STGOD 4 OOC Thread

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Post by Rogue 9 »

Alyrium Denryle wrote:
Rogue 9 wrote:
Thirdfain wrote: I think not. the populace is already in arms, and full of anger and hatred.
Fine then. I'll just have to hamper your operation. Any chanting clerics are to be seized on sight, shot if something prevents the arrest.
What about my clerics?
Okay, not your clerics. Ones acting like they're about to blow up our shit.
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Post by Rogue 9 »

Thirdfain wrote:
Fine then. I'll just have to hamper your operation. Any chanting clerics are to be seized on sight, shot if something prevents the arrest.
Won't do you much good. It won't kill Ouster agents, and it will only make the people more angry. Even now, your biggest danger is from conventional weapons, not clerical magic.
The day will come. Your agents can't hide the fact that they're arming these people forever.

Speaking of which, you're doing the same thing Laz did earlier, only you're being far more subtle about it. You're ignoring our fleets like they aren't even there. How the hell are you getting weapons in past the blockade?

I think I'll do something about that...
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Post by Bugsby »

Aly.... lets try to keep things realistic, shall we?

At another mage academy, another promising young sudent cracks his books to study for the final exam that will make him a full-fledged mage. Unfortunately, his spellbook was warded and he died when it blew up, once again provind that all spell-books should be warded.
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Post by Alyrium Denryle »

Bugsby wrote:Aly.... lets try to keep things realistic, shall we?

At another mage academy, another promising young sudent cracks his books to study for the final exam that will make him a full-fledged mage. Unfortunately, his spellbook was warded and he died when it blew up, once again provind that all spell-books should be warded.
Um yeah.. he wards the spellbooks himself, they wont effect him. Spellbooks are created by the caster and they use them to study their own spells. You diont expect them to keep the incantations for every spell they know memoprized all the time do you?

Look at it this way, without a spellbok to refresh their memory, a mage will eventually forget his spells. So they trap the books to prevent theft.

The books he has that arent traped would be scrollcases with a few scrolls in them. At best. they wouldnt have volumes of information, or even how to cast spells. To read a scroll you need a read magic spell, and you still ahve to learn that one...

And the books can be tracked...
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Post by Thirdfain »

Speaking of which, you're doing the same thing Laz did earlier, only you're being far more subtle about it. You're ignoring our fleets like they aren't even there. How the hell are you getting weapons in past the blockade?

I think I'll do something about that...
You will need imports, regardless of the situation, and no-one is incorruptible.
I figure that with a number of shipping corps in the Hajr's pocket, we can make arrangements to get some weapons in.

Keep in mind that this was never heavily armed revolt- most of it has been rock-throwing mobs, Molotovs, and homemade explosive, with a few teams of well-equipped Mujahdeen added in for spice.
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Post by Thirdfain »

don't worry, Wards can be cracked by sufficiently expert thieves. The presumably low-grade glyphs made by the young spellcasters at the school will be no problem to crack with a little trial and error.
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Post by Alyrium Denryle »

Thirdfain wrote:don't worry, Wards can be cracked by sufficiently expert thieves. The presumably low-grade glyphs made by the young spellcasters at the school will be no problem to crack with a little trial and error.
Actually a ward has to be cracked by another mage. A ward is a complex defensive spell... A Glyph is a series of runes that EXPLODE, destroying the book in question as well as killing the person that sprung it.
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Post by Thirdfain »

Yeah, and DnD Thieves can crack them, once at a high enough level.

I think it's safe to say that completely unbreakable seals are a ridiculous idea. Everything can be defeated, given time.
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Post by Alyrium Denryle »

Um... where does it say in any D&D literature that a thief can crack an Alarm spell, or a Contingency spell?

They can disable a physical trap(spike trap for instance) but a magical ward they cant do unless they can cast dispel magic.
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Post by InnocentBystander »

I'd like to point out that most of the argument is being done between Laz and Alyrium. Please, stop arguing back and forth over what are basically trivial events! If your going to argue over an event that could make or break your empire, fine, go to town, but these little tidbits of espionage; it's not worth that much arguing, and I think it's bogging things down.
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Post by Alyrium Denryle »

Well, lets look at it this way. this COULD break my empire. All i have is magic, my tech level is 14th century europe, barely having gunpowder.

