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Cerberus Call Sign Designations and pilot-speak

 
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The Ardingthoth



Joined: 16 Feb 2004
Posts: 57
Location: My own little world

PostPosted: Mon Jun 21, 2010 5:32 pm    Post subject: Cerberus Call Sign Designations and pilot-speak Reply with quote

Zulu – The Cerberus itself.
Alpha – Wing Commander Keteris
Actual - The Captain

Bravo Squadron – Bombers
Delta Squadron – Equipped to deliver / assist in boarding / breaching operations
Foxtrot Squadron – Fighters
Gamma Squadron - Gunboats
Romeo Squadron – Recon / Scouts
Sierra Squadron – Shuttles
Lima Squadron– Ground Force Troop Carriers
XRay – Experimental / Prototype Craft.

Charlie – Cargo ship e.g. Freighter, or another ship carrying cargo, e.g Sierra Charlie = a shuttle with cargo, Charlie Gamma = A freighter fitted out as a gunboat.
Indigo – Interdictor class, or ship in a similar role.
Kilo – Kamikaze Ship e.g. “Incoming Kilo!” or “Bravo 0-6 Kilo going in.”
Papa – Personnel, Non Combat
Tango – Technical Staff
Uniform – Unknown Craft
Yankee – Y Wings (normally the opposition)
Victor – V.I.P / Command Personnel
Heavy – Loaded with cargo / personnel and /or not able to fight well due to the nature of its load. E.g “Sierra 2-0 Heavy”.
Hostiles – Generally anything that is shooting at you.
Rain – Incoming fire.
Juliet – Jedi, common phrase such as “Flies like a Juliet” refers to a good pilot.
Mike – Missile, e.g “Incoming Mike!” or “I’ve got one Mike left.”
Oscar – Damaged but still flying, “I’ve won an Oscar, but I’m Ok”
Whisky – Badly damaged and struggling for control, “I’m Whisky Oscar’d”
November – A bad situation e.g. “I think it’s November”, “We’re in November here.”

A call sign is the squadron name (which identifies the type of ship) followed by 2 numbers. The first number is the Flight ID, the second number is your position within the flight. Flight 0 is usually the Squadron Commander, position 0 is normally the flight leader. The LOWER the number in both cases, the more senior the rank. You may actaully have the same rank as someone else, but if their call sign is 1-2 and yours is 2-3 they are higher in the food chain than you, at least whilst in space.

Hence Gamma 0-0 is the Squadron Commander and leading his flight. Gamma 0-1 would be his second, Gamma 0-2 would be his third. Gamma 1-0 would take over if Gamma 0 flight was totally destroyed.

There are usually 3 ships per flight, a lead and 2 wingmen. However 3 flights are normally grouped together as this makes restructuring during a battle a little less confusing. Hence Bravo 1-0 through to Bravo 1-2 would form "A" flight, Bravo 1-3 through to Bravo 1-5 would form "B" flight, Bravo 1-6 through to Bravo 1-8 would form "C" flight. The "A", "B" and "C" flights are only normally referred to if the flight leader is manouvering or re-structuring his ships.

“I’m Whisky Oscar’d but I’ve got one Mike left. It’s raining like November here, but if I can fly like a Juliet I might just take that hostile Uniform out. Bravo 0-6 Kilo going in.”
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Last edited by The Ardingthoth on Tue Jun 22, 2010 3:40 pm; edited 1 time in total
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The Ardingthoth



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PostPosted: Tue Jun 22, 2010 3:22 pm    Post subject: Reply with quote

Players can be part of the following Squadrons:

Bravo Squadron – Bombers
Foxtrot Squadron – Fighters
Gamma Squadron - Gunboats
Romeo Squadron – Recon / Scouts
Sierra Squadron – Shuttles

You cannot be part of:
Delta Squadron – Unlikely to be deployed until very later on in the fight. They are locked down like everyone else on the Cerberus...
Lima Squadron– You are not fighting on the ground...

XRay – Experimental / Prototype Craft. There are 2 XRay craft on board, you will have flown practice manouvers with them, they will usually take the role of wingmen, but can take the lead if needed. The Squadron commander or flight leader gives orders to them which they have obeyed perfectly, but they do not speak over comms. None of the pilots have admitted to flying the Xrays. This has raised questions amongst the pilots which command have mostly evaded...

