Thursday, August 19, 2021

21 AUG 2021 - Star Wars and Brats again

 Unless another GM is planning something, Star Wars again.

XP Award for last session ; 202100814: 100 XP (pushing to the next story, and got a lot done)

Duty Award for last two sessions combined: 10 (total of fifty for the group) 

With the new award, your total XP should be 2450 (plus racial). Think of an attachment or mod you want (some will be granted, some will be made quest objectives).

Stan-Lee purchased 45 dum-dums and 5 construction droids (one of which Dr. Boring paid for). They are currently overhauling the ARC-170 to get it flight-ready (one day if all of them are working on it). Nova spent the week gaining control over the looted dismantler droids taken form the Yarma scrap yards (use the construction droid stats, but size two and can fly). The team has acquired a lucrehulk (with a backup hyperdrive), which still needs a hyperdrive, and a half-armed (port side only) venator for the mandalorian mercenary fleet. They are currently hiding at Iego, and are available for your raiding missions, but should really wait in the work queue for repairs.

There are twelve arquitens (one claimed by Dr. Boring), two mobile spacedocks, four munificents, two neutron stars, a keldabe and a dozen each c70 chargers, deep space recovery vehicles and nu-class shuttles awaiting significant work in the landing bays of the lucrehulk, missing all weapons and hyperdrives except for the flak cannons, missile/torpedo tubes and mass drivers (although all ammo for said weapons is also looted). You have three hyperdrives suitable for silhouette 7 starships, two suitable for silhouette 6 starships and one for a silhouette 5 ship.

The technicians of Iego are currently working on their existing three space stations, Two silhouette 10 space stations and a silhouette 7 mobile spacedock, and working on the pelta-class frigate and star destroyer already acquired. Convincing them to switch priorities from defense to acquisition that will benefit you more than them won't be easy, but they aren't ungrateful, just busy and fearful. Working on their defense, evacuation and trade fleets isn't just in their best interest for safety and security, but also makes them feel much happier. Three of the ships slated for the mandalorian mercenary fleet are next on their list unless you convince them otherwise as well. Convincing them to work on the mandalorian ships that you can then use for your raids would be beneficial to your raiding, or putting your stock of hyperdrives to use for raiding ships or for selling would also be extremely useful to you, and even help you help them more, but that doesn't make them feel as secure as working on defense ships. So you have to charm or negotiate them into altering their priorities by telling them what the other ships could do for them. Without weapons, the ships might be marketable at shadow ports for a quarter of their stock price, more if you can get more weapons and ammo for them. The mandalorians really want the keldabe and the Iegoians hope to get the neutron stars (but don't want to say anything since to do so would make them appear even more ungrateful).

 


Comments:
Mission for House Krevan (up to 20210821)

With a glut of salvaged cruiser hulks and hulks of smaller vessels as well, the rising stars of House Krevan are faced with the strange problem of figuring out how to make use of their vast resources. The leader of House Krevan has tasked the heroes with growing a home fleet and mercenary fleet for House Krevan, and advised them to also see to the needs of Iego and their risky personal interests. Their supplies currently includes the shells of ships missing both weapons and hyperdrives, and a few spare hyperdrives; far less than the available hulls requiring them. The mission to outfit a home fleet for House Krevan could be resolved by finding a hyperdrive suitable for the shell of the lucrehulk... but the lucrehulk could also be used to complete the mercenary fleet, the evacuation fleet for Iego or any other number of uses for the expensive ship. It just needs an expensive and rare hyperdrive. You have the location of several spacehulks that could be used to meet all of the large fleet needs; six gutted venators and a gutted providence in need of hyperdrives and weapons in addition to repairs and maintenance. Their location at the edge of the Outer Rim is currently known to few, but it is not entirely secret, which creates a time limit on exploitation. You have another time-limit, or maybe the opposite of such, with your resident ex-pirate warning that imperial ship yards and scrap yards will be ready for raids on their facilities.

Your choices now depend on your view of your conflicting time constraints, priorities and which resources you are willing to bring to bear. You will obviously need to convince the technicians working at Iego to assist in readying the cruisers for continued raids or preparing them for sale to finance parts for the bigger cruisers, battleships and dreadnought. Nothing involving a silhouette 7 or higher ship is fast or easy. Work crews of 5,000 men or more are required for such monstrous ships, 100 men for silhouette 5 and 6 ships and 5 men for work on silhouette 4 ships. Stan-Lee has acquired a droid work crew of fifty droids, which can slowly work on one of the cruisers, but help from Iegoian technicians is really required for timely and efficient work. Existing manufacturing capability at Iego can create supplies to work on one ship for the team at a time without slowing work on their existing priorities, but the only workers available without negotiating with them are Stan-Lees droid crew (and seven more from Nova).

