[RP]Cydonia Rising (OOC)

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Beliskner
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Re: [RP]Cydonia Rising (OOC)

Post by Beliskner »

Plus I may add that humans are 'sleepers' in time of peace. Remember that war speeds up technological advance rapidly every time major conflict appears.

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Charlie
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Re: [RP]Cydonia Rising (OOC)

Post by Charlie »

Back blast was a poor choice for a metaphor, sorry. Though, I'm not taking about dangerous to the wielder of said weapons, more so to the amount of collateral damage that could occur.

But even with system controls it would still be pretty easy to incinerate anyone silly enough to get in front of you.

As for the armor metaphor, it`s was suppose to be that our own "rifles" would be able to penetrate our own armor. And conversely our anti-personal Flame Projectors would kill anyone unlucky enough to stray into the line of fire. This might be more apparent in enclosed spaces.
No sorcery lies beyond my grasp. - Rubick, the Grand Magus

Suederwind
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Re: [RP]Cydonia Rising (OOC)

Post by Suederwind »

I am not 100% sure about that, but somewhere in my mind I remember that Arioch said that the GURPS tech levels are not 100% fitting to Outsider tech.
Thats why the humans have no plasma weapons and only started building that experimental "Mjölnir" gun. Even the Loroi still use Laser weapons for point defense.
As for personal weapons: I am not sure, but I think we have talked about that before at the start of this RP. Human soldiers will still use projectile base personal weapons as standard ground warfare weapons, I think. Even the Loroi common soldier is using those things:
The three security officers in pages (98-101) are outfitted in typical Marine gear: medium armor and a blaster assault rifle (a particle beam weapon). Shipboard marines will prefer beam weapons to slugthrowers because marines operate in a delicate environment and need to be precise in their application of firepower, and beam weapons can be more easily "dialed" up or down as the situations demands. Marines will also typically carry anti-personnel grenades, breaching charges, and other tools for operating in and around spacecraft.
Surface army units will equipped in a similar manner, though with a greater variety of weapons. The standard army assault rifle will probably be a slugthrower with armor-piercing and incendiary ammunition.
I am not sure what the Human Marines according to Arioch are using. In this game we (so far) used no Laser of Blaster weapons for the Humans and I think thats okay, as long as Arioch says something else. Remember: those things are not the chemical/gunpowder/... propelled weapons we use today (except some personal things, like the Commanders Revolver), but electromagnetic propelled with a lot of computer aiming and visual aid. I can imagine that those human weapons have some form of safety setting for space boarding action or special ammunition, so that no one accidentally blows a hole in the hull of the ship/station/...
Forum RP: Cydonia Rising
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Grayhome
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Re: [RP]Cydonia Rising (OOC)

Post by Grayhome »

Even the Loroi still use Laser weapons for point defense.
I believe that was to emphasize that Loroi are ludicrously terrible at researching more advanced weapons and are therefore laughably behind when it comes to weapons technology, which follows through for their governmental type from MOO 2, Feudal, listed here.

Feudal [-4]

Advantages: spaceship production costs are ⅔ (67%) of normal.
Disadvantages: 50% less research per scientist; colonies without a Marine Barracks or Armor Barracks suffer a 20% morale penalty, in other words colonies don't get going properly until they have a Barracks and the actual building of the Barracks is slowed by the poor productivity(this can be circumvented by placing an outpost ship on the planet, and then colonizing the planet; this will convert the outpost to a barracks); if the empire's capital is captured or destroyed, the whole empire suffers a 50% morale penalty, until a new Capitol is built.
Notes: the manual says that populations captured from a Feudal empire assimilate instantly, but the base version of MOO II does not behave this way and no patch (official or user-developed) has fixed this. This bug is fixed in the version distributed electronically through Atari's website (Windows, version 1.31).

Advanced version: Confederation. Advantages: spaceship production costs are reduced to ⅓ (33%) of normal; populations captured from a Confederation empire do not assimilate instantly (not an advantage, since Feudal populations actually do not assimilate instantly); assimilates populations captured from other empires at twice the normal rate.
Remaining disadvantages: It is not reflected in the manual, but the research penalty is lowered to 25% reduction per scientist; the penalties for lack of a Barracks or a Capitol remain the same.