Feel free to play a mix from different squadrons if you like. If a few of you decide you want to be in Gamma squadron then it's possible you may all have different positions on the same ship. A gunboat has a basic flight crew of 4 plus as many gunners as it has guns...

I would suggest that at least one of you is in Romeo squadron. Trust me, its probably a good idea....though if no one wants to, its not the end of the world...well not mine anyway...

I would advise AGAINST being in Sierra squadron. This fight is a "If it has guns get it in space" type of fight. Shuttles do have a gun. They have some shields. They are NOT good in a fight...

You can have a rank up to Commander if you choose. The higher the rank, the more responsibility and s&$t travels both ways...however if you die you get to be a private....

If you want to be a private, you are a pilot (or gunboat crew). Lots of pilots die in fights like these, but don't worry, I'll have lots of NPC characters that can become PCs....

Each Squadron has its own speciality areas for skills, once I have some idea of what ppl want to play I will issue suitable character templates which you can then add your own flavour of skills to.
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The Ardingthoth



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Posts: 57
Location: My own little world

PostPosted: Tue Jun 22, 2010 3:48 pm    Post subject: Preliminary Brief Questions Reply with quote

If you have any questions regarding the preliminary brief, ask them in the briefing thread, effectively its IC, but not going to play through that briefing on the night.

Character / Other questions here please Smile
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starwarsphil



Joined: 06 Sep 2004
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PostPosted: Wed Jun 23, 2010 12:03 pm    Post subject: Reply with quote

Can we see the specs for the gunboats?
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The Ardingthoth



Joined: 16 Feb 2004
Posts: 57
Location: My own little world

PostPosted: Tue Jun 29, 2010 10:28 pm    Post subject: Ships Stats Reply with quote

Ok, Ship's Stats are as follows. Yes they are NOT identical to the books, but they're fairly close, and I think will give a bit better game balance for what I have in mind. You shouldn't really complain, it does tend to be a little bit more biased in your favour....

Bravo Squadron (TIE Bomber - Better Speed and Manouverability)
Sublight Speed 4D
Manouverability 1D
Hull 4D+1
Twin Laser Cannon (fire linked)
Fire Control 2D
Damage 3D (Combined)
Concussion Missile Launcher
Fire Control 3D
Damage 9D
Bombers have a payload of 12 Missiles

Foxtrot Squadron (TIE Fighters - Slightly better hull and guns are NOT fire-linked)
Sublight Speed 5D
Manouverability 2D
Hull 3D
2 x Laser Cannon
Fire Control 2D
Damage 5D (Each)

Gamma Squadron (Gunboats)
Sublight 3D+2
Manouverability 2D
Hull 5D
Shields 3D
4 x Laser Cannon
Fire Control 3D (Only when manned by a gunner for that gun)
Damage 5D
These are NOT TIE Fighters. Needs a pilot and co-pilot (for Shields, Comms and Tech etc) plus gunners. Can be flown by a single pilot but very hard to fire whilst flying solo. There are crews for these. Pick a position.

Romeo Squadron (Recon / Scouts)*
Sublight 5D (6D*)
Manouverability 2D (3D*)
Hull 2D
Shields 0D (1D*)
1 x Laser Cannon
Fire Control 1D (2D*)
Damage 2D (4D*)
Sensor Suite* (Max -2D)
Passive 1D
Scan 2D
Search 3D
Focus 4D
Signal Jammer / Booster 1D (2D*)
*Due to the very varied situations these craft can find themselves in, a more flexible approach was taking for this type of vessel. First, its primary role as recon vessel is made possible by the extensive sensor suite it has fitted, along with a Signal Jammer / Booster. Second, it is readily reconfigurable by the pilot to adapt it for variable situations. The attributes may be increased up to the number in brackets by removing an equivalent number of dice from other attributes. Only whole dice may be transferred, and it takes an action per attribute involved after the first, i.e Transferring power from Laser Cannon Damage to Sublight would be one action, transfering 1D from Sublight and 1D from Manouverability to Laser Cannon Damage would be 2 actions. No roll is needed for these actions, but they do contribute towards dice penalties for multiple actions. Once reconfigured, the configuration will remain until re-adjusted again - actions are not needed to maintain the change. A Maximum of 2D can be transferred away from sensors, they cannot be increased by transfering power to them. All sensor stats drop by the transferred amount. Hull cannot be increased or reduced by power transfers.

