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File: Map.png (1.32 MB, 1124x749)
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White Moons Debris Removal Inc. has put up a contract for finishing up the extermination of some self-replicating Von Neumann probes in the rings of Ullman IV. WMDR might have missed a couple of them...possibly because their AI learned how to produce defensive measures. We're not sure.

Okay, actually we're sure but we're getting extra pay for not mentioning that, so sign this here NDA please.
And maybe try to retrieve one of the probes relatively intact. They're a valuable source of historical knowledge.

You may deploy on any edge of the map with any speed.

Note: the planetary rings are home to rock clusters. A ship entering a rock cluster hex with speed over 1 suffers an attack that hits on 3- (plus size mod) and deals 1d10 + speed damage.
>>
>>971538
You have 400 credits to design your ship/squadron for this mission. Or you can choose the sample ship below:

[Cormorant class] Ship name here
HP 26 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 13/10/7/4
Systems:
Heavy railgun size 1 To hit 4/7/5/2 Dmg 12 Max hits 1 Projectile, Charge
2x Light pulse laser (FPA, FSA) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
Triple Bascinet PdG To hit 6 Dmg 1 Max hits 3 Point defense

>What is this about?
This is a kind of strategy game where you control a space ship, battle space enemies and hopefully don't get turned into space debris. In space.

It has been thousands of years since humans discovered FTL. In that time humanity settled a corner of the Galaxy, discovered no non-human sapient species and managed to become an ancient precursor civilization to itself at least a few times. Right now humanity is pretty divided, with states ranging from 4-5 systems to a single orbital habitat, and low-level space warfare is ubiquitous. This is where you come in.

>How can I join?
It's simple:
- Choose a name for your ship
- Put it into your trip
- Read the rules: https://docs.google.com/document/d/1kIfAEId3VPOG4889bMav1oLWdcYKvHNk7evqrAu6FUI/edit?usp=sharing
- Design your ship (or take a sample one provided below)
-- You can also design a squadron of smaller ships if you want
- Copy the stats of your ship into the bottom of your posts.

>Please note!
- This game uses Newtonian movement. Don't skip the movement rules section!
- Remember that projectile and seeker attacks target a specific hex.
- Also remember that multi-weapon mounts require charging each weapon independently.
>>
>Posting ships

[Swallow class] Ship name here
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º


[Swallow class] Ship name here
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>971642
Are both your ships named "Ship name here"?
Is it to hamper enemy intelligence gathering?
>>
>>971660
well I'm just posting the WIP designs so others players can have an idea of what I'll be playing
>>
>>971539

"Man, what gives? How am I supposed to afford a proper battleship on this budget? I spent every credit I got and I still only managed basic fittings before I ran completely out. I'm sitting in the bridge of an empty warehouse here. Well, least I got the wave motion gun in there first..."

[Kestrel class] "Merry Hell"
HP 33/33 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4
Shields 4/4
Systems:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
[Ancile Shield Generator]
shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
>>
>>971538
>>971539

"Naden here, ready to bring the hammer on our foes."

[Cormorant class] Naden's Hammer
HP 26 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 13/10/7/4

Systems:
-Priwen Shield Generator (recharge 3 per action)
-Shield Emitter 1
-Shield Emitter 2

Weapons:
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Bascinet PD Chaingun (F) To hit 6 Dmg 1 Max hits 3 Point defense
-Bascinet PD Chaingun (A) To hit 6 Dmg 1 Max hits 3 Point defense
>>
>>971683
Chainguns are 360 and don't need facing.

...also, did you mean to put all of your guns on the ship's right side?
>>
>>971704
Yes, you got a problem? Turning one's ship is free after all.

Final sheet

[Cormorant class] Naden's Hammer
HP 26 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 13/10/7/4

Systems:
-Priwen Shield Generator (recharge 3 per action)
-Shield Emitter 1
-Shield Emitter 2

Weapons:
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Double Bascinet PD Chaingun To hit 6 Dmg 1 Max hits 3 Point defense
>>
>>971714
Just seemed a bit unusual is all. I wouldn't want to on your bad side (i.e. starboard, hardeharhar).


[Kestrel class] "Merry Hell"
HP 33 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds 17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
File: Turn0.png (1.32 MB, 1124x749)
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>>971676
>>971714
Ok, here we are. And, not surprisingly at all, we're facing armed opposition. Damn those self-improving AIs with rapid manufacturing capabilities.

These ships seem like copies of popular frigate designs. I'll put up the scanner report on them shortly. The probe itself, though... All I can say it's one ugly bugger. Those improvised armor plates look horrible, just horrible. And the shield emitters just stick out with no care for aestethics.

[MH] Merry Hell
[NH] Naden's Hammer

Intelligence report:

[M]issile ship
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
Quad Parashu missile To hit 4/6/7 Dmg 3 Max hits 3 Seeker, 1 ammo
LTL (FPS) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits

[S]trafer ship
HP 13 AP 4 Thrust 1/2
Thresholds 7/4
Systems:
Dual HTL (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, Charge for +2 max hits
Bascinet PdG To hit 6 Dmg 1 Point defense

[G]un ship
HP 17 AP 5 Thrust 1/3
Thresholds 7/4
Systems:
2 Light railgun (F) To hit 4/7/5/2 Dmg 8 Max hits 1 Charge, Projectile
Bascinet PdG To hit 6 Dmg 1 Point defense, Max hits 1

Ancient probe
HP 41 Shields 9
????????????
>>
>Deploy outside the belt

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º

[Swallow class] Remus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Twinlinked Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 1 (1d10)

>>971735
>Aim Heavy Turbolaser at G1
>Charge Heavy Turbolaser
>Fire Heavy Turbolaser at G1
>Turn to face 1
>Move 1


[Kestrel class] "Merry Hell"
HP 33 | Shields 4 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 5, 5, 2, 5 = 17 (4d10)

>>971735
>Move 6
>Rotate to face 5
>Fire all 4 Light Pulse Lasers at S3
>Move 3 if possible to cancel the inertia.

