PlayByWeb Archive Post

Game Master

posted... Yellow Roykan in Space  on Wed 12 Jan 2005 @ 8:57 PM (US Mountain Time)
  The Yellow Roykan slowly rises from Bay #18. As soon as it clears a 100-meter radius from the shield, Kent opens the throttle and sends the ship into orbit.

Kent seems to be a seasoned veteran. If Pete didn't know how young Kent is, he might say that this pilot has been doing this for years.

The ship leaves orbit, bound for the asteroid belt. According to Kent's navigational skills, it will take 9 days to get there at a medium speed (burning 20 fuel points per day):

12 days at a slow pace x 10 fuel per day = 120 fuel points.
9 days at a medium pace x 20 fuel per day = 180 fuel points.
6 days at a fast pace x 40 fuel per day = 240 fuel points.

Unfortunately, the Yellow Roykan only has 150 points of fuel (according to the materials page on the web site). At the current time, there are no planets or major stations in between Ceres and Earth. (Though, this changes with the orbits of the planets.)

Unless you can come up with a plan, you're stuck at a slow pace to conserve fuel. (12 days isn't a terribly long time for a trip like this. Cargo freighters sometimes go even more slowly.) Since you'll be on the ship for 12 days, please post your plans for this trip.

There's also a chance that you'll encounter other ships along the way, so it's possible this will be cut short. However, since you haven't managed to make any arch-enemies yet, people aren't out to shoot you down. Yet.

Sneaky Pete

posted... Not much to do  on Mon 17 Jan 2005 @ 10:13 AM (US Mountain Time)
  With very little to do on the ship, since he's not much of a technnical person, Sneaky Pete tries his best to sucker his fellow passengers into playing a game or two of cards with him.
His goal: To win as many credits as he can from them.
Other than that, he spends a lot of time looking out the portholes and snooping around the ship.
He also reminds the appropriate person each day to send out a contact to Ralon.

Doctor Coop

posted... The Doctor  on Mon 17 Jan 2005 @ 12:55 PM (US Mountain Time)
  Dr. Coop insists on taking medical readings of each person every few days. He's not gentle, and he insists on taking as many readings as he can.

Michael Kent

posted... Snooping  on Tue 18 Jan 2005 @ 6:04 AM (US Mountain Time)
  Mike will keep an eye on the ship's vitals and sensors. Not much else to do, but familiarize with the ins and outs of this particular ship. Never know, but they might be in it for a while.

Game Master

posted... Approaching Riolda  on Tue 18 Jan 2005 @ 7:08 AM (US Mountain Time)
  On the 11th day (the day before you are scheduled to reach Riolda), Kent notices a contact on the sensors. It's another rocket, and it appears to be heading directly toward you. It's still at a long range, but Kent noticed it pretty quickly.

I have sent Kent some more details...

Michael Kent

posted... Comm  on Wed 19 Jan 2005 @ 5:54 AM (US Mountain Time)
  Over the ship's comm, Mike speaks to the rest of the crew. "Long range sensors have picked up an unknown rocket heading for our direction. Not sure of its intent or its destination, but we'll find out real soon. Figured I'd let you guys know."

Game Master

posted... Actions  on Wed 19 Jan 2005 @ 7:12 AM (US Mountain Time)
  What action does Kent take?

Sneaky Pete

posted... Safety first  on Thu 20 Jan 2005 @ 5:38 AM (US Mountain Time)
  Sneaky Pete addresses Kent through the intercom:
"Should we be at battle-ready status, just in case?"

Michael Kent

posted... Yellow alert  on Thu 20 Jan 2005 @ 6:33 AM (US Mountain Time)
  "Not yet." He replies over the comm. "They're still a ways off, but we'll go to yellow alert anyway."

Mike will scan the ship to see if there are any markings or anything to signify what kind of ship it is (business, travel, trader, pirate). Are they on an intercepting course? Does it look like they're heading straight for them?

Game Master

posted... Notes  on Thu 20 Jan 2005 @ 7:35 AM (US Mountain Time)
  (Info note went to Kent.)

Brok

posted... Yellow Alert  on Thu 20 Jan 2005 @ 7:41 AM (US Mountain Time)
  Brok speaks over the radio, "...I'll get the weapons ready. We'll be ready when you give the signal, captain..."

