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Pregame planning - January 25, 2018

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Agent Tash
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Pregame planning - January 25, 2018 Empty Pregame planning - January 25, 2018

Post by Casey Thu Jan 25, 2018 7:26 pm

You mentioned certain equipment would be provided to the PCs by the Colonial government prior to our drop-capsule assault on Zhatnos. Do you want us to make requests to be approved/denied, or is there a standard list of things we will be receiving?
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Post by Agent Tash Fri Jan 26, 2018 8:53 am

Let me know if you have a special request, otherwise you will be getting a standard issue gear package. Some of you have already spoken with me.
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Post by Father Dugal Fri Jan 26, 2018 10:41 am

That's true. Why I had a lovely talk with Agent Tash just the other day. We conversed on a variety of topics over the course of many hours. But...for some reason, no matter where our conversations led, he always steered our discourse back to death to the party and his master's dominion over the all known space.

That man's a true a killjoy; why, it's almost like talking to a broken record. Have you got any stimulating ideas other than your master's ambitions, Mr. Tash? Deep down inside that phage-infested brain of yours, doesn't a small something yearn for a room somewhere far away in the moon light air? In one ginormous chair? Oh, wouldn't that be lovely?
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Post by Agent Tash Fri Jan 26, 2018 2:26 pm

Here is the standard issue they plan to outfit you with depending on your skill sets:

One set sealed armor - Drop Rated
Primary Weapon Plamform
Secondary Weapon Platform (If rated Heavy or Squad Support)
Backup Sidearm

If you are rated with powered armor, you will be fitted for:
Commando Battlesuit (TL10 UT pg 183)
If you are not rated for powered armor, you will be fitted for:
Space Armor (TL 10 UT pg 179)

You weapon will be based on your best gun skill:
Riflemen: Gauss Rifle 4mm TL10 with hyperdense ammunition, modular scope 1, with underbarrel 25 mm EMGL Launcher w/ HEMP grenades (If Grenade Launcher skill is at least 12)
Laser Rifle:  Rainbow Laser Rifle TL 11 with modular scope 1 and underbarrel 25 mm EMGL Launcher w/ HEMP grenades (If Grenade Launcher skill is at least 12)

If you are rated as Sniper (Minimum Rifle or Laser Rifle skill 16; Stealth and camouflage skill 13) you MAY opt for:
Rifle: Portable Railgun, 10mm, dedicated hyperspectral scope 3, no underbarrel, bipod.  This is instead of your other primary weapon.
Laser: Rainbow Dino Laser, dedicated hyperspectral scope 3, no underbarrel, bipod.  This is instead of your other primary weapon.
You MAY opt for a GAUSS 4mm PDW as a backup weapons platform instead of a pistol.

If you are rated Squad Support (Minimum ST 20 after adjustments, Gunner skill 14) you MAY opt for:
Gunner (Machine Gun): Gauss HMG 7mm
If your final ST is at least 24, you may carry a standard rifle as a backup.

Backup Pistol:
Guns: Gauss Pistol or Heavy Rainbow Laser Pistol

Equipment and Ammunition:
The armor sets have load bearing harnesses that can carry up to 16 units of space.  Pick up to 18 units from below.  Water supplies are integral to the suit.  Some supplies may be available to refresh in the field.  Due to the space required by you drop suits drop and life support equipment, backpacks cannot be worn.  Additional equipment can be added.  For each additional 4 units of space you want to add, increase your weapon bulk rating by 1 and take a -1 to the skill check during the drop.  
Rifle / Laser Rifle Reload = 1
Pistol Reload = .5
Grenade = 2
Small Tool (Electronic or Mechanical Lockpicking Kit / combat knife / non suit optic or comm unit  / Suit or weapon repair kit / arm restraints) = 2
Large Tool (Demolition Kit / Communications Kit / Psi Restraint Kit / Crash Kit / Advanced Sensor Kit) = 6
Rescue Chainsaw or Combat Shield (Counts as secondary weapons platform)
First Aid Kit = 2
Sonic Stun Pistol = 4
Heavy Weapon Reload = 4
Heavy Melee Weapon (sword) = 8
1 Meal = 2
1 Snack = 1
25mm reload = 2


***Edits: Removed climbing requirement for sniper.  Changed sniper scopes to scope 3.  Changed Rifleman scopes to scope 1 adjustable.  Removed Fit from squad support.  Total adjusted ST for support must be 20+.  Changed carry from 16 to 18 units.  Added Sonic Stun Pistol and Psi Restraints.