The things you need to decide are (1)how long do you wait before heading back out into the galaxy for adventure, (2) what do you do during downtime, what do you try to convince the Iegoians to work on instead of their evacuation fleet, defense fleet, business fleet and the mandalorian defense fleets, and (3) what do you do next when you decide your given you potential enemies enough time to prepare for you, forget about you, and/or steal your remaining space hulks? The longer you wait, the greater chance you have that they have forgotten about you, but the more time they have to improve their defenses until they do. This also gives the vengeful droids mote time to find someone willing to exploit or trap the hulks you couldn't salvage yourself without large hyperdrives.
 
Ronik's Desires (updated for 20210821): Dr. Boring longs for the achievement he didn't manage during the clone wars; command. It is a selfish desire and not healthy for a jedi... but he's not a jedi anymore, right? Also, like other jedi with the experience he has (and usually more years), he wants to start training other jedi... but he isn't one of those. Funny how hard it is to let go of that deeply ingrained training. Luckily his wife is interested in training and eager to have his training benefit the house as well. He's become a little bit bossy and his wife has taken to calling him “master” in a way hard to tell if it is endearing, mocking or honest.
To support his desire for command, he's claimed one of the derelict clone-war arquitens and one of the silhouette-6 hyperdrives. Currently, he's not managed to convince any of the technicians that it is worth changing their priorities for, but they do stop by to seem him mis-handle the hyperdrives and engines with the force once in a while. He will be looking for weapons on successive outings. The c70 charger he accidentally rescued during the first theft needs a hyperdrive, but is otherwise ready for action and Dr. Boring has claimed it as a temporary ship as well. Ronik isn't insane or falling to the dark side, but it has become an obsessive hobby bleeding into his role as a military leader.
GM Note: This is Ronik's priority, not the GM's priority. Also, there are enough silhouette five and six ships, that pet projects for ships that never get any screen time is possible. Retirement projects, escape plans and personal businesses that have minimal affect on plot can still add to your characters' stories.

Maria's Current Desires: Maria currently hopes to get both of the bigger warships, the keldabe and one of the mobile spacedocks for use by her mercenary and home fleets, but she is clearly going to agree to whatever decisions you make regarding the disposition and deployment of the new ships. This is a test for you, and balancing the responsibility you took on after the Siege of Iego with your oaths to the mandalorians and also with your personal interests is part of the test. You are a unique experiment for her to expand her Houses size and galactic influence, and maybe her influence among other Mandalorian clans and houses. She'll need a title for new recruits like you... “knights” comes to mind, but that has other associations she isn't sure she wants to advertise.

Iegoians' Hopes: The people of Iego, most notably the ex-slave technicians, want to continue work on their existing projects: three space stations, two large ships, the super weapon, and proper infrastructure for the people of Iego. They'd like to add the two neutron stars to the list first, but think that helping the mandalorians build a fleet may better serve their interests. They also want the lucrehulk; not that they really believe they're going to get it. From their point of view, maybe you could steel some droids or utility vehicles for them... not that they'd ever actually suggest piracy.

Don't forget group goals: Just another reminder, a pirate fleet as cover for piracy, a business fleet as cover for legitimate businesses, ships picked out for personal projects and maybe a temporary ship or two for final raids are also something to think about.
 
Raiding options explored but not exploited: (1)Seven silhouette eight ships and a hulk worth of spare metal is still waiting in at the old CIS supply depot for you, pirates or saboteurs. (2)The Ord Trasi shipyards mostly refitting Imperial I-class star destroyers into imperial IIs along with other recycling and construction. (3)The scrapyards as Bracca, both ground and space. (4)Exploiting underworld contacts for targets or targeting Zygerians (a.k.a. Piracy).

There will be other opportunities, these are just the things you have already thought about (and the things I planned for).
 
A few thoughts:

- Or'Lorn would use his social skills to try to determine what the Iego work crews, civilians, etc. would need to be convinced to work on the other ships (prepping for raids or sale) vs. the system defenses. Assuming their needs can be met or concerns addressed, we can hopefully get them involved in that new project.

- I like the idea of hitting the Imperial I upgrade facility since there's a chance of taking a complete ship there, hyperdrive included, since I doubt they are taking hyperdrives out of the ships and then simply putting them back in later. This is, however, a high risk mission. Any intel we could gather before hand would be useful, though I doubt we have a way to do that. We should also consider various methods of launching this attack - something different than our norm might render any upgrades to their defenses useless.

- Would underworld contacts lead to the specific components we need? We have more ships than we have equipment to fully outfit them - going on shady missions to raid for components could work, and taking down easier targets to strip the hyperdrives might speed up the process of having a viable fleet.

- Or'Lorn is eager to train his apprentice, although he also knows he's not a Jedi so he's not exactly in the best position to be teacher. On the other hand, he's still alive, while the Jedi are mostly dead and gone, so there's that to consider. Quality instruction or not, the child will benefit from training - it's a cruel universe out there - and Or'Lorn always looks for opportunities to have Twi'lek become strong enough to cast off oppressors... which is also not really a Jedi trait.