Game Master

posted... Lights...  on Thu 20 Jan 2005 @ 10:02 AM (US Mountain Time)
  One by one, the lights on the control planel show that the weapons are powering up and being loaded. They aren't targeting anything and they aren't moving, so the other ship won't notice anything.

(It's important to note that most ship-to-ship weapons are not computer controlled. So, another ship can't tell if a weapon is being aimed unless they look out the window to see the weapon moving. Of course, by then it's almost too late.)

Sneaky Pete

posted... Jitters  on Thu 20 Jan 2005 @ 10:31 AM (US Mountain Time)
  Sneaky Pete is nervous. "Is there anything I can do?"

Game Master

posted... Ship Specs  on Thu 20 Jan 2005 @ 11:49 AM (US Mountain Time)
  Until I can rebuild the ship's description page, I'll summarize it:

About 9 decks, 50 tons. It has 4 weapons: 2 beam lasers (easy to shoot, little damage), 1 gyrocannon (a little more difficult difficulty, a little more damage), and 1 missile mount (medium difficulty, decent damage). The missile mount has 4 shots before you must reload it.

Brok

posted... Getting Anxious  on Thu 20 Jan 2005 @ 11:50 AM (US Mountain Time)
  Brok calls to Pete, "Man a weapon!"

Doctor Coop

posted... Safety  on Thu 20 Jan 2005 @ 11:50 AM (US Mountain Time)
  Coop answers, "No, don't be silly! Strap yourself in so you don't get hurt!"

Sneaky Pete

posted... Gun mount  on Thu 20 Jan 2005 @ 12:12 PM (US Mountain Time)
  Sneaky Pete gets up from the table in the galley and scrambles to one of the gun batteries.
"H-how do I turn this thing on?" he asks nervously as his mind goes through some mental checks. "Which one is the targeting monitor? Do I have to select a range?"

Brok

posted... At the Gyrocannon  on Thu 20 Jan 2005 @ 4:07 PM (US Mountain Time)
  Brok sees Pete sitting at the Gyrocannon. Brok says in his gruff voice, "Sit at over there!" Brok points at the beam laser. "It's easier to fire. Just hold in that red trigger and 'paint' across the target."

Michael Kent

posted... It is heading right for us  on Fri 21 Jan 2005 @ 7:38 AM (US Mountain Time)
  Mike purses his lips. The ship is definitely heading right for them. Not good. However, still nothing on what the purpose of this intercepting ship is. Over the comm, "Alright, ship's definitely heading for us. In about a minute, I can tell you whether or not we need to start firing."

He opens a channel to the incoming ship. "Unknown vessel, this is the Yellow Roykan. We see that you are on an intercept course for our rocket. Please inform us on your business, over."

Game Master

posted... Radio Reply  on Fri 21 Jan 2005 @ 3:00 PM (US Mountain Time)
  The ship still closes in. It is now within a few miles, so your sensors are picking it up pretty well. It's moving fast!

The ship is very well-armed; it's got as many weapons as your ship, though it's not quite as big (roughly 45 tons).

The reply from the radio comes after a pause. The voice coming over the radio is rough and unrefined. The voice squawks, "Halt your vessel and prepare to be boarded! If you give up, we'll think about ransoming you."

Sneaky Pete

posted... Fire away  on Fri 21 Jan 2005 @ 6:45 PM (US Mountain Time)
  "Aw, crap. Aw, crap." Sneaky Pete says and pulls the trigger on the beam laser.
Only after he pulls the trigger does he wonder whether he should have waited for a go ahead from Kent.

Game Master

posted... The Ship Approaches  on Sat 22 Jan 2005 @ 4:14 PM (US Mountain Time)
  The other ship... let's refer to it as a "pirate" ship at this point. The pirate ship has made a slight course change. Kent realizes that they're moving into attack position.

Right now, they're a little far to hit, but they'll be within firing range very soon.

Sneaky Pete

posted... Laser targetting  on Sun 23 Jan 2005 @ 7:32 AM (US Mountain Time)
  Pete watches his blast zip off into space.
"Man, this sucks!" he cries nervously. "Am I supposed to be firing? What's the range on this thing? Is the ship on my left or right?"

Brok

posted... Reply  on Sun 23 Jan 2005 @ 6:22 PM (US Mountain Time)
  Brok says to Pete, "The captain didn't give the word yet." Brok looks out the targeting porthole on the gyrocannon. He points and says, "They're coming around over there!"