"Turn the starboard to face our foes! Smash them with hammers of light!"

[Cormorant class] Naden's Hammer
HP 26 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 13/10/7/4

Systems:
-Priwen Shield Generator (recharge 3 per action)
-Shield Emitter 1
-Shield Emitter 2

Weapons:
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Double Bascinet PD Chaingun To hit 6 Dmg 1 Max hits 3 Point defense
>>
>>971789
I actually forgot about my shields!

This should be
[Cormorant class] Naden's Hammer
HP 26 | Shields 3 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 13/10/7/4

Systems:
-Priwen Shield Generator (recharge 3 per action)
-Shield Emitter 1
-Shield Emitter 2

Weapons:
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Double Bascinet PD Chaingun To hit 6 Dmg 1 Max hits 3 Point defense
>>
File: Turn1.png (1.32 MB, 1124x749)
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>>971802
>>971763
>>971748
Really nice shot here, Merry Hell!

Not so nice shooting from you, Harden. Direct fire weapons shoot before you move, so you have to turn to bring them to bear before that.

>[Ro]mulus and [Re]mus deployed
>>
>>971825
Forgot to mention - G1's engine is toast.
>>
>>971825
Sorry, not clear. Was it me or Naden that took the 2 points?
>>
>>971836
It's Naden
>>
Rolled 1, 6, 4, 6 = 17 (4d10)

>>971825
>Fire 1 Light Pulse Laser at G1
>Fire the other 3 Light Pulse at S3
>Recharge Shields (1 AP)

[Cormorant class] Naden's Hammer
HP 26 | Shields 3 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 13/10/7/4

Systems:
-Priwen Shield Generator (recharge 3 per action)
-Shield Emitter 1
-Shield Emitter 2

Weapons:
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Light Pulse Laser (S) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Double Bascinet PD Chaingun To hit 6 Dmg 1 Max hits 3 Point defense
>>
>>971825
Assuming my current speed is 1 towards [2], if not burn [1] more with each of my ships

>Burn 2,1

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º

>Burn 2,2,1

[Swallow class] Remus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Twinlinked Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 5 (1d10)

>>971825

"Even if your engine's busted I'm not just gunna let you play artillerist at 20 paces."

>Turn to facing 6
>Aim Heavy Turbolaser at G1
>Charge Heavy Turbolaser
>Fire Heavy Turbolaser at G1
>Move 1

"Here, is that bloody probe running away?"


[Kestrel class] "Merry Hell"
HP 33 | Shields 4 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>971763
>>971870
https://www.youtube.com/watch?v=dOKc-wdbcQA
>>
>>971539
[Rook class] Tempest
HP 17 | AP 5 | Thrust 1/2 | Size mod +0
Thresholds 7/4
Systems:
[Priwen Shield Generator]
-shields recharge 3 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
-Dual (2x) Light Pulse Laser (360) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire

Filled my ship up and came in at 301 cost Did I do this right?
>>
>>971928
I make that ship cost 340.

Rook hull - 160
Priwen generator - 24
Shield emitter 2 - 12
Shield emitter 2 - 12
LPL - 27
+facing - 13
+facing - 13
+facing - 13
LPL - 27
+facing - 13
+facing - 13
+facing - 13

It also uses 14 capacity when your chassis only has 11.

Increasing the firing arcs of weapons makes them cost more and take up more space, and giving them 360 coverage like you did is pretty costly in both categories.
>>
>>971946
Putting them on the same mount cuts down on cost I thought? Twin linked on a mount would simply make me have to pay for facing once at the cost of a luck hit dropping my weapons all at once.

Rook hull - 160
Priwen generator - 24
Shield emitter 2 - 12
Shield emitter 2 - 12
LPL - 27
LPL - 27
+facing - 13
+facing - 13
+facing - 13
>>
>>971952

The advantage of twin mounts is they take only 1 AP to shoot. The facing cost is not reduced

>>971870

Merry Hell, what did you mean by
>Turn to facing 6
>Move 1
?
If "turn to 6 then accelerate 1 hex", that would bring you to a dangerous speed inside a rock cluster
If "turn to 6 then accelerate to 1", then that's impossible because you only can turn once
>>
>>971967
Sorry, the rules said movement was always in the direction you were facing, so I assumed it was implicit that any move action was to add thrust forward.

>If "turn to 6 then accelerate 1 hex", that would bring you to a dangerous speed inside a rock cluster
Yep, sure will. But if I continue on my current predictable course I'm probably going to eat a railgun slug. I'll take the chance of asteroid damage to duck and weave a bit and make my hard to lead. Plus I'll be out of the field after this turn anyhow.

...would it help if I said I like to live on the edge?
>>
File: Turn2.png (1.32 MB, 1124x749)
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>>971856
>>971863
>>971870

Naden, you're in a dangerous proximity to a heavy laser armed ship. I advise you to
Oh
Well
Khm
It was an honor.

>Lasers at short distances are really scary
>Naden's Hammer: destroyed.

>S3: engine damaged, laser destroyed
>G1: destroyed
>S4: left the battle and probably crashed into a rock offscreen
>M1: out of missiles
>>
>>971985
Don't mind S3 being pointed the wrong way. It's a sensor glitch. I swear.
>>
>>971928
[Albatross class] Tempest
HP 21 | AP 6 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Tri-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits

Is this better?
>>
Rolled 10, 4, 1, 8, 8, 8, 9, 8, 10, 5, 10, 4, 2, 7, 7, 5, 4, 5 = 115 (18d10)

>>971985

>Burn 3,3
>Fire 6 missiles at g2

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º

>Burn 4
>fire 12 missiles at g2

[Swallow class] Remus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Twinlinked Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>971985
Hang on, if laser fire is before movement, how did S4 wind up shotgunning Naden? Shouldn't it have been firing in the second range bracket and doing 4 damage?
>>
>>972005
Can I reroll?
>>
>>972000
Yes, all correct
>>
Rolled 3 (1d10)

>>971985
"Holy shit. Suddenly my stubborn choice of a capital ship chassis seems a lot less crazy.