Note: Although not discussed in the manual, experience shows that the Feudal and Confederation governments also obtain a 50% and 25% penalty to their research treaty amounts respectively.

Feudal's 50% reduction in research per scientist is usually crippling. Feudal only stands a chance as a blitz race in a small galaxy - in a large galaxy, however crowded with juicy targets, some race on the far side will build up an insuperable technological advantage before the Feudal empire's ships get there. Outpost ships are often a vital part of Feudal fleets; they can extend a Feudal empire's range by landing on uninhabitable gas giants and asteroid belts; and they can overcome the "no Barracks" penalty for young colonies because they convert to Marine Barracks when a planet on which they've already landed is colonized (but not by landing on a colonized planet which has no Barracks). These techniques are rather expensive in production cost for non-Feudal empires in the early game, but they exploit Feudalism's one strength, which is cheap ships.


Loroi are wonderful fighters, trained since birth with weapons, but all of that doesn't mean boot kiss when pit against more advanced weapons. Eventually, they would lag behind. Without the Historian's Plasma weapons, the Loroi would have been ground down. Loroi are good at fighting, bad at SCIENCE!

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Re: [RP]Cydonia Rising (OOC)

Post by Absalom »

Don't go overboard with the comparisons to GURPs. Every setting has it's own quirks, including both Outsider and GURPs.

The TCA surely does have powered exoskeletons as standard ship-board equipment. They would be useful inside hangars, etc., and from there would have been continually developed until they became useful for soldiers as well. However, as the war in Iraq shows, there will always be armor designs that the military doesn't use, and some of those will potentially be more effective in some way. TCA designs might have a shorter battery life, for example, on the assumption that if they ever need anything with more combat endurance then it'll be part of a pre-planned strike on an asteroid base, or something else where they'll have plenty of time to buy and ship the extra needed pieces.

As for Loroi anti-missile defenses, their weaponry actually comes from the Delrias, so it's very possible that they simply decided on lasers because they don't need anything better (or even because those are the best solution for them).

Humans could presumably have heavy-weapon plasma weaponry for in-atmosphere use, but that sort of thing is going to be vulnerable to magnetic fields, and might produce an EMP pulse on contact with a conductor. It would also have reduced range (if any) in a vacuum, due to greater dissipation. In this particular station that might not be a problem due to shielding, but the possibility of taking out semi-unimportant (and therefor unshielded) equipment might be enough to keep it out of TCA ship-board inventories.

Gyroc weapons, with the exception of not necessarily being spin-stabilized (spin-stabilization prevents the projectile from changing it's own path, so good for short-range, bad for long-range), seem like something likely to be in ship-board armories in somewhat small numbers (I would assume as squad-level weapons). Probably with a gauss-launch first-stage to counter some of the problems encountered in the old Gyrojet designs. These could also act as launchers of small grenades.

Also, it's probably worth mentioning that while the equipment is likely "the" best that the TCA could get their hands on, the marines are the number 2s. That's still pretty high, and some might have been number 1s if the contact mission had happened later, due to a need for whatever training to get their needed space certifications, but number 2s regardless ;) .

And we already know that Bellarmine wasn't a lure, because the comic states it's mission. Besides, lures only have value if you CAN defeat the enemy if you ambush them, and the TCA doesn't have the ships for that, whether in numbers or technology. Thus, any lure would have been a waste of TCA resources, and they would have known it.

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Grayhome
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Re: [RP]Cydonia Rising (OOC)

Post by Grayhome »

Here is the info for Gyroc Weapons from GURPS, it is a TL 9 weapon, so Humans could have them.