Sierra Squadron (Shuttles - some may even have guns)
Sublight 3D
Manouverability 2D
Hull 3D+2
Shields 2D
1 x Blaster Cannon (Short and Medium Range Only)
Fire Control 2D
Damage 3D

I'll get the character basics up either Wednesday or Thursday.
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The Ardingthoth



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Location: My own little world

PostPosted: Thu Jul 01, 2010 5:47 pm    Post subject: Characters Reply with quote

Characters get the normal 18D of attributes in the range 2D-4D. You are human (clones allowed if you like).

You then get the Imperial Basic Training Package - you know how to shoot a blaster, dodge, brawl, melee etc to at least a minimal level of competency. 9D of skills.

You then get the Basic Pilot Training Package - you know how to fly a ship, where the guns are, how to turn the shields on etc. 7D of ship related skills.

You can then choose ONE of the five Further Training Packages, according to the ship type you have chosen. Some of these have some "free choice" skills to balance them against the other packages, these cannot be used to increase the skills contained within the package, and can only boost a skill by +1D. This means that a specialist in his area is not outdone by someone plowing a load of "Free Choice" skills into a non-specialist area of their own, and you don't end up with skills too high for the game pitch.

Basic Character Sheet: (So you know where all the skills go...)

Player Name
Character Name
Character Type

Dexterity
Blaster
Dodge
Grenade
Hvy Weapons
Melee

Perception
Bargain
Command
Con
Gambling
Hide / Sneak
Search

Knowledge
Alien Races
Bureaucracy
Cultures
Languages
Planetary Systems
Streetwise
Survival
Technology

Strength
Brawling
Climb / Jump
Lifting
Stamina
Swimming

Mechanical
Astrogation
RepulsorLift Op.
Starship Gunnery
Starship Piloting
>> Starship Tactics (Piloting Specialisation)
Starship Shields
Starship Sensors

Technical
Comp Prog / Rep.
Droid Prog / Rep.
RepulsorLift Rep.
Starship Rep.
Demolitions
First Aid
Second Aid
Security

Starship Tactics is a specialisation of piloting and is useful for local battle awareness. Command is more the area for the larger view of a battle.

Inperial Basic Training (9D)
Blaster +1D
Dodge +1D
Melee +1D
Grenade +1D
Brawling +1D
Climb / Jump +1D
Hide / Sneak +1D
Search +1D
Fist Aid +1D

Basic Pilot Training (7D)
Starship Piloting +1D
Starship Gunnery +1D
Starship Shields +1D
Starship Sensors +1D
Astrogation +1D
Planetary Systems +1D
RepulsorLift Op +1D

Fighter / Bomber Pilot (8D)
Starship Piloting +2D
Starship Gunnery +2D
Starship Shields +1D
RepulsorLift Op +1D
Starship Tactics +1D
Any Other Skill +1D

Recon / Scout (8D)
Starship Piloting +1D
Starship Guunery +1D
Starship Shields +1D
RepulsorLift Op +1D
Starship Sensors +2D
Planetary Systems +1D
Starship Repair +1D

Starship Gunner (8D)
Starship Gunnery +2D
Starship Sensors +1D
Starship Repair +1D
Starship Tactics +1D
3 Other Skills +1D Each

Gunboat Pilot / Co-Pilot (8D)
Starship Piloting +2D
Starship Shields +2D
Starship Sensors +2D
RepulsorLift Op +1D
Starship Repair +1D

Starship Command (8D)
Command +3D
Bargain +2D
Con +1D
Starship Tactics +2D

NOTE: IF any of you elect to take the Command Package, then you WILL have a reasonable rank, and some clue as to how to control a large battle. However you WILL be a merely AVERAGE Pilot.

Any ship / pilot can try to use Starship Sensors to gather information, however the only ship that has the proper equipment fitted is the Recon / Scout. MUCH better results will be obtained from this vessel.

Ok, I think that's it...Email / Dropbox your Characters please...
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Last edited by The Ardingthoth on Thu Jul 01, 2010 5:56 pm; edited 2 times in total
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The Ardingthoth



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Posts: 57
Location: My own little world

PostPosted: Thu Jul 01, 2010 5:47 pm    Post subject: Reply with quote

Nuts, the Character sheet went wrong...fixing that...
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