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Post by aramis on Jun 29, 2012 16:48:43 GMT -5
Aramis' encounter in 0013: [dice=20] 9=Radiation storm. Damn. 3 shields up! (-3 more fuel) [dice=10] 4-3=1 Who dies: [dice=10] 5... Engineer! But, my sick botany team recovers Current | Eng | TP | Sh | Ms | Bm | Ar | [cs=2]Fu | Hex | Aramis | 6 | 6 | 3 | 2 | 2 | 75 | [cs=2]121/150 | 0013 | Craigers | 6 | 6 | 4 | 2 | 1 | 75 | [cs=2]113/150 | 1707 | [cs=11] ——— | Current | Nav | FC | DC | Geo | FEn | Bot | AP | SC | Med | Mil | Aramis | 1/2 | 2 | 2 | 3 | 3 2 | 3 | 3 2+1 | 2 1+1 | 2 1+1 | 3 2+1 | craigers | 2 | 2 1 | 3 1 | 3 2 | 2 1 | 3 2 | 3 1 | 2 | 2 | 3 2 |
[rand=43460161541588604526321373647078911648545274510985030331558082253]
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Post by aramis on Jun 29, 2012 17:02:30 GMT -5
Aramis' orders: speed 3, direction A 0013 to 0010
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Post by craigers07 on Jul 7, 2012 11:02:02 GMT -5
Turn 6 orders: Speed 3 direction W (start 1707; end 2006) -5 fuel.
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Post by aramis on Jul 9, 2012 0:21:21 GMT -5
Aramis' orders: speed 3, direction A 0013 to 0010 Turn 6 orders: Speed 3 direction W (start 1707; end 2006) -5 fuel. Aramis' Encounters: 0012[dice=6], 0011[dice=6], 0010[dice=6] Enc Craigers' Encounters: 1807[dice=6], 1906[dice=6], 2006[dice=6] Enc Aramis' Encounter Type: [dice=20] 11= gravity well Craigers' Encounter Type: [dice=20] 3=cloud Resolution for gravity well: Either stop movement for turn or pay current speed in fuel for course corrections. I'll stop. Resolution for cloud: 2d6+Nav for ≥ Speed or stop movement. [dice=6][dice=6]+2=5... no problem. (Not that it would be anyway on last movement point.) Current | Eng | TP | Sh | Ms | Bm | Ar | [cs=2]Fu | Hex | Aramis | 6 | 6 | 3 | 2 | 2 | 75 | [cs=2]116/150 | 0010 | Craigers | 6 | 6 | 4 | 2 | 1 | 75 | [cs=2]108/150 | 2006 | [cs=11] ——— | Current | Nav | FC | DC | Geo | FEn | Bot | AP | SC | Med | Mil | Aramis | 1/2 | 2 | 2 | 3 | 3 2 | 3 | 3 2+1 | 2 1+1 | 2 1+1 | 3 2+1 | craigers | 2 | 2 1 | 3 1 | 3 2 | 2 1 | 3 2 | 3 1 | 2 | 2 | 3 2 |
[rand=7098895120434463070146833313629034632984558120375132006776984781]
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Post by aramis on Jul 14, 2012 14:33:20 GMT -5
Hmm... y orders post is missing.
Orders turn 7: Speed 3 direction A, 5 energy, Hx 0010 to 0007
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Post by craigers07 on Jul 15, 2012 22:22:40 GMT -5
Turn 7 orders: Speed 2 direction W (start 2006; end 2205) -3 fuel. I will beam down 2 from the nav crew on arrival.
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Post by aramis on Jul 17, 2012 1:01:47 GMT -5
Turn 7: Hmm... y orders post is missing. Orders turn 7: Speed 3 direction A, 5 energy, Hx 0010 to 0007 Turn 7 orders: Speed 2 direction W (start 2006; end 2205) -3 fuel. I will beam down 2 from the nav crew on arrival. Aramis Encounter Checks: 0009 [dice=6], 0008 [dice=6], 0007 [dice=6], Craigers' Encounter Checks: 2105 [dice=6], 2205 [dice=6] No encounters. Planetside for Craigers... Environment [dice=10] 10=Aquatic. Automatic Nav Mission as encounter 1 of 3. Encounter types possible for encounters 2 and 3: Geologic (1), Plant (1), Herbivore (1), Carnivore (1), Sentient (1/2), Disease (1/4), disaster(1/4). I know you plan on sending two nav on encounter 1. You may pick up to 4 additional teams to go down. (I can't roll the specific encounters until I know.)[rand=520729555515572451529956143349413872960545122623444305760343559086]
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Post by craigers07 on Jul 19, 2012 5:16:40 GMT -5
For additional teams I'll send Geology, Botany, Sentient Contact, and Animal Physiology.
Is the number of teams sent based on a roll?