He basically took the manual for nuclear weapons to North Korea.
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Post by Thirdfain »

Um... where does it say in any D&D literature that a thief can crack an Alarm spell, or a Contingency spell?

They can disable a physical trap(spike trap for instance) but a magical ward they cant do unless they can cast dispel magic.
Skill: Use Magic Device.

Besides, the Skaven use magic. I can just take these books to them. For a price, I'm sure they'll dispell the glyphs for me.
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Post by Alyrium Denryle »

Dont worry abou it. T'will be dealt with in game...
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Post by Thirdfain »

Nitpick-

there ARE no Hajr light freighters, buddy. At least none doing business with Heavy powers.

It would be an independent craft, likely hired by anonymous sellers.
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Post by Rogue 9 »

Fine. Fixed. Like it matters. 8)
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Post by Thirdfain »

BTW, a quick run-down of Floater weapons.

Fletchers are our basic rifles and machine-guns. They fire needle-like explosive projectiles which pierce armor before exploding inside the target. Pistol, SMG, Rifle, and SSW versions all exist.

Jazzers are nothing special- electromagnetic propulsion grenade launchers, with a variety of rounds ranging from small frag grenades which can be fired in sticks of 15-20, to heavy any-powerarmor rounds which can only fit 4 to a clip.

Hellthrowers are sort of like flamethrowers, only they spray superhot plasma. Useful against even battle tanks at short ranges, very nasty weapon which requires that the user wear power-armor just to avoid being killed by the weapon's backblast.

Gropener-swords are powered blades which use a set of small thrusters to correct for momentum in zero-g melee combat.

Razorwhips are long monofilament wires with a thruster-ball at the end. the user can spin a web of razor-sharp death, or swing the weapon in carefully controlled strikes to chop the enemy up. Terror weapon, of limited use against armored opponents.

All these weapons are form STGOD1.
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Post by Alyrium Denryle »

See, all the heat and explosion based weapons are pretty damn useless against a pit fiend...
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Post by Thirdfain »

On the contrary, a HEAT round will work quite nicely, as it's a kinetic energy weapon- along with the Fletchers, which should also do just fine (I don't care how resistant to heat your guy is, having a Fletcher SSW round exploding inside you is gonna cause a lot of purely physical damage.)
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Post by Thirdfain »

Urk, small problem, I believe I may be mistaking the fictional self-forging projectile rounds from Falkenburg's Legion for modern HEAT rounds. If so, my rounds are like the former. If both are pretty much the same (and I recall reading about modern shells which penetrate armore via a stream of explosively propelled copper) then that's it.
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Post by frigidmagi »

I'd just like to point out that information about modern equipment can be found here.

Meanwhile, why is Laz screaming about Godmoding? I mean Ubercloaks and now personnalshields? Come on. Aly's off the top I agree, but Straha was legit all the way.

Lastly for a militarized planet with two battlefleets overhead, there's alot of people coming and going from the CoG isn't there?
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Post by Rogue 9 »

Thirdfain wrote:On the contrary, a HEAT round will work quite nicely, as it's a kinetic energy weapon- along with the Fletchers, which should also do just fine (I don't care how resistant to heat your guy is, having a Fletcher SSW round exploding inside you is gonna cause a lot of purely physical damage.)
HEAT = High Explosive Anti-Tank. You're firing tank shells inside your space station? Are you nuts?
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Post by InnocentBystander »

It's not unreasonable, the place is already a vacuum as I recall, and marines in heavy power armor can certainly be defined as "light tanks".
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Post by Thirdfain »

HEAT = High Explosive Anti-Tank. You're firing tank shells inside your space station? Are you nuts?
It's a Cluster, made from hollowed-out asteroids. The thing's walls and bulkheads are thick rock, heavily reinforced. The external sections are already in vacuum at this point, so I can toss about whatever I like- and most of the bulkheads could take a couple of rounds like this anyways. Remember, this is the fortified command Cluster, designed to take hits from ship-to-ship weapons.
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Post by frigidmagi »

Most definitly considered light tanks!
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Post by frigidmagi »

That's how you run a police state.
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