Doctor Coop

posted... The Doctor  on Sun 23 Jan 2005 @ 6:24 PM (US Mountain Time)
  The intercom crackles to life again. "This is Coop. I'm ready to fire the laser. I'm waiting for your command, Kent. Over."

(You can tell that Coop is reciting NEO's combat training manual word for word.)

Game Master

posted... Notes  on Sun 23 Jan 2005 @ 6:28 PM (US Mountain Time)
  According to the rules, one weapon per ship can be controlled by the pilot from the bridge. On the Roykan, the missile mount can be fired by the pilot or somebody at the controls.

(So, Kent can move and fire at the same time.)

Very soon, I'll post a grid with the locations of both ships.

Michael Kent

posted... Red alert  on Mon 24 Jan 2005 @ 10:34 AM (US Mountain Time)
  Over the comm, "Red Alert. Fire when they're within range." Klaxxons go off within ship. "Your targeting computers will tell you."

Mike will take control of a set of lasers up on the deck (can I switch to missles mid-battle?). He'll swing the ship around for the attack.

Game Master

posted... Weapons  on Mon 24 Jan 2005 @ 10:57 AM (US Mountain Time)
  No. The only weapon that can be fired remotely (i.e. from the flight deck) is the missile mount.

Flight diagram coming soon!

Game Master

posted... Flight Diagram  on Mon 24 Jan 2005 @ 7:04 PM (US Mountain Time)
  A flight diagram has been posted on the web site. You fellows are in the yellow ship. The hexes are 500 feet each, so you're at about 6000 feet range at the moment.

Sneaky Pete

posted... Deep breath  on Tue 25 Jan 2005 @ 4:54 AM (US Mountain Time)
  Pete takes a breath, holds it while he aims and fires at the ship.
He continues to fire at a steady pace until Kent tells him to stop, the laser cannon is out of commission or he's wounded.

Game Master

posted... Combat!  on Tue 25 Jan 2005 @ 10:16 AM (US Mountain Time)
  Alright, Pete seems to be shooting wildly at the other ship. A fine tactic.

Doctor Coop will be firing as well.

Brok has the gyrocannon, and he looks like he's aiming so hard that he's squinting.

Churchill is manning the engines, partly because there aren't any more weapons, but mainly because he expects damage down there.

Cap'n Kent? What's his plan? He has the ability to fire the missile mount. It does a lot of damage, but it must be reloaded after 4 shots. Please detail his plan for this combat.

(Note that if the environment changes significantly, (e.g. sombody dies, another ship approaches, a ship sytem is taken out) then I'll ask for your tactics again.)

Michael Kent

posted... Attack plans.  on Tue 25 Jan 2005 @ 10:28 AM (US Mountain Time)
  ** EDITED January 25, 2005, 3:59 pm **

Fire and dodge, of course. Fire and dodge. Whatever section on their ship gets the most damage, he'll start concentrating there with his fire. (Especially bridge, controls, weapon systems).

Game Master

posted... Action  on Tue 25 Jan 2005 @ 4:41 PM (US Mountain Time)
  (Please keep in mind that this combat is mostly random. I take action based on what I think the NPCs will do, but the actual dice rolls and consequences are spelled out in the rule book.)

Alright, here's how the battle pans out:

The other ship returns fire. It's still a long way out, but they try. Kent takes evasive maneuvers, and eveyone in the Roykan can feel it. The initial volley goes wide.

Coop joins Pete with his laser fire, but Coop takes a little more time aiming with the gun, to Brok's annoyance. Brok yells, "Coop! Just fire the grimey laser! Like Pete!" Neither laser hits.

As the ships move closer, the pirate ship starts firing. One laser his the Roykan with a solid shot. (15 HP to the hull.) The rest go wide.

Brok now joins in the fire. Pete misses, Kent misses, but Brok takes out the missile mount on the other ship! Coop gets in a hull shot. (6 HP)

The pirate ship continues its advance! They are so close now, that those manning weapons might begin to fear a collision. A laser and a gyrocannon blast hit the Roykan toward the bottom of the ship. (15 HP to fuel. Dangerously low!) The other laser completely misses.

Pete misses. Kent hits the controls with the missile mount. (42 HP) This strike puts a mammoth hole in the side of the pirate ship. Fire spews from it. Brok takes out one of the lasers. Coop hits the life support system of the other ship. (13 HP) Kent then pulls the ship away from the pirate vessel.