GYROCS
Gyrostabilized rocket launchers fire spin-stabilized rockets the size of bullets. Primitive TL7 rocket pistols such as the Gyrojet were notably inaccurate and slow to accelerate. TL9 developments in rocket fuels and microelectromechanical systems stabilize even unguided rockets, and allow miniaturized homing systems at extra cost. (Not all “gyrocs” actually use gyrostabilization – some have smart skins that steer them in flight via tiny aerodynamic bumps or fins.) Since they are propelled by a rocket motor, gyrocs have a flat trajectory with a maximum range similar to the 1/2D range. Gyroc launchers are also light compared to conventional guns – almost half a typical gyroc weapon’s weight is its ammunition. They’re effectively recoilless, and quieter than ordinary guns. The hissing sound the rockets make is hard to localize: a Hearing roll is needed to spot the firer by sound alone. Gyrocs have a few disadvantages. They’re less accurate than conventional bullets. Also, like most rockets, they take some time to accelerate: divide their piercing damage by 3 at one or two yards and by 2 at three to 10 yards. This limits their utility as civilian or police weapons unless using specialized (e.g., explosive) ammunition. Gyroc ammo is also bulky and expensive, which limits the number of shots their magazines can be loaded with. Users often rely on homing ammunition (see Gyroc Micromissiles, below), substituting precision for volume of fire.


And here is a very nice little number, fully automatic ROF 10 (Rate of Fire: 10 per second).

Gyroc Light Support Weapon, 15mm: An electrically
powered machine gun-sized gyroc with a large ammunition
cassette and full automatic fire capability. A B cell provides
up to 15 minutes continuous fire.


And here is a very nice TL 10 ammunition mod, original gyroc shells do 6d6 normal damage, modded HEMP rounds do quite a bit more, with a lvl 5 armor divisor.

High Explosive Multi-Purpose
(HEMP) (TL10)
This shaped-charge warhead can be miniaturized to fit
into a bullet-sized projectile. HEMP is available for any
10mm or larger round. Grenades and satchel charges with
HEMP warheads must be placed on the target rather than
thrown. Guns and launchers replace their normal piercing
damage with the damage shown below.

15mm 5dX2(5) imp inc + linked 1d cr ex [1d-1]
Last edited by Grayhome on Sat Jul 06, 2013 5:23 pm, edited 1 time in total.

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sunphoenix
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Re: [RP]Cydonia Rising (OOC)

Post by sunphoenix »

Nice stuff in GURPS! Thanks Greyhome!

An Update is needed on the totality of the current Loroi weapons... for those that care

"She sanzais to her sisters to hold momentarily as she walks over to the side setting the heavy weapons locker down next to two marines with a shuddering thump...on the decks. Stepping around the locker she very slowly pulls a datacard... that favors a 'metal guitar pick'{?} and swipes it in the security scanner on the locker and lights flash amber the door unlocking. Opening the locker she shows all present the small array of four blaster sidearm pistols, two blaster rifles, three swords and a pair of ornate daggers."

- Page 3, IC [Cydonia Rising ], Sonnidezzi

That needs to be updated for the humans to be aware of.

Loroi Weapons in Weapon Locker -
{8} Blaster Pistols - [Including Sonnidezzi's, and Nelopaio's]
{4} Blaster Rifles - [Including Malidasaria's and Nelopaio's]
{5} Loroi Battleblades - [Including Malidasaria's]
{7} Daggers - [Including Nelopaio's 'non-loroi' blade]

That seems enough to cover 8 surviving Soroin and the other Castes... as most of the other Castes need not be armed to perform their duties.
PbP:
[IC] Deep Strike 'Lt' Kamielle Lynn
[IC] Cydonia Rising/Tempest Sonnidezi Stormrage
[IC] Incursion Maiannon Golden Hair
[IC] TdSmR Athen Rourke

"...you can't conquer a free man; the most you can do is Kill him."

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Grayhome
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Re: [RP]Cydonia Rising (OOC)

Post by Grayhome »

Here is the GURPS entry on Blasters, I saw that on the Loroi character sheets the armor divisor for their blasters was only at level 2, not the more devastating level 5, so I do not know if that represented substandard gear that was given to the crew of the Tempest, is representative of Loroi inability to research and manufacture regulation standard gear or just an author's modification of the technology to fit the world. If I missed anything feel free to note it.

