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Mission Planning

((OOC - just curious, is the ISIS bonus only available if both conditions are met? Dead Maarg and training manuals? It would be a shame if we went to all the trouble of, say, killing Maarg, and then missing out on her bonus because he had already burnt all the manuals. 
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It is pretty obvious that Isis does not know if the manuals still exist or not.  She doesn't have an 'in' or eyes on Wypoc.  So, given that, she'd like to have the manuals sans insignia/heraldry.  If she can't because they no longer exist, then how can she withhold full payment?  Maybe a small deduction instead?  It wouldn't be the fault of the Artemis Group if Maarg destroyed all the hardcopy.  It's vulnerable in his hands and ours if we lay paws on the materials.  So.  How can Isis truly stipulate or justify that she will only pay the Group if they meet all the requirements.  Let's use some logic here.  I, your Referee, am trying like mad to Keep It Simple Silly.  Folk keep looking for the fine print when Isis isn't a contract lawyer.  Okay?
Gevaudan involvement in the Wypoc Ticket, given that he's banished, is thus: The Equal Vargr will insert the Stealth Team to Wypoc as a simple Courier in a Far Scout with a God-awful paintjob, (think Mardi Gras in diamond checkered patterns of clashing orange, purple, gold, white, black, silver with all the bells and whistles).  He will not go down to the planet with the Stealth Team.  He will hang back and monitor and be on hand to extract when called upon. The Pilot-Astrogator will insert with the Assault Team when it arrives via the Ticket's arranged transport of personnel and mission gear.  He will assist in the siege and whatever needed.  Preferentially to Gev, he'd rather stay as far away from Kayleb as the Assault Team will allow.  Then, after the Elimination and Extraction arms of the mission are complete, Gevaudan will help with logistics to Regina as he is taking the Dame there for a 3-day layover anyway.  From Regina, the Sixth Horizon  will part ways with the Artemis Group until called upon to start up the corporate Entity if it has not already been initiated. Dame Qitha involvement with the Wypoc Ticket is to help provide remote support, Comms et al. Witness   involvement is to record the Assault Team so that we have proof of Vengeance Ticket completion to edit and send to Isis on Mora by then.
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TT, are you sure you were awake Wednesday night for meta? First of all, Sebastien both prefaced and concluded the Ticket negotiaitons by saying "I'll take this back to the Artemis Group and we'll get back to you ASAP." We haven't officially accepted the Ticket, although everybody other than you seems to be good with it. That's actually exactly how the Ticket generation process works: the negotiator for the merc group hammers out the best deal he can with the patron's negotiator and brings it back to the merc commander (or board or what have you), and he/they decide whether or not to take up the Ticket. Secondly, Sebastien did ask questions, and was told that we were to take the survivors who are willing to Regina. He certainly thinks it would be the best out for them, as they would be technically be rogue psions, and thus fugitives if they were on their own.  Then, there is the fact that I asked everybody who was at meta if those mission parameters worked for them, and you didn't have a problem then. As for the whole "sophont trafficking" thing, even aside from the fact that we won't be forcing anybody to go anywhere, it's not trafficking when authorized personnel transport criminals or refugees to locations deignated by legitimate authorities. You know, like Dukes, Archdukes, etc. You also didn't have a problem with us keeping Zenobia and Bobvh against their will, and in fact you wanted to keep them until after Wypoc, for no other reason than our own security and convenience.  And finally, Isis herself is fine with all of this, so all of your objections and point-fingering are completely pointless.
I wanted to keep Bob and Zenobia for the sake of preventing a likely Mass Murderer from anticipating our mission to take him out, and allowing him the chance to escape long enough to commit another atrocity. Whatever the Duke wants to do to those people is probably not very kosher, considering he wants to keep a lid on the whole thing.