The pirate captain makes a strange maneuver. He pulls his ship in front of the Roykan! A laser and a gyrocannon both miss!

Kent pauses again to let his crew take advantage of their proximity to the pirate ship. Everyone misses except Pete, who hits the life support system. (5 HP)

The pirate continues the pursuit, pulling up alongside the Roykan again. A laser shot his the controls on the Roykan! (12 HP) A gyrocannon round hits the engines! (9 HP)

Pete hits the fuel tanks of the pirate ship (12 HP), while Kent (30 HP) and Coop (5 HP) hit the engines. Kent notices that he is out of ammunition. He pulls away from the pirate ship.

The pirate ship is able to match Kent's movement, though they've taken some engine damage. A gyrocannon hits the Roykan's engines (9 HP).

At this point, Churchill climbs up to one of the cargo decks. Brok shows that the missile mount is empty. As Churchill reloads it, he screams, "Yow! An Otterman valve blew open! There are parts everywhere! The secondary valve is holding, so we should still have full power." Pete, Brok, and Coop all miss. Kent pulls away again.

The pirate ship loses it's positional advantage, and the captain has to turn sharply to stay within range of the Roykan. As a result, they completely miss.

Pete, Brok, and Coop miss, but Kent puts his newly-loaded missile mount to good use. He blasts a very well-placed shot at the controls of the pirate ship. (83 HP) The pirate ship is noticeably damaged, and it's belching smoke like a steam train.

Now, Kent has a few options. He knows he can outrun the pirate ship now, because it's moving in a slow, straight line. (The pirates' controls are dead.) Fight or flee?

Game Master

posted... Map Updates  on Tue 25 Jan 2005 @ 6:28 PM (US Mountain Time)
  PS - the compabt map on the web site has been updated to reflect the ships' movement. Each movement is numbered, and the latest movement is the unnumbered, solid arrow.

Sneaky Pete

posted... Fuel concerns  on Wed 26 Jan 2005 @ 6:03 AM (US Mountain Time)
  Hearing Churchill's tallies of the damage, Sneaky Pete gets worried.
"Kent, if we're low on fuel, should we try to board them and transfer their supply to us?"

Michael Kent

posted... We've got them now.  on Wed 26 Jan 2005 @ 11:50 AM (US Mountain Time)
  ** EDITED January 26, 2005, 1:57 pm **

** EDITED January 26, 2005, 11:52 am **

"Aim for their weapons systems. It'll be an easier time for us since they're without controls." Mike says over the comm, jury rigging anything he can to help with the damage. "And once they have no weapons, we can tell them to give up and we hijack what we can. I'd be afraid to try and board them. They could outnumber us on there. Pirates sometimes can have large crews." He checks the fuel gauge. "We're ok on fuel, so this would be for profit only now. Any objections, speak now..."

His aim is for their weapon systems. If the situation gets dire, he'll pull away and run.

Sneaky Pete

posted... Blasting at weapons  on Wed 26 Jan 2005 @ 4:49 PM (US Mountain Time)
  Pete zaps away at the nearest weapon.

Game Master

posted... Brok and Coop  on Wed 26 Jan 2005 @ 5:10 PM (US Mountain Time)
  Brok replies, "Aye!". Coop replies, "Yes, sir. Aiming for the weapons. They're little, though."

Game Master

posted... More Senseless Violence  on Wed 26 Jan 2005 @ 5:56 PM (US Mountain Time)
  The crew of the Roykan does a horrible job at targeting the weapons. Eventually, though, they do bring the remaining two weapon systems offline.

The Roykan takes a little more hull damage, and some engine damage.

Churchill complains, "Captain, we need to stop the engine for a little bit. I need to make some repairs to it. We've only got half power if we keep going."

It is interesting to note that the pirate ship has made no effort to communicate with the Roykan.

Michael Kent

posted... calling calling  on Thu 27 Jan 2005 @ 6:37 AM (US Mountain Time)
  Mike cuts the engines so more repairs can be done. He tries to communicate with the pirates. "Unknown ship, this is the Roykan. Please respond or we'll be forced to fire."

Eng. Mate Churchill

posted... Repair  on Thu 27 Jan 2005 @ 7:39 AM (US Mountain Time)
  Some who are on the lower decks hear Churchill cursing from below. There is also the clanking of tools and the occasional blast of steam.

Churchill calls over the intercom, "We'll have full power in a minute or two."