Last edited by Agent Tash on Fri Jan 26, 2018 6:24 pm; edited 3 times in total
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Post by Agent Tash Fri Jan 26, 2018 2:37 pm

To clarify about space, this is not the same a weight,  this is just how much space the gear takes up on your rigs in addition to all the life support and orbital drop equipment attached to you.  There will be extra equipment that can drop with you that may be available.  The above is just how much your suit harness carries.

The extra dropped equipment would be for the creation of a cash or base of operations and also include food and ammunition resupply.
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Post by grumpit Fri Jan 26, 2018 2:55 pm

I don't have the book in front of me but we're also going to need some form of psy dampener. I know they have headbands that will do that.

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Post by Agent Tash Fri Jan 26, 2018 3:17 pm

Your suits will have micro units integrated in the helmets. Full psi shield units don't fit in the standard suit.
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Post by grumpit Fri Jan 26, 2018 3:25 pm

I'm thinking more along the lines of restraining prisoners with psionic capabilities

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Post by Agent Tash Fri Jan 26, 2018 3:28 pm

Good thought. A portable sci restraint device would be a large tool
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Post by grumpit Fri Jan 26, 2018 3:39 pm

It's a headband that weighs 0.1 lb. On page 107 in ultratech. I don't think it qualifies for a large tool or even a small tool

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Post by Agent Tash Fri Jan 26, 2018 5:22 pm

The kit also includes arm and leg restraints.
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Post by Agent Tash Fri Jan 26, 2018 5:23 pm




Edit:  I'm not seeing the device you are talking about on pg 107.  What is it called?

Edit 2, nevermind, I see it on 108.  TL 9^.  Antipsi devices in Traveller are somewhat bulky, and the psi helmet is the smallest unit available (or else every helmet in game would be anti-psi by default just about)


Last edited by Agent Tash on Fri Jan 26, 2018 5:52 pm; edited 3 times in total
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Post by Agent Tash Fri Jan 26, 2018 5:39 pm

Alternately, an explosive collar would be one unit.
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Post by Agent Tash Fri Jan 26, 2018 6:18 pm

Changed a few options.
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Post by Warren McGregor Fri Jan 26, 2018 7:57 pm

Ooooooh!!!  I'll take the following:
- One set sealed armor - Drop Rated = Space Armor with the following requested modifications:
    >Internal Integrations port with super user access to it's operating system as well as an external integrations port.
    >Advanced processors and increased memory banks for cyberwarfare with enemy (small tool = 2).
    >Advanced communications uplinks to transmit and intercept data (communications Kit/Large Tool = 6).
    >Shoulder mount for A.L.L.I.E. (my drone) (small tool = 2).

- Primary Weapon Platform = Gauss Rifle 4mm TL10 with hyperdense ammunition, modular scope, with underbarrel 25 mm EMGL Launcher w/ HEMP grenades

- Secondary Weapon Platform = Rescue Chainsaw

- Backup Sidearm = Gauss Pistol

25mm reload = 2

2 Meals = 4

3 Snack = 3

Total units = 18
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Post by Agent Tash Fri Jan 26, 2018 8:33 pm

Warren wrote:Ooooooh!!!  I'll take the following:
- One set sealed armor - Drop Rated = Space Armor with the following requested modifications:
   >Internal Integrations port with super user access to it's operating system as well as an external integrations port.
   >Advanced processors and increased memory banks for cyberwarfare with enemy (small tool = 2).
   >Advanced communications uplinks to transmit and intercept data (communications Kit/Large Tool = 6).
   >Shoulder mount for A.L.L.I.E. (my drone) (small tool = 2).

