Citizens of the Imperium

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-   -   The Hiring - Chatter (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=31845)

aramis February 3rd, 2014 02:04 AM

Quote:

Originally Posted by SpaceBadger (Post 465944)
Sorry, one more question. I've made several Space: 1889 characters over the past couple weeks, but still have never played any of them yet.

What sort of skill levels should I be aiming for? Is a 3 or 4 reasonable for something the character is supposed to be good at doing, or does it need to be higher? I've found it somewhat difficult to make a well-rounded character with more than one skill at 5+; skills at 3 or 4 are much easier to allocate.

3-4 is pretty reasonable. 5 is impressive, 6 is world class.

SpaceBadger February 3rd, 2014 07:22 AM

Looking at what little info is provided in the rulebook, I have some concerns about the 6-pdr Hotchkiss Rotating Cannons that appear to be the ship's armament.

They are described as operating like Gatling guns, which implies a rather high rate of ammunition usage (machineguns use 10 rounds per "shot"; it is unclear to me whether this also applies to HRCs, which are in some respects treated as machineguns and in others as rapid-firing artillery). I am not familiar enough with the combat system yet to determine whether the 6-pdr size gun is necessary for dealing with dinosaurs, or whether the smaller 1-pdr might be sufficient. If the 1-pdr would do the job, then it seems that we might be able to carry more rounds of ammo if each round weighed less - so could carry a greater ammo supply for 1-pdr as opposed to 6-pdr. Would hate to run through our entire supply of HRC ammo in first combat that required their usage, eh what?

Also, in checking the combat tables at the back of the book, I see the 1-pdr HRC listed in with the artillery, but no listing for the larger bore HRCs. Do we need to do some extrapolation as to Range and Burst numbers for the heavier weapon, if we stick with those?

SpaceBadger February 3rd, 2014 06:14 PM

Re: Corporal Smithers

Quote:

Originally Posted by aramis (Post 466046)
Should be Private, I think - A single NCO and a private or two, sure - but two NCO's? Unless they're being seconded to make room for more competent... if he's a corporal, he's being seconded for untoward actions - possibly off-duty ones.

He's your NPC. I will edit him to Private rather than Corporal. (I just figured on a distant mission they might want two more experienced soldiers, therefore two NCOs.)

Do you want me to finish him out as an NPC, or do you prefer to do all NPCs yourself?


EDIT: In reading further down your post, I see that you kept him as a Corporal, so I guess I should leave that alone. Just tell me if you'd still rather I make him a Private, and the editing will be done. :)



*

aramis February 3rd, 2014 06:57 PM

I just figure he got caught doing something (or someone) he shouldn't...

SpaceBadger February 3rd, 2014 07:24 PM

Anyone else have thoughts on this? I am worried that even a few combat encounters requiring use of the HRCs would exhaust our ammo supply.
They are sending us out with one ton of ammo for the HCRs. Presumably, one ton of 1-pdr ammo would be at least five times as many actual rounds as one ton of 6-pdr ammo. Or are we stuck w 6-pdrs as that is the current design and game is already underway?


Quote:

Originally Posted by SpaceBadger (Post 465979)
Looking at what little info is provided in the rulebook, I have some concerns about the 6-pdr Hotchkiss Rotating Cannons that appear to be the ship's armament.

They are described as operating like Gatling guns, which implies a rather high rate of ammunition usage (machineguns use 10 rounds per "shot"; it is unclear to me whether this also applies to HRCs, which are in some respects treated as machineguns and in others as rapid-firing artillery). I am not familiar enough with the combat system yet to determine whether the 6-pdr size gun is necessary for dealing with dinosaurs, or whether the smaller 1-pdr might be sufficient. If the 1-pdr would do the job, then it seems that we might be able to carry more rounds of ammo if each round weighed less - so could carry a greater ammo supply for 1-pdr as opposed to 6-pdr. Would hate to run through our entire supply of HRC ammo in first combat that required their usage, eh what?