Charged Particle Beams
(“Blasters”) (TL10-11)

These particle beam weapons accelerate ionized particles – usually electrons – to near-light velocities. They work best in an atmosphere – the beam collides with air molecules, creating enough ions of the opposite charge so that the beam is self-neutralized and remains coherent. The beam resembles a linear lightning bolt. In a vacuum, range is reduced, since the particles repel one another, but the beam is invisible. Blasters inflict burn damage with a (5) armor divisor and the surge damage modifier. In a vacuum or trace atmosphere, the beam’s Acc is halved (round up) and the beam’s Range is divided by 5. These weapons compete with Gauss guns (p. 141), plasma guns (p. 127), rainbow lasers (p. 116), and field-jacketed X-ray lasers (p. 117) as standard TL11 lethal weapons.


Blaster Pistol (TL11):
A long-barreled particle beam pistol. It is sometimes known as an “electron pistol.” It is most often used as a military sidearm by combat-armored troops – especially if fighting robots, where its surge effects are useful.

TL11 Blaster Pistol
Damage: 3d(5) (burn, surge)
Acceleration: 5 yards per second
Range: 300/900
Weight:1.6 Pounds Loaded, Type C power cell
Rate of Fire 3 shots per second
Ammunition: 40 shots


Blaster Rifle (TL11): A standard military weapon of TL11 troops. It’s also called an electron rifle.

TL11 Blaster Rifle
Damage: 6d(5) (burn, surge)
Acceleration: 10 +2 yards per second
Range: 700/2,100
Weight:10 Pounds Loaded, 2 Type C power cells
Rate of Fire 3 shots per second
Ammunition: 10 shots


As for the melee weapons, well, we can have some serious FUN with the entries in GURPS.

Superfine Blade (TL9)
Superfine blades are advanced alloy, ceramic, or crystalline blades superior to steel. Any edged weapon that does cutting or impaling damage can have a superfine blade. It adds +2 to cutting and impaling damage and has a (2) armor divisor. Superfine blades are six times normal cost. LC4.

Monowire Blade (TL9^)
Monowire weapons owe their superior cutting ability to a strand of super-strong wire a few molecules thick, which is stretched along the edge of a reinforced sword or knife. Monowire blades inflict +2 cutting damage and get a
(10) armor divisor. Since the monowire is only along a blade’s edge, it cannot cut into a flat surface. Any melee or thrown weapon that inflicts cutting damage can be made in a monowire version for 10 times normal cost. This upgrade is incompatible with superfine or vibroblade weapons. For other rules, see p. B406. LC3.


Monowire Whip (TL9^)
This is a weighted length of monomolecular wire attached to a short handle. It is a dangerous weapon, especially in the hands of an unskilled user (who may lose control of the weapon and injure himself with it). A control allows the wielder to vary length from one to seven yards, changing both reach and ready time. Adjusting the length requires a Ready maneuver. When used to snare an opponent or a weapon, the whip cuts into its target, inflicting thrust+1d(10) cutting damage every turn it is pulled taut until the victim escapes. A “drop weapon” critical miss indicates the wielder hit himself or a friend. LC2.

TL9^ Monowire Whip

Damage: Swing+1d-2(10) cut 1-7*
Cost: $900
Weight: 0.5


Monowire Switchblade (TL10^)
This weapon combines elements of both a monowire blade and whip. It consists of a weighted monomolecular memory wire attached to a powered knife hilt. As long as the hilt feeds an electric current into the “smart” wire, the wire remains rigid like a sword. Toggle switches in the hilt allow the user to play out more wire to vary the blade length from 0 inches (retracting the blade into the hilt) to 15 feet, or to turn the current on or off. If the current is cut off, the wire becomes a flexible razor-sharp monowire whip. Changing length or switching the current on and off requires a ready action.