Well, I suppose I'd better finish the missile boat while I have the opening. Don't want it biting me in the ass later."

>Aim Heavy Turbolaser at M1
>Charge Heavy Turbolaser
>Fire Heavy Turbolaser at M1
>Turn to 5

[Kestrel class] "Merry Hell"
HP 33 | Shields 4 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>971539
[Hawk Class] Jormungder
HP 50/AP 7/Size Mod 1
Thresholds 27/21/16/11/6

Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense

Hmm I knew this deal was too good to be true when that junker sold this to me. Oh well, gonna need to earn some creds here! Keep them off me, and I'll crush them into oblivion
>>
>>972012
>Oh god dammit. You're right.
>I actually calculated it correctly the first time then.
>This doesn't change the result though, because G2's railgun slug hit him as well
>>
>>972058
"Oh, the agony of choice. Do I approve his fine taste in philosophy of capital ship and big fuck-off spinal gun, or do I mock him roundly for being a primitive rock thrower that couldn't hit a planet if it stood still for him? Truly this is the burden of command.
>>
>>972063
[Hawk Class] Jormungder
HP 50/AP 7/Size Mod 1
Thresholds 27/21/16/11/6

[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense
>>972073
Hey, artillery is the point here. wait till I get some missiles. Also, this "primitive rock thrower" knocks everything from Albatross downwards down a threshold in a single shot
>>
>>972081
>this "primitive rock thrower" knocks everything from Albatross downwards down a threshold in a single shot
"*If* you can hit them."
Good to have you on board, we could do with some artillery. Don't forget to charge before firing, railguns require it to function at all.
>>
>>972023
[Albatross class] Tempest
HP 21 | AP 6 | Sheilds 4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits

I had 10 credits left over so I added a another quad turbo laser. 2 credits left.

Wow this thing is slow, Still can cause a huge amount of damage. Let's get this done with. Deploy on starboard side of the map.
>>
>>972089
Don't worry, straight lines are my specialty. Also, the moment I fire it once, I can see evasion becoming a priority for them.

Im gonna try to build a 40k ship, using the railgun as a nova cannon. Shields, torps, and a bank of lasers on either side
>>
>>972100
>Don't worry, straight lines are my specialty
"...I knew there was something I liked about you."
>>
File: Turn3.png (1.32 MB, 1124x749)
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>>972099
>>972058
>>972025
>>972005

Cheers loves, the cavalry is here!

Oh god, it sounds so corny.

>G2 is still alive
>>
>>972149
[Albatross class] Tempest
HP 21 | AP 6 | Sheilds 4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits

Charge Turbolasers
Move full ahead
>>
Rolled 6 (1d10)

>>972149
"We can't get started on the probe with all this crap in the way, firing on the strafing frigates."

>Recharge shields
>Recharge shields
>Turn 6
>Aim Heavy Turbolaser at S1
>Charge Heavy Turbolaser
>Fire Heavy Turbolaser at S1


[Kestrel class] "Merry Hell"
HP 33 | Shields 4 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 3, 6, 4, 10, 7, 9, 5, 9, 8, 7, 1, 9, 3, 1, 3, 6, 1, 1 = 93 (18d10)

>>972149

>Wonder what happened with my missiles warhead and why they don't have [Blast] any more

>Burn 4,4,5
>Fire 6 missiles at s2

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (42/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º

>Burn 4 4 4
>Fire 12 missiles at g2

[Swallow class] Remus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Twinlinked Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (36/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>972159
You need 4 AP to charge all turbolasers and 3 more to accelerate even 1 hex, and you only have 6
>>
>>972219
Then just accelerate 2 hexes
>>
>>972175
You have to aim in the same turn when you shoot.
>>
>>972228
Sorry didn't realsie I could charge anf fire in one turn. I'll redo my turn, given this new info.
>>
File: Jormungder ship.jpg (77 KB, 736x435)
77 KB
77 KB JPG
Rolled 8 (1d10)

>>972149
[Hawk Class] Jormungder
HP 50 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
Thresholds 27/21/16/11/6
[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense
Move 5
Charge Railgun
Aim at S1
Fire at S1 Predicted spot 11 above S1
>>
>>972244
That predicted spot is far out of range of your railgun (which is 10)
>>
>>972252
I need to read things more. Ignore all orders bar movement and charge.
>>
>>972261
just aim and fire at their base, should be in range if you move [5]
>>
>>972268
No I wont I have range of 10, and I entered at speed 0. The 5 was direction.
>>
>>972278
I think we always enter at speed 1 so if you add +1 to that you'd be in range, but well is not like you will hit it with an 8
>>
>>972268
>>972278
Yeah, unfortunately the price the Hawk class pays for all that armour is being a complete tub that can accelerate one hex per turn tops. Great once in the thick of combat, but as for getting there?