- Finally, Or'Lorn will look for opportunities to assassinate key targets if doing so will advance the group's goals. The Empire is sadly full of rather redundant leadership, so a well-placed assassination may not accomplish much, but Counter Intelligence is a goal of his. So, offing key figures, planting false info, or otherwise throwing a wrench into the Imperial war machine is always on the table. The trick would be getting access to the targets - hitting them between fortified areas would be neat, if we could pull it off. Also, is there anything Rob's character might be able to whip up from a technical perspective (false data, computer viruses, etc.) that could make life miserable for the Imperials even after we've left whatever bases we've attacked?
 
1) was thinking hitting slavers for their ships... since they need big ships to haul their cargo, they would need big drives.

2) also thinking maybe we hit up non military ships and their drives, less protected.

3) work on getting drives for the bigger ships first since they are in most risk.

4) Possible another crime family needs another crime family hit. freighters have big engines too
 
Possible source of man power is freeing Political prisoners.
 
Good ideas! Rescue people and tech!
 
nd sell them for real credits and buy old clunkers with the jump drives we need. People in their right mind wont buy but if the drive works.
 
last option, we have one star destroyer, maybe the hut would trade jump drives for it, they have the resources to get it with proper docs and help them move cargo.
 
Matt,
As for what you can do to convince the available technicians at Iego to work on your ships; you need to make them an offer or request help without offering much in return then I'll adjust the difficulty of the roll base on your offer and approach. I.e. if you suggest they prepare ships to sell in exchange for parts for their defense projects, then it is a difficulty "-" negotiations roll because 100% of their effort is returned to them and you already supplied the parts (someone suggested this last week, but it doesn't actually help you... but it would make future rolls easier). If you just played on their sense of obligation to you while suggesting that all of your other operation will benefit them in some non-specific ways, then it would be a slightly difficult charm check with the highly variable results.

For gathering intelligence on the shipyards at Ord Trasi; how do you go about it? Head there as a team in the Hutt's Bounty, send in allies like Saw's Partisans or just attempt research? Intelligence gathering is the right answer, the mandalorians are busy and the Bothan on Ryloth, Ota, doesn't currently have any information; maybe pay him somehow to gather information for you, or pay another ally? Also, a new strategy is always a good idea. I had planned around you sneaking around and eventually getting caught and having to escape with whatever you found first... a new strategy can make that way better, or at least more fun.

Underworld sources could acquire hyperdrives to fit into vehicles up to silhouette seven, but bigger ships are out of their league, and you need to pay them with something. Maul did leave you a contact method, he might be able to help you identify useful targets. Kwenn Station is a Hutt-controlled drydock that can service a star destroyer, so that might be a non-military location you can get help with capital ship parts.

You might not be a jedi master, but you are the successor to the boy's father; maybe that relationship is more important. Br. Boring has a large red holocron you/he could borrow...

Determining if/how they are gathering intelligence on you will be difficult. Assassination of slightly useful imperials isn't really a challenge anymore, but those targets may be the best for recruitment as well; which may be the best for both intelligence and counter-intelligence. Maybe you can recruit an asset that will assist you in learning the defensive posture of potential raiding targets in exchange for making them look good, which leave you with a blackmail-friendly source for the future. Deciding what slicing goals you have before the need to implement them would also be a good idea; planting information, stealing information, making slight alterations... possibilities are endless there, but having ideas before you happen upon the logged-in terminal of the officer you have just relieved of duties is a good idea.
 
Znine,
1) Zygerian ships are typically silhouette five transports, they have a few other ships, mostly Ubrikkian Industries ships. They are a target for ship-jacking and selling their non-living cargo and ships.
2) It is rare for silhouette eight or nine ships to be non-military designs. Single planets have trouble supporting them, let alone most private businesses. For outfitting your your 9 silhouette seven ships, you could hit innocent traders, but that might not be agreeable with your goal to remain on the light side.
3) The GM agrees, this should be important to you. Decide between the need to let the heat die down and your fear of losing those valuable ships just sitting there in the middle of nowhere waiting for someone to come take them.
4) Yup, Maul could give you a target or two... but you might just decide to keep the whole ship. Ships large than silhouette seven, as previously stated, will be incredibly rare for crime families, since smaller ships are so much more efficient unless you're fighting The Empire.
5) Prison breaks can be fun. Breaking into prisons is something you have experience with... oddly enough.
6) Are you suggesting that we sell the political prisoners we rescue... that doesn't sound very nice, but the hutts might be interested. You might be able to buy silhouette seven hyperdrives form the hutts... or at least Ubrikkian Industries, who regularly sell the hutts ships... maybe mandal motors too, who also sell to the hutts.
7) Iego ins't selling their one good, but still being repaired, star destroyer. Niether are the mandalorians planning to give up any of their proto-star destroyers.
 
We need man power, rescue people in prison for defending the republic. People sent to slave camps
 
If I can make it, I'll be late today.
 
my suggestions in order .... vanguard, commando, scout, infiltrator, mercenary, trader quartermaster fringer tactician gadgeteer
 
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