TL 10^ Monowire Switchblade
Damage: sw+1d+R(10) cut C-5
Cost: $2,000
Weight: 0.5 pounds


Vibroblade (TL10)
These blade weapons vibrate thousands of times per second. Any edged weapon that does cutting or impaling damage
can be a vibroblade. Turning on the vibro effect takes a Ready action. A successful Fast-Draw roll activates it as the blade is drawn. A vibroblade adds +1d to cutting damage and has a (3) armor divisor. This armor divisor increases to (5) if the blade is also superfine, or (10) if it is also hyperdense (below). If the vibro effect is turned off, it functions like an ordinary blade (with the normal benefits of superfine or hyperdense construction, if applicable). The blade vibrates so rapidly that its movement is invisible, and it is impossible to tell a vibroweapon from a regular weapon of the same type. A Hearing roll made from one yard away will detect a faint hum that marks a vibroweapon for anyone familiar with it. Anyone parrying (or whose weapon is parried by) a vibroblade will recognize its nature as the blade cuts into their own. Vibroblades are not compatible with monowire or nanothorn blades. Vibroblades are powered by C cells; the cell powers them for 300/weapon weight seconds. Thus, a half-pound knife operates for 600 seconds. Vibroblades cost 10 times as much as regular melee weapons (30 times as much if also superfine). LC3. Vibroblade damage improves at higher tech levels. Add +1 at TL11, or +2 at TL12.


These next two are probably not available for the survivors of a small Loroi diplomatic vessel, but maybe one of the ladies is an above average duelist with better than average salary, so feel free to drool over them. Also, here is a link to GURPS melee weapons tables, feel free to go there to examine what weapons fit with your characters: http://www.saduria.co.uk/sitebuildercon ... tables.pdf

Hyperdense Blades (TL11)
Any bladed weapon can have an edge of collapsed matter. Hyperdense blades add +2 to cutting and impaling damage and have a (5) armor divisor. Multiply the weapon’s weight and ST requirement by 1.5 (round up). Hyperdense blades cost $500 times the weight of the original weapon (before the modification) or 10 times normal cost, whichever is higher. LC3.

Nanothorn Blades (TL11^)
Nanothorn blades use branching monomolecular nanostructures that fit into and rip apart intermolecular bonds. The edge of such a weapon appears to be a smoky haze, and matter in contact with the blade appears to disintegrate. A nanothorn blade is available for any cutting weapon. It replaces the weapon’s normal cutting damage with corrosion damage, with a (10) armor divisor. 20 times normal cost, or four times normal cost to upgrade a monowire whip or switchblade to use a nanothorn blade. LC1.

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sunphoenix
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Re: [RP]Cydonia Rising (OOC)

Post by sunphoenix »

Just so everyone is clear the Loroi are wearing their Slate Grey space Armor Vacsuts...

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Likely their form-fitted BioPlas Crewsuits are on under them...
PbP:
[IC] Deep Strike 'Lt' Kamielle Lynn
[IC] Cydonia Rising/Tempest Sonnidezi Stormrage
[IC] Incursion Maiannon Golden Hair
[IC] TdSmR Athen Rourke

"...you can't conquer a free man; the most you can do is Kill him."

Suederwind
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Re: [RP]Cydonia Rising (OOC)

Post by Suederwind »

Sorry guys, tried to finish a new post today, but couldn't finish it. I will try to post a new story part tomorrow, so please stay tuned. Weapons will follow ASOP.
Forum RP: Cydonia Rising
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sunphoenix
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Re: [RP]Cydonia Rising (OOC)

Post by sunphoenix »

Hey Suederwind, I looked at Roeben's character... and he is underpoints! I calculate his total at only 305pts. Also.. he needs to be brought up to speed that he doesn't pay for his gear... but any gear he defines for his character should not exceed 55pts... keeping in mind our 'gear' "As needed.. within reason that his profession could reasonably be expected to possess", rule of thumb.
PbP:
[IC] Deep Strike 'Lt' Kamielle Lynn
[IC] Cydonia Rising/Tempest Sonnidezi Stormrage
[IC] Incursion Maiannon Golden Hair
[IC] TdSmR Athen Rourke

"...you can't conquer a free man; the most you can do is Kill him."