Never mind, maybe the fight'll stray out of this wretched debris belt and closer to you.
>>
File: Turn4.png (1.32 MB, 1124x749)
1.32 MB
1.32 MB PNG
>>972196
>>972212
>>972261
>>972224

Pat, you seem to have mixed up your ships. To burn 445, Romulus would have to turn twice
>I processed it as if that was Remus who had to burn 445

>M1 destroyed
>S1: PD gun damaged
>Remus takes 6 damage
>>
>>972339
Be on your guard, the probe deployed drones!
Don't tell me it has just built them during the fight
>>
>>972339
[Albatross class] Tempest
HP 21 | AP 6 | Sheilds 4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Accelerate once more
Charge 3 of the turbo lasers
>>
>>972339
can't I point between 4 and 5 and burn?
>>
>>972353
This is me
>>
also 12 of my 16 missiles were aimed at g2
>>
>>972339
Uh..wasn't M1 destroyed last turn? (I hit it 3 times for 4, it had 9HP and no shields)
Also, I shot at S1 this turn.
>>
>>972354
No, unfortunately. This is the limitation of a hex field.
>>
Rolled 7 (1d10)

>>972339
[Hawk Class] Jormungder
HP 50 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
Thresholds 27/21/16/11/6
[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense

Move 5
Aim at the probe
Fire railgun
Charge railgun
>>
>>972362
Welp
You're right
Consider s1 destroyed
>>
>>972342
>probe deployed drones!
"Can you ID the type? From the number of signatures I can tell it's not swarmers, but I can't really eyeball it to check, I'm kind of in the middle of high inertia manoeuvres."
>>
>>972339

>Burn once
>-Turn [6]
>Burn twice
>Fire 6 missiles at g2

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (36/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º

>-Turn [5]
>Burn twice
>fire 12 missiles at s3

[Swallow class] Remus
HP 3/9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Twinlinked Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (24/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 10, 8, 5, 7, 1, 3, 5, 5, 4, 6, 2, 3, 10, 5, 4, 10, 8, 8 = 104 (18d10)

>>972389
>>
>>972380
They look like knock-off fighter drones.

Fighter drone (4 in squadron)
HP 1 | AP 2 | Thrust 4/1 | Size mod -2
Chaingun To hit 6/5 Dmg 1/1 Max hits 3, Direct fire
>>
>>972361
Then S2 would be alive and I would be completely entangled in corrections.
Please forgive me, it's late where I am.
>>
>>972423
I'm rolling with what you posted in the map so don't worry about that
>>
Rolled 7 (1d10)

>>972339
"Getting a lot of sensor ghosts, can' rightly tell what's been destroyed and what's still here.

What the hell, I'll make a start on the one thing I know is intact."

>Turn 5
>Aim Heavy Turbolaser at Probe
>Charge Heavy Turbolaser
>Fire Heavy Turbolaser at Probe
>Burn once

[Kestrel class] "Merry Hell"
HP 33 | Shields 4 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
File: Turn5.png (1.32 MB, 1124x749)
1.32 MB
1.32 MB PNG
>>972449
>>972389
>>972366
>>972353

If you were wondering what the probe was using to mine the rocks, wonder no more. It's a big-ass laser.
I should've guessed, really.

>Remus destroyed. Remus' missiles just out of range
>G2: PD gun and engine damaged

I'm going not to note every hit from a multihit attack from now on. This was getting ridiculous

And on this merry note, I'd like to take a pause to sleep. I'm making to many mistakes.
>>
Rolled 10 (1d10)

>>972481
[Albatross class] Tempest
HP 21 | AP 6 | Sheilds 4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits (3/4 charged)

>Aim D1
>Fire LPL at D1
>Charge remaining LTL
>accelerate one more speed
>>
Rolled 1 (1d10)

>>972481
[Hawk Class] Jormungder
HP 50 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
Thresholds 27/21/16/11/6
[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense
Move 6
Aim at Probe
Fire at Probe
Charge Railgun

Btw is a hex large enough for say a railgun munition to miss if it is fired at the space behind where the thing is? So if I would fire through the hex the intended target is in?
>>
>>972481
S3 has entered the asteroid field at 2 speed also can't I just launch my missiles and make them target whatever is in range if their main target evades them?
>>
Rolled 10, 8 = 18 (2d10)

>>972481
"Yeeowch that stings! But I'll be damned if I'll let you get away with that Scott free! Flak crews, give those fighters something to chew on!"

>Recharge shields
>Recharge shields
>Aim Chaingun at D1
>Fire Chaingun at D1
>Aim Heavy Turbolaser at Probe
>Charge Heavy Turbolaser
>Fire Heavy Turbolaser at Probe
>Turn to 5

For when you pick up again, my cancelling part of my momentum should mean that my current next position is the adjacent hex at position 6.

[Kestrel class] "Merry Hell"
HP 19/33| Shields 0/4 | AP 7 | Thrust 1/2 | Size mod +1
Thresholds /17/13/10/7/4

Systems:
[Ancile Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]

Weapons:
[Heavy Turbolaser] (F)
- to hit 7/6/5/3 | DMG 8/4/2/1 | Max hits 1 | Direct fire | Charge for +2 max hits
[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 7, 2, 5, 10, 5, 2 = 31 (6d10)

>>972481
>Burn once
>-Turn [1]
>Burn twice
>fire 6 missiles at g2

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (30/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>972543
since g2 only needs 1 more hit, redirect all the other missiles and aim them at s2 since it is in range and all that
>>
>>972516
Entering asteroids hits on 3-. S3 rolled higher.
Missiles aren't retargetable. Maybe with some additional tech...

>>972512
Hexes are really big and you have to take into account projectile time to target. In short, you can't hit anything in hexes you don't explicitly target.

>>972551
To target 2 different ships you need 2 attack actions, so it's one or the other.
>>
>>972512
To move 6 you have to turn to 6, which brings the probe out of your forward arc
>>
>>972520
I only now have noticed you ordered a burn last turn. Sorry. I really have not to run late at night.
Still, I won't retcon the last turn's movement, because it introduces a lot of complications and because I don't see how your next position could be adjacent at 6.
>>
>>973420
Fair enough. My reasoning was that by burning in that direction I would cancel out the hex of thrust from turn 2, leaving me moving 6-ward at a rate of one hex, but it was late for me also, because in retrospect that's not how physics works at all, is it? If I wanted to slow down I'd first have to get on to a track where I can even orient myself along the direction I'm going (which I just did, as it happens).
>>
>>973477
So how do you want to move this turn?
You were already turned to 5 so you can perform a more complex maneuver.
>>
>>973478
Hm, so I was.

