ
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