- Primary Weapon Platform = Gauss Rifle 4mm TL10 with hyperdense ammunition, modular scope, with underbarrel 25 mm EMGL Launcher w/ HEMP grenades

- Secondary Weapon Platform = Rescue Chainsaw

- Backup Sidearm = Gauss Pistol

25mm reload = 2

2 Meals = 4

3 Snack = 3

Total units = 18

Ok, most of that is doable, except the chainsaw.  Secondary weapons platforms are for heavy support gunners.  (Aka Gorakak)  You could carry one on a strap over your shoulder, but not rigged to your gear, and would be taking that instead of some of your survival gear and ammo packed in your pod's storage bay.

Also, with that configuration, you don't have any ammo aside from the single magazine in your rifle.

The good news, they will add the cyber-warefare kit into your suit's frame, so it won't take any space on your harness.  That gives you space for two extra rifle mags!
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Post by Warren McGregor Fri Jan 26, 2018 9:48 pm

Fair enough. No chainsaw. Two additional clips.
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Post by rundy Sat Jan 27, 2018 11:48 am

i ll take one of each

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Pregame planning - January 25, 2018 Empty Re: Pregame planning - January 25, 2018

Post by Casey Sat Jan 27, 2018 3:58 pm

I think that Casey will go for the Sniper loadout:

Commando Battlesuit
10mm Portable Railgun (+3 scope and bipod)
Gauss 4mm PDW

Extra equipment:
First Aid Kit: 2
2 Grenades: 4
2 Meals: 4
1 Hardsided case containing 5 Robusto sized cigars, lighter, and clipper = 1
Knife: 1
Rifle Reloads: 5
PDW Reloads: 1

Additionally, Casey would request that his suit have either Invisibility Surface (p UT100) if available, or Multispectral Chameleon Surface (p UT99). Because of the sensitivity of their assignment, he would also request that all of their radios be upgraded to meson comms.

{Updated}


Last edited by Casey on Sat Jan 27, 2018 8:45 pm; edited 1 time in total
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Pregame planning - January 25, 2018 Empty Re: Pregame planning - January 25, 2018

Post by Agent Tash Sat Jan 27, 2018 4:25 pm

Casey wrote:I think that Casey will go for the Sniper loadout:

Commando Battlesuit
10mm Portable Railgun (+3 scope and bipod)
Gauss 4mm PDW

Extra equipment:
First Aid Kit: 2
2 Grenades: 4
2 Meals: 4
1 Hardsided case containing 5 Robusto sized cigars, lighter, and clipper = however big that is
The rest in Rifle Reloads

Additionally, Casey would request that his suit have either Invisibility Surface (p UT100) if available, or Multispectral Chameleon Surface (p UT99). Because of the sensitivity of their assignment, he would also request that all of their radios be upgraded to meson comms.

The colonial military uses Multispectral Chameleon Surface tech for stealth armor purposes. (UT98) They agree to the instillation.  This will run off your suit's E cell when active.  The power draw stats are not listed, so well just hand wave and say 2 for 1 power use (suit operates 24 hours normally, or 12 hours of active chamo).  

Unfortunately the colonies don't manufacture much in the way of meson tech, most of that having been imported from the Imperium before the war.  (Note, Meson Communicators use the same stats as a Neutrino Communicator UT45)  At the colonies tech level, only very large models can be manufactured by them)
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Post by Agent Tash Sat Jan 27, 2018 4:28 pm

Oh, and the cigar case sounds like it would be 1 unit (size of a single rifle mag)
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Post by Casey Sat Jan 27, 2018 4:40 pm

Agent Tash wrote:Oh, and the cigar case sounds like it would be 1 unit (size of a single rifle mag)


Got it. Thanks.

That was the most important question of them all.    Razz
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Post by Agent Tash Sat Jan 27, 2018 5:01 pm

Some Armor Images for Referance
Pregame planning - January 25, 2018 Coloni10
Colonial Space Armor (Wearer's Height plus a few inches)

Pregame planning - January 25, 2018 Power_10
Colonial Military Cybersuit (Wearer's Height plus several inches)

Pregame planning - January 25, 2018 Battle11
Colonial Commando Power Armor  (Wearer's Height Plus 8 inches)

Pregame planning - January 25, 2018 Coloni11
Colonial Heavy Power Armor  (Wearer's Height plus over a foot in height and width)
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Post by Warren McGregor Sat Jan 27, 2018 6:48 pm

Wait. There are four armor options instead of two?

I'll take the Cyber-suit instead
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