Roeben
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Re: [RP]Cydonia Rising (OOC)

Post by Roeben »

I don't need to be brought up to speed. You told me about this yesterday, remember? Also Its not stated anywhere I can see that you may spend 55 points on equipment for free, it just says 320 point maximum, and thats what I kept to.

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sunphoenix
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Re: [RP]Cydonia Rising (OOC)

Post by sunphoenix »

No its not listed anywhere as Suederwind pm'd me about it long ago.. and we discussed it. Its not been an issue so there was no need to. You did talk to me about it ...and I realized it was not posted here ... I just figured I should post that here so every knows. Cydonia players as well.

Like I said its not been an issue for this game... as is assumed we have all the gear we would 'reasonably' be expected to have.

Heck on the characters here... I only reason I even listed the cost of Stormrage's items... was just so other players less familiar with the game would have some posted example of how to build devices, weapons and armor in BESM.

But if you cool with your character as it is...there is no need to change it.

PbP is different than an actual sitdown game me and Suederwind discussed that having players pay for items with their experience points which arguably in the 'venue' of a PbP game will mean they have nothing left for improvements or any advancement in their character's skills. Even still this being 'sort of' a military game by necessity of story.. none of the character's "Gear" is precisely 'theirs' anyways. Unless of course the player wants something special like a suppedup gun or somesuch beyond normal gear then perhaps some point cost would be appropriate.

Its not been an issue thus far... and again even a supped up item if the character has the skills to create design build it themselves and the resources... it STILL may cost no points... like Ferox's shiny set of Light Powered Armor! {VERY cool by the way Bel! :)}
PbP:
[IC] Deep Strike 'Lt' Kamielle Lynn
[IC] Cydonia Rising/Tempest Sonnidezi Stormrage
[IC] Incursion Maiannon Golden Hair
[IC] TdSmR Athen Rourke

"...you can't conquer a free man; the most you can do is Kill him."

Roeben
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Re: [RP]Cydonia Rising (OOC)

Post by Roeben »

Yeah, I'm fine with my character being Underpowered, he's not a combatant anyway. I'm just saying. Things like these should be explained to avoid confusion!

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Re: [RP]Cydonia Rising (OOC)

Post by Suederwind »

I remember that we discussed that "problem", yes. I am not sure why I didn't include that into the OOC thread and I don't have those PMs anymore. An inbox of just 50 is not that much when GMing such a RP and I don't know the forum software too well, to know if there is a way around that.

It has not been an issue so far and at the moment I see no problem with going on like that. If you want to craft or modify anything personal, you will need to spend points. I think that could be a good basis to go on from here.
As sunphoenix stated already, much of the stuff and services aboard the Cydonia will be provided anyway: Uniforms/cloths, com-units, armor, weapons, scanner, food, a haircut, medical services, etc... like on a actual warship of our time. You won't need to buy that or pay for it (thats not the german army, were you have to pay for a pair of binoculars if you want any). I don't think that will change till then. ;)
So for example: if you want that boring red target laserpointer on your rifle to be a more fancy blue one, you will need to spent a point. Okay, bad example, but I hope you get the point. ;)
Forum RP: Cydonia Rising
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Beliskner
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Re: [RP]Cydonia Rising (OOC)

Post by Beliskner »

I made first part of briefing. I give you some space then I will make second part(briefing is not over)

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sunphoenix
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Re: [RP]Cydonia Rising (OOC)

Post by sunphoenix »

Some Gear to ponder.. for the humans...
10mm Gauss, {Rifle Assault} = Item, Lvl {4}5 "Light APEX Ammo" Weapon <{8}10pts>, Lvl 3 Range 1km <3pts>, Autofire "NATO 3-rd Bursts" [+1 hit per 3 Over DCV {3hits max/burst}] <3pts>, Penetrating/1 "Light APEX Ammo" [-4pts Armor Protection] <1pt>; Ammo [36rds, 12-3rd 'NATO' Bursts] <-0pt>, Hands -2hd weapon <-1pt>; Total Cost: '16' {8pts}