Turn me to 4 then, if you please. I'd like to get a start on slowing down, but I don't want to give up my firing angle just yet.
>>
>>973478
By the way, that probe looks pretty big. Does it not have a size mod?
>>
>>973494
Its size mod is +1
+2 is reserved for truly BIG ships
You will know when you see one.
>>
>>973499
Foreboding...

(That being the case I would have hit it twice last turn, since the target number was 6 and I aimed, rolled 7 and it added +1 for size. Though it's shields would still be up, so if it recovered them the point is moot. By the same token I also nicked it this turn, for what that's worth).
>>
>>973508
You're right, it should have been 8 damage. It's easy to fix though.
>>
oh shit it's this quest again can I join

[seagull class] Nova Prism
HP 21 | Shield 4 |AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Bascinet PD chiangun: to hit 6 Dmg 1 Max hits 3 Point defense
>Ancile shield generator : shield recharge 2 per action
>Shield emitter 2
>Shield emitter 2
>>
>>973413
Sorry for screwing up so much. When I was posting last night I was on very little sleep. I am more awake now, and less prone to stupid navigation errors I misread the movement diagram. Just make me move 5 so I travel into 4-6 range.
>>
File: Turn6.png (1.32 MB, 1124x749)
1.32 MB
1.32 MB PNG
>>972495
>>972512
>>972543
>>973491
>>973589

It's supposed to be a mining lazer. A mining goddamn laser! How is that probe doing it?

>Tempest: multi mounts roll for each weapon. I rolled the second attack for you, it was much more successful.
>Merry Hell: 1AP is needed to switch the PD gun to manual targeting, so Aim action waived. Not that it would help...
>Merry Hell: destroyed
>Pat Harding: a die roll determined Romulus targets S2
>Nova Prism: welcome!

>D1: 2 drones destroyed

I can probably sqeeze in 1 or 2 more turns today, depending on posting speed. After that, it's one turn a day till the next weekend.
>>
Rolled 10, 3 = 13 (2d10)

>>973632
[Hawk Class] Jormungder
HP 50 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
Thresholds 27/21/16/11/6
[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense
Overdrive 2 (Should leave me in the hex currently in front of me facing towards 2 with my speed at 1 to the direction of 5)
Activate PdG in case of drones.

1st roll for Engine, 2nd roll in case of Point defense being needed
>>
Rolled 8 (1d10)

>>973632
Greetings, I have come to assist you!

>Overdrive Thrust 4 x1 (2ap)
>Charge Heavy Turbolaser x3 (3ap)
>If engine is damaged attempt repair (will roll again, 1ap)


[Seagull class] Nova Prism
HP 21 | Shield 4 |AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Bascinet PD chiangun: to hit 6 Dmg 1 Max hits 3 Point defense
>Ancile shield generator : shield recharge 2 per action
>Shield emitter 2
>Shield emitter 2

whoops typo
>>
>>973632
>sigh
I am assuming I need engines to turn?
>>
Rolled 1, 8, 9, 8, 2, 3 = 31 (6d10)

>>973632
>Fire 6 missiles at g2
>Turn [3]
>Burn twice


[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (24/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>973643
No, turning is free, but once a turn only
>>
Rolled 3, 9, 9, 6, 2, 3 = 32 (6d10)

>>973632
[Albatross class] Tempest
HP 21 | AP 6 | Sheilds 4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits (4/4 charged)

>Aim D1
>Aim G2
>Fire LPL array at d1
>FTL Array at G2
>Turn to 6
>Charge 2 LTL

How would you slow down?
>>
>>973647
Wonderful, I can still shoot as I float towards the asteroid belt.
>>
>>973651
Please don't forget you have to target a specific hex when using a railgun.
>>
>>973654
I know, Its just that Im floating through space acting as a turret till I repair my engines. Its vaguely amusing for me.
>>
>>973649
To slow down you just turn around and accelerate in the opposite direction.
I strongly recommend you do it now.
>>
>>973673
Fair enough
>Aim D1
>Fire LPL array at d1
>LTL Array at G2
>Turn to 2
Accelerate away
>>
>>973632
"My beautiful ship! It's still in three(ish) bits, it's fine, we can salvage it! But if you don't mind I'm going to just...keep drifting over this way."
>>
File: Turn7.png (1.32 MB, 1124x749)
1.32 MB
1.32 MB PNG
Tempest, your speed is too high! Brake! Dodge! Good!.. Uff. Not good.

Your assistance is very welcome, Nova Prism. We've already lost too many ships to a glorified autofactory.

>G2 destroyed
>D1 destroyed
>>
And that's probably all for today. Next turn in about 24 hours.

Sorry I'm slow to answer questions. Turns are simultaneous so I try to avoid reading the thread before I plan the enemy actions completely.
>>
Rolled 2, 1 = 3 (2d10)

>>973686
I should have decelerated? I went backwards with an overdrive. My engine is bust, but the overdrive still worked.

[Hawk Class] Jormungder
HP 50 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
Thresholds 27/21/16/11/6
[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense
Operating from where I am, but orders remain the same
Repair engine (1AP)
Turn to 5
Aim at S2
Fire at S2 predicted spot.
>>
Rolled 1, 10 = 11 (2d10)

>>973686
[Albatross class] Tempest
HP 21 | AP 6 | Sheilds 4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (0/4 Charged)

>Aim s2
>fire LPL at S2
>Accelerate facing 2
>Charge one LTL

Also how much damage did I take? Did I hit anyone?
>>
Rolled 9, 3, 3, 4, 8, 3 = 30 (6d10)

>>973686
>turn [6]
>Burn twice
>Fire 6 missiles at s2

"I'm running low on missiles Command, do I have green light to board the factory and pillage some VonNeuman-ammo? with a bit of luck I'll grab the ones with actual explosive filling this time"

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (18/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>973692
You're right. I forgot that rule bit that says overdrive happens before engine goes boom. Sorry.