Tenacious Techhunter said: I wanted to keep Bob and Zenobia for the sake of preventing a likely Mass Murderer from anticipating our mission to take him out, and allowing him the chance to escape long enough to commit another atrocity. Whatever the Duke wants to do to those people is probably not very kosher, considering he wants to keep a lid on the whole thing. While I have to agree with that Wolfen said, this is actually a fair point. I remember thinking my character would be feeling uncomfortable about a possible leak of intel back to Maarg. Was even thinking about the possibility of deliberately using them to leak information to Maarg that we wanted him to have.  Fact is, we never really confirmed who's side Zen is actually on. If she is a secret agent, lying, keeping secrets and stealing secrets is literally her bread and butter. Even if it's unlikely she is in communication with Maarg, it's probably safer for us to assume that our plans are not a secret from him and to act accordingly. 
I mean, I got a promise from her saying she wouldn't talk about the Ark, but how much can you trust someone who was a bit of a prisoner on our ship?
Well the Ark doesn't really matter any more. What's of more concern to us is Maarg getting tipped off that we're on our way to kill him. I get the feeling he may not be content to just sit there and let us come at him.  And yeah ... I'm not sure how much a "promise" from a psion spook is worth. 
Mission Update: 060-1110 The 6H jumps from Lunion to Quiru to Pannet to Rhylanor over the course of three weeks.  There on Rhylanor, a 3-day layover is given to Izek and Capt. Crow (who shared a bunk with Gev so he could get some cybernetics implanted there too).   From Rhylanor 081-1110, the 6H continues on to Pirema to Wypoc.  Izek and Uthka come close or fully-develop a cold brought aboard by Izek thanks to poor infection control of Rhylanor.  Docking under a bio-dome on the surface of Wypoc, Gev does an under-the-table deal and maxes out the roll, earning him 200% on a single dT of Argentill Bourdeaux 1080 to the locals thus lubricating his arrival.  Crow stays behind on Rhylanor and catches his own ride to rendezvous with the Assault Team.  The tactic is to shotgun commute to Wypoc so that no one vessel stands out as a potential threat to Maarg, should he be watching the skies for the Ares or other vessel. 099-1110 Charou and Izek can begin the Stealth Team operation of the Ducal Wypoc Ticket. On 100 or 110-1110 the Assault Team heads Coreward from Lunion or elsewhere, towards Wypoc.  They have had no word from Gevaudan and do not know the success or failure of the 6H.
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Both the Ducal Ticket and the Isis Ticket are now written up in the  Artemis Company Documents . I can't conceive of anybody having a good reason to vote against either of them, but I've been wrong before. We should formally accept these ASAP. Gev and Jacob are in favor of accepting both Tickets. Charoux, Jeff and Hane please chime in.
No objection here.
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Jeff has no problems, that is if he gets a payout from the missions.
OK, that's a solid majority, so Sebastien will let both patrons know that we accept their Tickets.
Do we have some one with explosives skill or should i buy a skill soft for it? mmm its ed based so maybe I'm not the one who should be using them.
K has a level in Explosives. I think Charoux has the skill too?
sweet.
Buddah said: Jeff has no problems, that is if he gets a payout from the missions. yeah I was wondering why Jeff had a 0 next to his name under the "Bonus Payout Schedule". And is the Wypoc job really a "Dream Ticket"? Not sure if it matters, but I would imagine this ticket to be more toward the "nightmare" end of the scale.  
Alby said: Buddah said: Jeff has no problems, that is if he gets a payout from the missions. yeah I was wondering why Jeff had a 0 next to his name under the "Bonus Payout Schedule". And is the Wypoc job really a "Dream Ticket"? Not sure if it matters, but I would imagine this ticket to be more toward the "nightmare" end of the scale.   The Profit Payout Calculator has not been updated from previous Tickets. You'll note that the daily and monthly expenses for the Ares are also still plugged in as well. To be honest, I'm not sure exactly how we're going to work out the payouts for the Wypoc Tickets yet. One more thing that the Board really needs to consider... As for the "Dream" Ticket appelation, it's actually a category of ticket that you roll up in the Ticket Creation Process. It's a "Dream" becuase of the base pay grade more than anything else. In terms of the actual terms and obstacles, you're probably right about it being a nightmare, though...