Game Master

posted... Replies  on Thu 27 Jan 2005 @ 7:55 AM (US Mountain Time)
  The other ship does not reply by radio. They're not moving or firing at all.

(Kent notices that the life support is still working, so that's not the problem.)

Michael Kent

posted... Nothing yet  on Thu 27 Jan 2005 @ 8:21 AM (US Mountain Time)
  Mike shakes his head, as if anyone else could see him do this. Over the comm to his team, "I'm not getting anything from them. They still have radio and life support. I think we'll leave them adrift, unless you want to try and board them. If we had bigger guns with us, I'd say go for it..."

Game Master

posted... Pete?  on Fri 28 Jan 2005 @ 4:35 PM (US Mountain Time)
  Any comment, Pete?

Sneaky Pete

posted... Greedy  on Sat 29 Jan 2005 @ 6:56 AM (US Mountain Time)
  "I'm a greedy bastard," Pete admits. "Let's pound 'em a bit more and hail them again. If they don't answer, I say we board."
(If that's OK with Kent, Pete targets the ship's engines and fires."

Game Master

posted... Conflict  on Sat 29 Jan 2005 @ 8:11 AM (US Mountain Time)
  Alright, Pete and Kent want to do things differently. I'm waiting until you agree...

Michael Kent

posted... So be it  on Sat 29 Jan 2005 @ 2:00 PM (US Mountain Time)
  That's fine. Shooting the ship more won't hurt us any. Fire away, but I'll monitor it so we don't "accidentally" destroy it.

Brok

posted... Suggestion  on Sat 29 Jan 2005 @ 3:08 PM (US Mountain Time)
  Brok makes the following suggestion. "We should use the lasers to conserve ammunition."

Game Master

posted... Engines...  on Sat 29 Jan 2005 @ 3:11 PM (US Mountain Time)
  It takes Pete a few rounds, but since the smaller ship isn't moving and they're returning fire, it's very easy to carve out the engines. It takes a minute or two, but it's done.

The bottom deck of the pirate ship is now on fire.

(Kent knows that this is just an external fire, and that the rest of the ship isn't in much danger.)

Sneaky Pete

posted... Logic headache  on Sat 29 Jan 2005 @ 8:31 PM (US Mountain Time)
  "Let's try to hail them again," Pete suggests. "They know they're stranded. They know we know they're stranded. We could even pretend to leave and see if they call us for help. If they don't call, we can bet they're all dead or at least hurting pretty bad. And if they don't call, we've got ourselves a gold mine."

Michael Kent

posted... Try it again  on Mon 31 Jan 2005 @ 10:18 AM (US Mountain Time)
  "Yellow Roykan to unknown ship, please respond. We will gladly assist you if you need it for the right price. Can you read me?"

Mike will check to see if their comm is still active.

Game Master

posted... Reply  on Mon 31 Jan 2005 @ 11:06 AM (US Mountain Time)
  After a delay, a voice on the radio replies, "What?!? We don't need help! If you're going to board this ship, we're ready for you! Just try it!"

Mike understands now that they've been waiting at the airlock for the assault to begin.

Michael Kent

posted... Figures  on Mon 31 Jan 2005 @ 11:57 AM (US Mountain Time)
  "Yeah, they're waiting for us." Mike says to the others on the comm. "And since they're waiting for us, I'd prefer not to get shot. I think we should get in touch with the authorities since they won't go down without a fight."

On the open channel. "I think we'll just call the proper authorities instead. Unless you'd like to jettison any cargo you might have...we could call you a tow."

Sneaky Pete

posted... Visions  on Mon 31 Jan 2005 @ 2:11 PM (US Mountain Time)
  "Good call. I'm not interested in getting shot either -- no matter what the spoils," Pete says as visions of getting rich off someone else's cargo dance in his head.

Game Master

posted... Radio Call!  on Thu 3 Feb 2005 @ 3:10 PM (US Mountain Time)
  From the radio comes a call from a different voice. The voice says, "Attention, hostile vessel. I am being held here against my will. I must ask for your assistance in departing this ship. Can you offer any help?"

(You can hear breathing for about 10 seconds after the transmission, presumably because the speaker held the transmit button in too long.)

Michael Kent

posted... Who the  on Fri 4 Feb 2005 @ 6:24 AM (US Mountain Time)
  "Unknown rocket, how do we know that this isn't a trap?" Mike asks, "After all, you've got men just waiting for us in the airlock if we board. If you want to escape, take an escape pod. We can pick you up."