>>973694
You destroyed the remaining drones. You didn't shoot at G2 because to shoot at the drones you had to turn around. Then you hit a rock for 4 damage.
>>
>>971538
>>973632
I heard you needed assistance ? My Sword of Justice is ready to launch. We'll give those damn whatever they are a good thrashing, am I right ?

[Seagull class] Sword of Justice
HP 21 | AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
[Ancile Shield Generator] shields recharge 2 per action
[Shield emiitter 2] x4

Weapons :
Light Pulse Laser x4 (F)
To hit 7/6/5 Damage 4/2/1 Max hits 3
>>
>>973702
My gun go first though and drones were in the LPL's starboard arc. Does the rock simply drops my shields then?
>>
>>973702
its cool. I should be just 2 hexes back traveeling at 1 speed
>>
>>973709
They really were. Damn, it's not even so late(
Your shields got dropped by the drones. You took 4 damage to shields and 6 to hull in total

>>973710
I'll fix your position next turn. You didn't shoot and weren't shot at, so that's easy
>>
>>973720
Then can I change my charging of the ltl to recharging my shields? And do my Ltl still have charge since I didn't get to shoot them?
>>
>>973725
You can change your turn, I won't start processing till tomorrow.
Weapon charge is carried over, yes.
>>
>>973694
>>973727
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 0/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (4/4 Charged)

>Aim s2
>fire LPL at S2
>Accelerate facing 2
>Recharge shields

Linked to original rolls with revision.
>>
Rolled 10, 6 = 16 (2d10)

>>973686

Moving in to effective range...

>Thrust 5 (2ap)
>aim (1ap)
>shoot charged heavy turbolaser at s3 (1ap)
>aim (1ap)
>shoot charged heavy turbolaser at s3 (1ap)

[Seagull class] Nova Prism
HP 21 | Shield 4 |AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Bascinet PD chiangun: to hit 6 Dmg 1 Max hits 3 Point defense
>Ancile shield generator : shield recharge 2 per action
>Shield emitter 2
>Shield emitter 2
>>
>>973686
Any room for another? It looks like it's past the halfway point.

[Albatross Class] C-57D Bellerophon
AP:6, HP:21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 48 Shots

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
File: Turn8.png (1.32 MB, 1124x749)
1.32 MB
1.32 MB PNG
Jormungder, we're getting strange readings on your position here, please wait a minute...
<sounds of sensitive equipment being kicked>
...That's better, you electronic junkbox. Maybe I'll let you live. A bit more.

>>973697
This probe is an actively maneuvering combat craft, captain Harding. I don't think you'll be able to board it while its engines still work.

>>975721
I would rather say "almost at the final point". One of the probe's defenders was eliminated in a brilliant display of extreme predjudice, the other has its laser destroyed, this mission is as good as complete. It's not like the probe can assemble more drones on such a short notice.

...

I just had to say that, didn't I?

>[SoJ]Sword of Justice deployed
>[B] Cpt. H. Barada deployed.
>S2 vaporized
>4 drone squadrons deployed
>The whole mess of enemy signatures is moving to 2 at the speed of 1
>>
>>976421
Thanks!
>Thrust 2 (6AP)

"All hands to stations. Helm, take us in ahead 2gs. Sensors, active scan."

[Albatross Class] C-57D Bellerophon
AP:6, HP:21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 48 Shots

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
Rolled 3, 10, 1, 9, 3, 6 = 32 (6d10)

>>976421
>Turn [1]
>Burn twice
>Fire 6 missiles at the drones, each missile targeting a different drone


[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (12/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>976421
Full speed ahead !
>move 444

[Seagull class] Sword of Justice
HP 21 | AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
[Ancile Shield Generator] shields recharge 2 per action
[Shield emiitter 2] x4

Weapons :
Light Pulse Laser x4 (F)
To hit 7/6/5 Damage 4/2/1 Max hits 3
>>
>>976421
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 3/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (4/4 Charged)


>Burn towards 2 twice to arrest momentum
>>
Rolled 8, 8, 9 = 25 (3d10)

>>976421

"ohgodohgodwhatthefudgeisthissuddenlyjust-"
>charge Heavy Turbolaser
>Fire charged Turbolaser at D2
>Fire charged Turbolaser at D3
>charge Heavy Turbolaser
>Overdrive thrust 2
>set PD to protect others as well (this is a free action right?)

[Seagull class] Nova Prism
HP 21 | Shield 4 |AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Bascinet PD chiangun: to hit 6 Dmg 1 Max hits 3 Point defense
>Ancile shield generator : shield recharge 2 per action
>Shield emitter 2
>Shield emitter 2
>>
>>977377
>set PD to protect others as well (this is a free action right?)
This is correct
Don't know why you'd want to do this though, PD protects against missiles, not drones. To shoot PD at drones, you need to switch it from PD mode (1AP) then shoot it like any other weapon (1AP per mount)

>>976591
>Fire 6 missiles at the drones, each missile targeting a different drone
When attacking a drone squadron, each hit automatically goes to a different drone.
You didn't specify which squadron you're attacking though, there's 4 of them there.
>>
>>978222
wait, so PDs won't automatically shoot enemies?
>>
>>978969
PD automatically shoots at attacking missiles. Enemies are a different matter.
PD did shoot at small craft in the original Voidstriker rules, but that didn't work well in a skirmish format.
>>
>>978979
well okay then.
>>
File: Turn9.png (1.1 MB, 718x784)
1.1 MB
1.1 MB PNG
[Nova Prism's chief engineer]: After this mission I can finally retire. And I'm definitely going to confess my love to Linda. And publish the cure for nanocancer that I developed in secret and have the only copy on me right now.