Also, in checking the combat tables at the back of the book, I see the 1-pdr HRC listed in with the artillery, but no listing for the larger bore HRCs. Do we need to do some extrapolation as to Range and Burst numbers for the heavier weapon, if we stick with those?


Thanos February 3rd, 2014 08:25 PM

Quote:

Originally Posted by SpaceBadger (Post 465907)
I still have some reservations about the meshing of our playstyles, but I would like another game to play in, and have plenty of time on my hands. I promise that I will do my best to play in accordance with the way you GM. Maybe I will learn something. :D

Did you say that there will be some contingent of soldiers accompanying this exploration group? I would be happy to create a young officer - or NCO if possible with only one career term (Soldier's Companion suggests all NCOs are older soldiers in second career term).

What would be something that would fit into the game at this point in time, when interviews are already/almost completed? (That is one reason I was thinking military man still in uniform; no interview necessary, just gets assigned to the job.)

Well son of a gun! Damn glad to have you abord!

aramis February 4th, 2014 01:49 AM

Quote:

Originally Posted by SpaceBadger (Post 466123)
Carson thanks the waiter and asks for a second napkin, but will watch to see if anyone else is using one that way before doing so himself.

Made me LOL!

McPerth February 4th, 2014 04:11 AM

Quote:

Originally Posted by SpaceBadger (Post 465979)
I am not familiar enough with the combat system yet to determine whether the 6-pdr size gun is necessary for dealing with dinosaurs, or whether the smaller 1-pdr might be sufficient.

The ship's guns are not designed to fight dinosaurs (though they can be Handy on a pitch for that too), but as anti-ship defense, just in case pirates come in, and in this way the 6pdr are vastly superior to the 1 pdr.

To fight dinosaurs we should use the personal weapons (rifles, shotguns, etc). That's why McBean is so concerned about shotgun ammo...

SpaceBadger February 5th, 2014 02:37 AM

Quote:

Originally Posted by McPerth (Post 466130)
The ship's guns are not designed to fight dinosaurs (though they can be Handy on a pitch for that too), but as anti-ship defense, just in case pirates come in, and in this way the 6pdr are vastly superior to the 1 pdr.

To fight dinosaurs we should use the personal weapons (rifles, shotguns, etc). That's why McBean is so concerned about shotgun ammo...

I must read more about Venus. I thought the population (other than a few small European enclaves) was all primitive Lizard Men.

I also need to learn the combat system. Realistically, I'm not sure many large dinosaurs would even notice being shot with a shotgun unless it was near point-blank range. I don't know if this is reflected in the 1889 combat system or not.

New Question: I saw that at one point McPerth asked whether we might use the "Ship's Locker" approach to gear such as ropes, lanterns, tents, basic tools, etc. I never did see a response to this by Aramis. I note that some PCs (McBean?) seem to be supplying themselves with this sort of equipment. As a soldier serving under orders, I suspect it would be a foreign concept to Carson that he might need to buy such things for himself rather than having them issued by quartermaster as needed. Requesting clarification, please.

"One More Question"TM: Would a shotgun loaded with slugs be equivalent to an elephant gun? The projectile would be large, but I suspect the energy much less. Still, it would be versatile... I suppose there isn't time to have some shot-shells made up for the elephant gun that Carson will be seeking. Was hand reloading of ammunition much done in that era, and possible for these weapons? If so, perhaps we could buy a supply of steel shot, gunpowder, lead, and proper sized molds and make up our own ammunition during the months-long (???) journey to Venus.

aramis February 5th, 2014 04:50 AM

If you want a ship's locker, put some cash in the fund, and any reasonable basic gear (not weapons) gets taken from it until the fund is gone.

As for a shotgun with slug - I don't quite think so. It would be slower, broader, and probably not penetrate as well, and may even be less energy on the round to boot. As I said before, I'm not working out slug for a shotgun.

The Elephant gun is, per the rules, about a .60 cal rifle.


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