Standard Spacesuit {As per BESM 3rdED p. 171} - Total Cost: '23' {12pts}
- Armor Lvl 4 {8pts - Protection} <8pts>
- Features [Radio] <1pt>
- Special Defense [Freezing Cold <2>, Lack of Air <2>, Low Pressure <2>, Radiation <1>] <14pts>

TCA Marine Combat Vaccsuit - Total Cost: '42' {21pts}
- Armor Lvl 8 "Medium Body Armor {As per BESM 3rdED p. 168}"{16pts - Protection} <16pts>
- 'Thermal Insulating' Armor Lvl 4 {+4pts Protection, +16pts Protection 'fire-only'}, Emphasised - Fire/Incendiary <-2> <6pts>
- 'Shock Resistant Impact Gel Padding' Armor Lvl 2 {+4pts Protection - Physical Impact/Ballistic-only}, Optimized - Physical Impact/Ballistic <-4> <'1'pt min>
- Features [Comm-link, Thermal Optics, Tactical H.U.D., Auto-Seal ] <4pts>
- Special Defense [Freezing Cold <2>, Lack of Air <2>, Low Pressure <2>, Radiation <1>] <14pts>
- 'EMU Pack' Space Flight Lvl1 = 100kph <2pts>; Unique Defect - Limited fuel <-1>; <1pt>

And some collected stats for the Loroi...
Loroi Bioplas Armor = Item, Lvl 12 Armor, 24pts AR, <24pts>; Total Cost: {12pts}

Loroi Combat Vacc-Suit = Item, Lvl 15 Armor, 30pts AR <30pts> / Features [Comm-link, UV Optics, Tactical H.U.D., Auto-Seal ] <4pt> / Special Defense [Freezing Cold/2, Lack of Air/2 {10hrs}, Low Pressure/2, Radiation/1] <14pts>; total cost: {24pts}

Heavy "Hotshot" Blaster Pistol w/Electrolaser 'stun-setting' = Item, Lvl 4 Weapon <8 pts>, Lvl 2 Range [100m] <2 pts>, Penetrating/2 [-8 Armor Prot.] <+2>, "Hotshot" Piercing/1 [-8 Force Prot.] <+1>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '14' {7pts}

Heavy Blaster Pistol w/ Electrolaser 'stun-setting' = Item, Lvl 4 Weapon <8 pts>, Lvl 2 Range [100m] <2 pts>, Penetrating/2 [-8 Armor Prot.] <+2>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '13' {7pts}

"Hotshot" Blaster Rifle w/ Electrolaser 'stun-setting' = Item, Lvl 5 Weapon <10 pts>, Lvl 3 Range [1km] <3 pts>, Penetrating/2 [-8 Armor Prot.] <+2>, "Hotshot" Piercing/1 [-8 Force Prot.] <+1>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '16' {8pts}

Blaster Rifle w/ Electrolaser 'stun-setting' = Item, Lvl 5 Weapon <10 pts>, Lvl 3 Range [1km] <3 pts>, Penetrating/2 [-8 Armor Prot.] <+2>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '16' {8pts}

Note: The "hotshot" function really has no bearing as Umiak do not have personal energy screens... however... some Teidar do.. psionicly. A "Hotshot" weapon is therefore only useful in fighting other Teidar! Odd that Sonnidezzi would have one yes? :) I did not make this clear to everyone who looked at Sonnidezzi's gear and just copied her blaster...not that it really matters the price cost still rounds up so there is no real difference. But most Loroi would not have a "Hotshot" weapon.
PbP:
[IC] Deep Strike 'Lt' Kamielle Lynn
[IC] Cydonia Rising/Tempest Sonnidezi Stormrage
[IC] Incursion Maiannon Golden Hair
[IC] TdSmR Athen Rourke

"...you can't conquer a free man; the most you can do is Kill him."