>Nova Prism: shields down, 14 damage to hull, turbolaser A damaged, engine damaged
>Romulus: missile target decided by a die roll to be D5. Target escaped out of range.
>Jormungder: 9 damage
>>
Rolled 7, 6 = 13 (2d10)

>>979413
>[Hawk Class] Jormungder
>HP 41 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
>Thresholds 27/21/16/11/6
>[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
>Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense

Move 2
Charge Railgun
Aim at Predicted S3
Fire at Predicted S3
First dice is PDG, second is Railgun
>>
>>979423
>First dice is PDG
PdG won't automatically shoot at drones if you meant that.
>>
>>979428
ehh forget the PdG. I forgot it is simply auto in PdG position, not an auto shooter. Ill just take the shot on S3, it should hit either way unless they move
>>
Rolled 9, 6 = 15 (2d10)

>>979413
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 3/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (4/4 Charged)

Turn 1
Burn 1
Aim d2
Shoot D2 with both Lpl
Recharge shields fully
>>
Rolled 10, 10, 9, 3, 6, 9 = 47 (6d10)

>>979413
>fire 6 missiles at D3
>Burn once

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (6/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 6, 7, 6, 8, 2, 7, 9, 6, 5, 1, 5 = 62 (11d10)

>>979413

Are range band calculations made based on the time of firing (based on the weapon) or at the start of the ship's position regardless of weapon type?

>Ancile Shield Generator
Prepare to recharge Shields as they are hit (AP1)
Prepare to recharge Shields as they are hit (AP1)
>(Inertial Movement AP0)
>Heavy Gauss (Forward Arc, Projectile)
Charge Weapon (AP1)
Aim at (D2 Prediction) (AP1)
Fire Charged Heavy Gauss at Aim Point (D2 Prediction) (AP1)
> Mount: 2x Ukonvasara Missile (12 Tubes)
Directed at D4 Prediction, Target is D4
Launch 8 Missiles (AP1)


[Albatross Class] C-57D Bellerophon
AP:6, HP:21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 48 Shots

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
Rolled 5, 9, 9, 9 = 32 (4d10)

>>979413

Oh dammit, Damage control teams, get the engine up asap!

>Repair Engine
>Repair Turbolaser
>Charge shield
>Charge turbolaser
>Fire turbolaser at D5
>FIre turbolaser at D4
>turn, facing 5 (if possible)

[Seagull class] Nova Prism
HP 9/21 | Shield 0/4 | AP 6 | Thrust 1/2 | Size mod +1
Thresholds 10/7/4
Systems:
-Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Heavy turbolaser: (F) To hit 7/6/5/3 Dmg 8/4/2/1 Max hits 1 Direct fire, charge for +2 to max hit
>Bascinet PD chiangun: to hit 6 Dmg 1 Max hits 3 Point defense
>Ancile shield generator : shield recharge 2 per action
>Shield emitter 2
>Shield emitter 2
>>
>>980434
Range calculations are based on the time of firing
>>
File: Turn10.png (1.32 MB, 756x1124)
1.32 MB
1.32 MB PNG
These buggers are really slippery. You'll have better chances by shooting them with PD on manual - or finishing off that probe, the knock-off drones should still be remote-controlled.


>Nova Prism: destroyed
>Jormungder: railgun destroyed, PD gun damaged
>D3: -1 drone
>D4: -2 drones

>Sorry for visual glitches
>>
Rolled 9, 4, 10, 7 = 30 (4d10)

>>984192
Since I'm out of ammo I'll just run
>Over drive 4 times
>Burn for +8 speed


[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (0/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
Rolled 9, 4 = 13 (2d10)

>>984379
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 4/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (4/4 Charged)

Accelerate towards 1 once more
Aim D3
Fire LPL at D3
>>
Rolled 2, 8, 9, 5 = 24 (4d10)

>>984192
>[Hawk Class] Jormungder
>HP 37 | AP 7 | Sheilds 0 | Thrust 1/4 | Size mod +1
>Thresholds 27/21/16/11/6
>[FORWARD] Heavy Railgun size 1 To hit 4/7/5/2 Dmg 12 max hits 1 Projectile, Charge
>Bascinet PdG to hit 6, Dmg 1 Max hits 3 point defense
Repair Railgun
Repair PdG
Charge Railgun
Aim Railgun at Predicted drone local
Fire Railgun
Aim PDG at D2
Fire PdG
>>
Rolled 8, 7, 6, 7, 9, 8, 9, 8, 2, 10, 4, 9, 2, 3, 5, 9, 5, 7 = 118 (18d10)

>>984192
>Take 7 Dmg (14/21 HP)
>Ancile Shield Generator
Recharge Shields (AP1)
>Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Charge Light Turbolaser Battery 1 (AP1)
Charge Light Turbolaser Battery 2 (AP1)
Fire Turbolaser Mount at D4 (Max Hits:6) (AP1)
>Ancile Shield Generator
Recharge Shields (AP1)
>(Inertial Movement AP0)
>Free Rotation to Facing 1 (AP0)
> Mount: 2x Ukonvasara Missile (12 Tubes)
Directed at S3 Prediction, Target is S3
Launch 12 Missiles (AP1)
[Albatross Class] C-57D Bellerophon
AP:6, HP:21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 48 Shots

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
>>984192
well dammit. it was fine while it lasted.
good luck, other pilo-

just a question, did those drones really do all that damage?
>>
>>984192
>>985341
Cleaning up move order for ease of reading:

>Take 7 Dmg (14/21 HP)
>Ancile Shield Generator
Recharge Shields (AP1)
>Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Charge Light Turbolaser Battery 1 (AP1)
Charge Light Turbolaser Battery 2 (AP1)
Fire Turbolaser Mount at D4 (Max Hits:6) (AP1)
>Ancile Shield Generator
Recharge Shields (AP1)
>(Inertial Movement AP0)
>Free Rotation to Facing 1 (AP0)
> Mount: 2x Ukonvasara Missile (12 Tubes)
Directed at S3 Prediction, Target is S3
Launch 12 Missiles (AP1)


and correcting magazine munitions count:
- Ukonvasara Magazine: 40 Shots (pre second volley)
>>
>>985367
They rolled really well, and there's 4 guns in each squadron.
I'm thinking I need to nerf drones a bit though. I didn't expect *this*.