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Post by aramis on Jul 20, 2012 1:38:09 GMT -5
For additional teams I'll send Geology, Botany, Sentient Contact, and Animal Physiology. Is the number of teams sent based on a roll? No. The limit is your Transporters. You have 6, so you can send/support 6 teams per turn. You get 3 encounters per major world; 2 + mission if it has an unresolved mission encounter. Mission 2 roll: [dice=20] 16 = Carnivore Mission 3 roll: [dice=20] 13 = Carnivore Assign the teams to the three missions: Encounter 1: Navigational Disturbance: 2 Nav Teams already assigned. Encounter 2: Carnivore A Encounter 3: Carnivore B Which one gets the Animal Physiology team?[rand=7640052088536322869927944848313921087734517641366682042672066018]
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Post by craigers07 on Jul 21, 2012 23:53:32 GMT -5
I'll send the Sentient Contact and Animal Physiology to encounter 2 and the other 2 teams can go to encounter 3.
I believe it should be 1 of each team and that would total 6.
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Post by aramis on Jul 23, 2012 13:13:30 GMT -5
I forgot to mention - only military and AP teams have a chance of success, with SC teams having a rare chance of success. So, encounter Carnivore B is automatically lost, but the teams are safe. You may attempt one of 4 modes with encounter Carnivore A... (B's teams just run.) Befriend, Trap, Chase, or Hunt. The Resolutions table: | 1:Aggressive | 2:Intelligent | 3:Sentient | 4:Speedy | 5:Large | 6:Armored | 7:Camouflaged | 8:Fying | 9:Small | 10:Venomous | Team Survival | Befr. | 20+ | 10+ | 9+ | 18+ | 18+ | 18+ | 19+ | 19+ | 17+ | 19+ | 01-10 | Trap | 15+ | 17+ | 19+ | 14+ | 11+ | 11+ | 15+ | 16+ | 17+ | 14+ | 01-07 | Chase | 10+ | 11+ | 12+ | 16+ | 7+ | 7+ | 12+ | 12+ | 12+ | 11+ | 01-04 | Hunt | 9+ | 9+ | 9+ | 9 | 9 | 11 | 10 | 9 | 8 | 9 | 01 | Injury Mod: | +4 | +0 | +0 | +0 | +2 | +0 | +0 | +0 | -2 | +0 | |
Success: Military teams get no bonuses. AP teams add 2 each except to col. 3: sentient; SC add +2 to those. either a military team or a AP team is needed to make a success roll on cols 1-2,4-10 A military, AP, or SC is needed for col 3, but only SC adds a bonus Injury Assigned teams roll. I'll resolve the nav; you pick Carnivore A's mode, and B's will automatically be befriend (best survival odds - they can't succeed but they can die, and will reveal what kind it is.) Nav resolution: [dice=20] for 15+ with DM+4 from two nav teams. Modified 16 makes [dice=20] for 13- to avoid injuries; since it's specialists, only one can be lost. 11 makes with no losses. There's 15 VP.[rand=553429193794727304798784223385155358300958294421432686480497941375]
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Post by craigers07 on Jul 26, 2012 10:50:08 GMT -5
I'll send the teams in to attempt trapping Carnivore A.
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Post by aramis on Jul 26, 2012 13:45:48 GMT -5
Type roll for Carnivore A: [dice=10] Trap: 17+ on 1d20+2 (+2 from an AP team): [dice=20] 5= fail Injury roll: [dice=20] 18-2 (small)=injury to team of choice The A team is injured. Checking for result of injury (1-2=dead; 3+ is number of turns out): [dice=6] 5= returns turn 12, whichever type it is, either the Sentient Contact or the Animal Physiology team. Current | Eng | TP | Sh | Ms | Bm | Ar | [cs=2]Fu | Hex | Aramis | 6 | 6 | 3 | 2 | 2 | 75 | [cs=2]111/150 | 0007 | Craigers | 6 | 6 | 4 | 2 | 1 | 75 | [cs=2]103/150 | 2205 | [cs=11] ——— | Current | Nav | FC | DC | Geo | FEn | Bot | AP | SC | Med | Mil | Aramis | 1/2 | 2 | 2 | 3 | 3 2 | 3 | 3 2+1 | 2 1+1 | 2 1+1 | 3 2+1 | craigers | 2 | 2 1 | 3 1 | 3 2 | 2 1 | 3 2 | 3 1 | 2 | 2 | 3 2 |
Note: you can retry both carnivore missions on turn 8, using either Animal Physiology or Military teams; you can send down a SC team in case C is sentient. You can also send fuel engineers to prospect. Carnivores are 7 VP each... You also need to pick which team was injured: AP or SC.[rand=9188671798910946540150771616026863267126935534186875308372545987]
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Post by aramis on Jul 26, 2012 14:05:57 GMT -5
My orders turn 8: Speed 2, direction A, send no one down. (just find out the planet type) land the following turn. End in 0005
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Post by craigers07 on Jul 27, 2012 12:02:37 GMT -5
I'll send my Military team to one encounter and the AP team to the other one. I would like to make an attempt at hunting with both teams.
I'll also send the Fuel Engineers to prospect if that is possible.
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