Mike talks to the rest of his crew, "Seems like they've got some inexperienced person on the radio now claiming to need help. I'm almost inclined to believe him, but it's too risky."

Sneaky Pete

posted... Lifepod?  on Fri 4 Feb 2005 @ 7:35 AM (US Mountain Time)
  "Is there a lifepod aboard the ship? Tell him to launch that and we'll pick that up," Sneaky Pete suggests.

Game Master

posted... No Life Pods  on Fri 4 Feb 2005 @ 8:02 AM (US Mountain Time)
  There typically aren't any life pods on rockets of this size.

Michael Kent

posted... A distraction  on Fri 4 Feb 2005 @ 12:14 PM (US Mountain Time)
  Well, shoot, I should known that.

Mike hrms, "Damn, I forgot. No lifepods on ship's like that. I say we take our chances. I wouldn't want to leave an innocent stranded."

He flies the ship closer, not enough for boarding yet. He uses the radio again, "Perhaps if you can create a distraction for us on board, we'll be able to help you. Blow something up or set off alarms or something to get those pirates away from the airlock."

Doctor Coop

posted... Coop Speaks  on Fri 4 Feb 2005 @ 12:28 PM (US Mountain Time)
  Coop hits the intercom button. He addresses the captain of the Roykan and says, "Captain, NEO procedures for boarding call for the crew of the boarding vessel (except the pilot) to assume a defensive posture at the airlock. Should we do this?"

Brok

posted... Anger!  on Fri 4 Feb 2005 @ 12:29 PM (US Mountain Time)
  Brok replies via the intercom. He yells, "Coop! You stop quotin' that procedure manual an' let the captain give the orders!"

Game Master

posted... Engine Problems  on Fri 4 Feb 2005 @ 12:31 PM (US Mountain Time)
  (Note: I am creating a total of 4 new messages in this thread.)

There is a new blinking error light on the pilot's controls. It appears that the engine has broken again!

Eng. Mate Churchill

posted... Engine Problems  on Fri 4 Feb 2005 @ 12:36 PM (US Mountain Time)
  Churchill's voice comes over the intercom. He has a terrible cough. "The engine [cough] went out again," he says. "Smoke [cough] everywhere! Don't come down here for [cough] for a few minutes. [cough, cough] We'll only have half power... until I get the leak [cough] stabilized. It's the Otterman [cough] the Otterman valve again. [cough]"

Michael Kent

posted... A word to the crew  on Fri 4 Feb 2005 @ 2:08 PM (US Mountain Time)
  "Damn it." Mike grumbles, hearing the engine's busted. He lets out a breath and calms down before talking to the crew, "Half power is fine, Churchill. Just fix it ASAP. They could have reinforcements coming and we're not exactly fit for another fight." Pause. "Secondly, we're not boarding the ship yet. I'm going to see if our mystery radioman can distract the pirates away from the airlock long enough so we can get in without resistance. I'll let you know when to get to the airlock."

Game Master

posted... Radio  on Mon 7 Feb 2005 @ 7:36 AM (US Mountain Time)
  The radio crackles to life again. It's the same amateur voice, saying, "The ship is falling apart already. I don't think even an explosion on the bridge will distract these people from the airlock. I will have to engage the pirates myself until you arrive. Maybe you could fire some shots at the hull near the airlock... the concussion could knock them down or at least throw them off balance. If you trust me enough to go through with this, then... good luck."

Michael Kent

posted... Lets do it  on Mon 7 Feb 2005 @ 10:22 AM (US Mountain Time)
  Mike purses his lips then nods to himself, using the radio, "Alright, lock them into the airlock then. We'll fire when we get close enough" He uses the internal channel, "We're moving closer. Someone take aim at their airlock. We'll make sure our welcoming party is quite shaken for our arrival."

Game Master

posted... Waiting  on Tue 8 Feb 2005 @ 2:18 PM (US Mountain Time)
  We're waiting on Pete, I think.

Sneaky Pete

posted... An offer  on Wed 9 Feb 2005 @ 4:47 AM (US Mountain Time)
  "Brok, do you want to handle this, you're a much better shot than I am," Pete offers. "Granted, I'd prefer shooting at people from behind a hull than face to face."