For the record, Charoux has 1 level in Explosives. He has his usual High Int 0 Edu though, so there’s that. Izek would need a +3 in it, at least, to beat Charoux, I think.
Well you can never have to many people blowing stuff up. And if we're blowing up something big we may need a bunch of people laying charges ( aiding the task ).
My character knows where to place the explosives with the skill Civil Engineering, but i don't know how to place them.
I'm guessing a Civil Engineering check could be used to aid an Explosives check (?). The damage of demolition charges is multiplied by the effect of your Explosives roll, so pumping it up helps. 
Packrat has already said that civil engineering will tell where to put the charges to bring down a building, with the skill you know where the week points are. The actual setting up of the charge so that the direction of force and the knowledge as to how much explosives to use, is the domain of the demolitions expert.
After we finished up last night, it occurred to me that resuscitating Maarg was part of the original plan to bring him back to face the Nobles on Lunion. With the "Archduke's" ticket superseding that one, our mission (in both of our tickets) is to simply put him down. I have no problem with the idea of trying to wake Maarg in an effort to make sure we have the whole story about the Colonel's death (et al), but that would probably a lot easier said than done. The last thing we want is to bring Maarg back, only to have him bamf away on us. Especially with the likelihood that Zenobia's NIS buddies are still around, we may just want to be done with Maarg all the way around. Maybe just bring his frozen head back or something...
Do we also get the Huntresses ship parked at wypoc space port? spoils of he mish and all.
Hm. Good point. Not sure if we can manage that, but it would be sweet.
Most abandoned vessels in Down/High ports tend to get impounded for a time until their Captains show up.  If they don't, then the port Warden has final call on abandoned ships.   The Huntress isn't a derelict in space to be claimed.  Auctions are possible in similar cases after decommissioning.  At least that's how it is in Pakkrat's Traveller Universe.  Caveat and all.
Yeah, that's about what I expected. Ah, well.
We could say that we were hired by the Huntress to help take down a dragon, and when she died her last words were "Take my ship". But I feel like we wouldn't be able to get away with that.
Then again, an impounded ship is eventually sold off at auction.
i am thinking of getting the keys off of the huntress's body and just flying off, man ill even pay the port fees
Vic, considering you didn't have enough money to finish buying EMP protection for your cybernetics, I'd rather pay the Port Fees. 
i would rather you pay the 5 mill for emp protection, and i pay the couple of K port fees:)
At the Wednesday night meta-session, 08/31/2016, it was agreed that the Artemis Group will use its loaned Long Trader transport to report mission success to 'Duke' Norris of Regina before heading to Lunion for a checkup on the construction of the 1200dT Colonial Cruiser.  It was also agreed that a waypoint of Mora is necessary to present a mission success to Patron Isis ensconced there.  From there, the future of the company is in the hands of its owners.  With a tabula rasa , a clean slate, the Artemis Group can wait out the completion of the Colonial Cruiser or they can conduct Mission Tickets without the ship by negotiating transport as a required ticket incentive. There is at least one post-Fifth Frontier War spoiler that happens, but I will only leak that to the next, cycling Referee as it will not be my place to interpret and present it.
VIC e. said: i would rather you pay the 5 mill for emp protection, and i pay the couple of K port fees:) But then Jeff will "only" have 29Mcr, but seriously I'll help out Izek and pay for that. Even if you get over 5million with this missions payout.
lolz thanks for the offer, but im willing to wait till i can afford it and that shouldn't be long.  i have a few new augments i want and 1 or 2 pieces of costly kit that i want to pick up including my dub step battle dress.
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Nope, I'm gonna pay for emp protection for Izek. Jeff values his friends safety over money. (But Jeff values knowledge over friends, but that's a character trait that most don't know)
Na seriously, Izek should get enough cash from this mish to pay for his Emp protection, so  thats not much of a prob no more, thanks again Jeff.