>>985324
The railgun was hit twice and is completely destroyed. You can't repair it in the field.
Also switching PdGs to manual takes 1 AP
>>
>>986335
well I know what I'm arming up with next time now.
>>
File: Turn11.png (1.32 MB, 1124x749)
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>Romulus: busted the engine escaping, but there's more than enough time to fix it later
>Jormungder: railgun irrepairable. PdG repaired and switched to manual, but target out of range.
>Bellerophont: heavy Gauss destroyed
>S3: destroyed
>D3: -1 drone
>>
Rolled 6, 2, 6, 3, 3, 9 = 29 (6d10)

>>987844
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 3/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (4/4 Charged)

Turn 2
Aim D3
Fire LTL at d3
Fire LPL D5
>>
>>987844
What do the colors on damage mean?
>>
>>988125
Blue is shields, orange is HP
>>
Rolled 1, 7, 10, 10, 7, 4, 1, 3, 1, 1, 3, 7, 3, 6, 2, 1 = 67 (16d10)

>>988128
Alright, so I took no damage the previous round and 12 this round. I'll fix the HP below.

>>987844
>Take 12Dmg (9/21)
>Ancile Shield Generator
Recharge Shields (AP1)
Recharge Shields (AP1)
Recharge Shields (AP1)
>Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Charge Light Turbolaser Battery 1 (AP1)
Fire Turbolaser Mount at D5 (Max Hits:4) (AP1)
>(Inertial Movement AP0)
> Mount: 2x Ukonvasara Missile (12 Tubes)
Directed at S3 Prediction, Target is S3
Launch 12 Missiles (AP1)


[Albatross Class] C-57D Bellerophon
AP:6, HP:9/21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- <DAMAGED> Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 28/48 Missiles

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
Ah-ha-ha! You thought I died when I flew my last ship through that floaing hell nebula or when I got hit by that meteorite swarm or when I got shot by that railgun or when I flew straight into that singularity or when that Karpokerian Cruiser dissolved the entire bridge or that one time in the bar with the marines

BUT

YOU WERE WRONG

CAPTAIN GENTLY, AT YOUR SERVICE

>Deploy
>Approach 7 * [1] of [J], Speed 2

[Sparrow Class] Not Dying
>HP 13 | AP 4 | Thrust 1/2
Thresholds 7 /4
Systems:
Drone Hangar
-Barrage Drones
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
>>
>>988330
S3 was destroyed last turn sir.

I killed D3 this turn.

Might want to deal with the other drones.

Also take 1 Ap to charge one Ltl. You have 2.
>>
>>990638
To clarify, S3 and the probe were at the same hex. S3 was destroyed, the predicted position you see is of the probe.
>>
File: Turn12.png (1.32 MB, 1124x749)
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Nice to know you're alive, Gently. Mind taking a minute to record a video proof? I need it for a bet.

>Jormungder: PdG damaged
>Bellerophon: turbolaser destroyed, missile launcher damaged
>--You only have 4 max shield so one recharge was wasted
>--Missiles retargeted at the probe because I believe that was the real intention. Target out of range.
>D3: destroyed
>D5: destroyed
>>
Rolled 1, 8 = 9 (2d10)

>>991430
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 3/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (4/4 Charged)

Turn 3
Burn 1 at 3
Aim D4
Fire Lpl D4
Charge 1 LTL
>>
>>991430
>Deploy barrage drones
>Charge Laser 1
>Charge Laser 2
>Charge Laser 3

Cycling up! Preparing to fight targets!

As for video evidence that I am not some sort of composite functionality of multiple people pretending to be the same captain so when one dies, another can step up you're going to have to wait.

Because the video needs to render for another two minute! Captain Gently always helps his fans !

[Sparrow Class] Not Dying
>HP 13 | AP 4 | Thrust 1/2
Thresholds 7 /4
Systems:
Drone Hangar
-Barrage Drones
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
>>
File: Cpt_Helen_Barada.jpg (40 KB, 401x500)
40 KB
40 KB JPG
Rolled 2, 8, 4, 9, 4, 4 = 31 (6d10)

"Have damage control team B on standby to missile battery 2 once the breach has been dealt with, and set battery 1 to automatic. I want all non essential crew to start making for the escape pods!"

"Attention Fleet, this is Captain Helen Barada of the Bellerophon. We are attempting a fighting withdrawal. Requesting covering fire!"


>>990638
Dice were already rolled.


>>991430
I -think- my HP is at 4 now, not sure.
>Ancile Shield Generator
Recharge Shields (AP1)
Recharge Shields (AP1)
>(Inertial Movement AP0)
>Foward Thrust 1 (AP3)
> Mount: 2x Ukonvasara Missile (12 Tubes)
Directed at D2 Prediction, Target is D2
Launch 6 Missiles (AP1)


[Albatross Class] C-57D Bellerophon
AP:6, HP:4/21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- <DAMAGED> Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 1(Des)/2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 1(1Dmg)/2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 16/48 Missiles

- Ancile Shield Generator (2/Action)

- Shield Emitter 2



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