Suederwind
Posts: 772
Joined: Thu Jul 05, 2012 8:55 pm

Re: [RP]Cydonia Rising (OOC)

Post by Suederwind »

Hi there!
Just finished a project that keept me busy the last weeks. So I couldn't look into those weapons earlier, sunphoenix. I will do so, when I am back home. For all: You might want to adapt your earlier posts, when I decided if those are okay or not. In short: please give me a little bit more time. I do not want to do that in a hurry...

Some general informations for all: although that station is of human design, it looks very different than what _should_ be there. The blueprints will most likely be inaccurate. In other words: even the humans have no clue what is going on over there. Please keep that in mind. ;-)
If there are any questions so far, feel free to ask, like always.
Forum RP: Cydonia Rising
[RP]Cydonia Rising [IC]

Suederwind
Posts: 772
Joined: Thu Jul 05, 2012 8:55 pm

Re: [RP]Cydonia Rising (OOC)

Post by Suederwind »

Okay, some more informations about how to play on that station:
-Please look at those stats for the Umiak: Link (thanks to sunphoenix for those!)
-In general the station will be made of several rooms and corridors (sounds familiar?), I will provide you with a plan (for important areas) and/or a description of what lies ahead (like: you enter another well light and boring corridor, a clean and harmless door lies ahead of you...). If you want to take a closer look at something, check for traps, etc... you must use your stats and role a dice for them.
-Apparently http://invisiblecastle.com/ is down again. :evil: Anyone have a decent replacement, just in case?

Any questions or suggestions so far? Are you okay with that modus operandi?
Forum RP: Cydonia Rising
[RP]Cydonia Rising [IC]

User avatar
sunphoenix
Posts: 1170
Joined: Mon Mar 21, 2011 6:46 pm
Location: Indianapolis, IN

Re: [RP]Cydonia Rising (OOC)

Post by sunphoenix »

Ok. This dice roller...

http://rolz.org/group

Seems to work ok as an alternative.

Oh.. and for completeness... I forgot to add something to the Loroi Weapon examples...

"Hotshot" Blaster Pistol w/Electrolaser 'stun-setting' = Item, Lvl 4 Weapon <8 pts>, Lvl 2 Range [100m] <2 pts>, Penetrating/1 [-8 Armor Prot.] <+2>, "Hotshot" Piercing/1 [-8 Force Prot.] <+1>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '13' {7pts}

Blaster Pistol w/ Electrolaser 'stun-setting' = Item, Lvl 4 Weapon <8 pts>, Lvl 2 Range [100m] <2 pts>, Penetrating/1 [-4 Armor Prot.] <+2>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '12' {6pts}

"Hotshot" Heavy Blaster Rifle w/ Electrolaser 'stun-setting' = Item, Lvl 6 Weapon <12 pts>, Lvl 3 Range [1km] <3 pts>, Penetrating/2 [-8 Armor Prot.] <+2>, "Hotshot" Piercing/1 [-8 Force Prot.] <+1>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '19' {10pts}

Heavy Blaster Rifle w/ Electrolaser 'stun-setting' = Item, Lvl 6 Weapon <12 pts>, Lvl 3 Range [1km] <3 pts>, Penetrating/2 [-8 Armor Prot.] <+2>, Stun [Rec Body in HP/10min] <+1>; Total Cost: '18' {9pts}

... unfortunately.. none of these beauties were salvaged from the Argent Fire before she blew! :(

Oh.. and because I think this would be abusive... it is assumed that Loroi wearing their Crew Suit Bioplas Armor under the Combat Armored Vccsuit...DO NOT add the armor values together! The Combat Armored Vaccsuit 'effectively' raises the armor protection of the Bioplas crewsuit to the Armored Vaccsuit's value! They do not stack with each other.
PbP:
[IC] Deep Strike 'Lt' Kamielle Lynn
[IC] Cydonia Rising/Tempest Sonnidezi Stormrage
[IC] Incursion Maiannon Golden Hair
[IC] TdSmR Athen Rourke

"...you can't conquer a free man; the most you can do is Kill him."

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