On the point of the huntress, i was just wondering what cybernetics she had, can our doctor work that out? Does she have any memory augments? is there any way we can DL any information from them. Also did Marg have any augments? and i know u will go WTF, but can the cybernetics be salvaged like Jeff's Odin's was salvaged? even if we don't use them we can sell them.
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Capt. Maarg and Psionic Abomination Loots: Psionic Abomination Augmentations (some are damaged/destroyed by combat/collision) Augment +3 Dex Augment +3 Str Augment +3 End Augment +3 Int Subdermal Armor +3 Skill Augment: Melee Neural Comm w/Computer 1 Wafer Jack Enhanced Vision x6 PsiStrEnhancement+3 Chip Aggression Weaponisation Psionic Abomination Gear Personal Psi Battery Psi Drug x3 Secure Psi Rifle 2d6+3/Psi Teleportation Suit, Vargr fit Combat Drug x3 HEVw/Reflec Armor 10/10 Capt. Maarg Augmentations (some may be damaged/destroyed by melee/ranged combat) Subdermal Armor Intelligence+3 Augment Endurance+3 Augment Enhanced Vision Capt. Maarg Gear Stunstick Flex 13 Armor w/Reflec Gauss Rifle w/DSAP, lasersight, HUD Laser Pistol Wrist Comm Locker Room Loots: 4 unused TDX charges a crate of 4 Gauss Rifles a crate of 4 mounted Grenade Launchers an ammunition chest of 320 DSAP Gauss Rifle ammo, (ignores 8 Armor) an ammunition chest of 32 standard (not RAM) Launched Grenades (Frag) 4 unused sets of Combat Armor 4 laser sights, still in original packaging 4 unused Secure weapon options, still in original packaging 4 unused emergency Vacc Suits 4 unclaimed Psi Corps uniforms (nuked if not looted) There is some variation as there was differing opinions as to what the 'official' uniform of the Psi Corps was to eventually present. The <insert Gvegh Name that translates to Huntress> is a Huntress-class HT Bounty Hunter found in Merchants & Cruisers page 90.  There are some differences in this vessel sitting in Wypoc Impound.  It has no Air/Raft, no Workshop and includes Holographic Controls, a Compact Bridge and ditches the Sandcaster and ammo in exchange for a third Pulse Laser.  It is currently under impound by the port Warden and remains locked and under guard.  The Captain of the ship has six weeks to report to the Warden before the ship is to be claimed locally and decommissioned. 
Loots from Wypoc -  Capt. Maarg and Psionic Abomination Loots: -Destroyed stuff has been removed, but all cybernetics still need to by removed from the frozen the corpses surgically. Psionic Abomination Augmentations Augment +3 Str Augment +3 End Augment +3 Int Skill Augment: Melee Neural Comm w/Computer 1 Psionic Abomination Gear Personal Psi Battery (Empty) Psi Drug x2 Secure Psi Rifle 2d6+3/Psi Combat Drug x3 HEVw/Reflec Armor 10/10 Capt. Maarg Augmentations (some may be damaged/destroyed by melee/ranged combat) Subdermal Armor +3 Protection Intelligence+3 Augment Endurance+3 Augment Enhanced Vision Capt. Maarg Gear Flex 13 Armor w/Reflec Laser Pistol (Standard) Locker Room Loots: 4 unused TDX charges a crate of 4 Gauss Rifles a crate of 4 mounted Grenade Launchers an ammunition chest of 320 DSAP Gauss Rifle ammo, (ignores 8 Armor) an ammunition chest of 32 standard (not RAM) Launched Grenades (Frag) 4 unused sets of Combat Armor TL 10 4 laser sights, still in original packaging 4 unused Secure weapon options, still in original packaging 4 unused emergency Vacc Suits 4 unclaimed Psi Corps uniforms (nuked if not looted) There is some variation as there was differing opinions as to what the 'official' uniform of the Psi Corps was to eventually present.