Brok

posted... Concerns  on Wed 9 Feb 2005 @ 7:49 AM (US Mountain Time)
  Brok says, "Sure, I'll fire at the airlock. Are we trying to destroy it or just shake them up? If we destroy it, how will we rescue the prisoner?"

He sits down at a beam laser with grim determiniation. "Tell me when to fire."

Michael Kent

posted... Shake em up  on Wed 9 Feb 2005 @ 9:18 AM (US Mountain Time)
  "Shake 'em up and knock em around a bit. That might help." Mike says over the comm, bringing the ship just a bit closer, trying to make this shot as easy as possible. Plus, once the shots are fired, he'll move into boarding range to rush the pirates. "Everyone else, get ready to board them. Get your pistols ready."

Doctor Coop

posted... Doctor Combat  on Wed 9 Feb 2005 @ 2:18 PM (US Mountain Time)
  Coop pulls a laser pistol from a tidy holster on his leg. (Again, he's never fired this weapon before, and it shows.) He climbs up to the airlock and hugs the bulkhead to allow others to get in front.

Eng. Mate Churchill

posted... A Call from Below  on Wed 9 Feb 2005 @ 2:23 PM (US Mountain Time)
  Churchill calls from the engine room. The smoke seems to have gone away, as his speech is clearer. He says, "I still need some more time to work on the engine. Another few minutes at least! We'll still need to dock or land at some point, so I can spend a few days on this engine."

Michael Kent

posted... No prob  on Wed 9 Feb 2005 @ 4:50 PM (US Mountain Time)
  "We will, Churchie, we will. We're boarding this other ship. Maybe they'll have some parts you'll need." He says over the comm to the engineer.

Brok

posted... Fire!  on Wed 9 Feb 2005 @ 7:31 PM (US Mountain Time)
  Brok fires at the airlock of the pirate vessel.

Game Master

posted... Good Aim  on Wed 9 Feb 2005 @ 7:33 PM (US Mountain Time)
  Brok has no trouble hitting the airlock of the pirate ship. This is because the pirate ship isn't moving and Kent has moved the Roykan in pretty close.

Sneaky Pete

posted... Who do we shoot at?  on Thu 10 Feb 2005 @ 4:36 AM (US Mountain Time)
  "Uhm, we oughta ask this guy what he looks like so we don't shoot him," Pete say as he draws his laser pistol and checks his capacitor clip.

Michael Kent

posted... Ramming speed  on Thu 10 Feb 2005 @ 11:38 AM (US Mountain Time)
  Over the comm, "Too late. Hold on, I'm going to ram them a little." Mike brings the Roykan to ram the ship before he brings out the boarding pod. Sure it'll cause a little hull damage to the Roykan and the pirate ship, but this is more for effect on the pirates, who are probably concerned about being sucked out into space currently.

(OOC-Figure ramming would help a little, plus I'm basing it off of the video game. :) That's something that you'll need to add to your conversion--ramming. :))

Game Master

posted... Ramming  on Thu 10 Feb 2005 @ 12:39 PM (US Mountain Time)
  (Actually, I do have ramming rules that I seem to have left out of the conversion. It takes into consideration the difference in size, speed, and such. I'll add them to the next version.)

The crew of the Yellow Roykan feels a bump: the kind of bump you don't want to feel in space. You know for sure that they felt it, too.

Brok

posted... Airlock  on Thu 10 Feb 2005 @ 12:40 PM (US Mountain Time)
  After a few seconds, Brok shouts out (loud enough to hear even without the intercom), "we're attached! Give the signal to board!"

Michael Kent

posted... Prepare to be boarded!  on Thu 10 Feb 2005 @ 2:17 PM (US Mountain Time)
  Over the comm, "Airlock's unlocked, begin boarding!" He slams the button to keep the ship in its current position as he moves to help the others in the battle. He can't just sit back and miss out on the action, can he?

Sneaky Pete

posted... Careful Pete  on Thu 10 Feb 2005 @ 8:23 PM (US Mountain Time)
  Sneaky Pete braces himself against a support pylon and takes aim into the airlock. He's ready to blast at anyone who comes through.
He waits a few seconds for any steam or smoke to clear and if no one enters. He motions to Doctor Coop to cover him and then advances to the next nearest cover.
He, and anyone else who joins him, continue to advance into the pirate ship until he's inside.

Game Master

posted... Closed  on Thu 10 Feb 2005 @ 10:22 PM (US Mountain Time)
  This thread is closed. Please use the new one: "Pirate Ship"

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