Space Combat - Round 2-4
Both TIEs turned to pursue the fleeing transport. The undamaged TIE quickly began closing the distance with the transport while the damaged TIE was having a harder time keeping up.
The ship shook violently as it took a hit from the undamaged TIE. Devon threw the ship into a roll, calling for his nav plan once again. Mark shook Flash, only to realise that the Duros had passed out, his wounds overtaking him once more. Peering at Flash's board he called out "Rear shields down to three percent." He then began dragging Flash out of the seat.
In the turrets Xil and Rann felt the ship rock with the shield hit but responded with a volley of fire, both hitting the TIE but inflicting only light damage. Everyone continued to exchange fire for several seconds before a pair of well aimed shots from the turrets took out the lead TIE; Rann's strike shearing off the port wing as Xil's shot flew straight into the cockpit, a true precision shock.
Sadly, the pair did not have time to celebrate as the TIE that Rann had initially damaged let off a laser volley that slipped past the already-weakened rear shields to impact against the hull.
Having just finished getting Flash out of the chair and takent he position himself, Mark was nearly thrown to the floor as the blast hit. As it was he held his position through brute force alone.
"Switching shields to double rear. Engineering, damage report, then get our shields back up. Seven, evasive maneuvers while I plot us a hyperspace jump. Get us out of this planet's gravity well as fast as possible." He didn't bother sending orders to the gunners, they knew what they had to do.
On Sheila's screen things looked even worse. Having done a tactical sweep of the area she noted that the four TIE's that had taken down the munitions freighter was on an intercept course, current ETA was one minute.
OOC: Since Flash is on holidays I've found a convenient way to move him aside until he returns. We can live without comms but we REALLY need a co-pilot!. So know more commander bonuses for anyone!
Currently you have one destroyed TIE (combined Rann/Xil kill) and one TIE that has been seriously damaged by Rann. Its trailing you but only just matching speed (so remaining at long range).
The ship has taken a hit to the hull but currently all systems seem to be functioning to capacity.
The four TIE's on intercept are in front of you (so between you and the fastest way out of the gravity shadow). Behind you is the planet. Taking an oblique course will buy you a little time before contact but result in a longer wait until you can jump.
The planet will likely scramble more TIE's (there were several squadrons at the military base you were stationed at, but they will like need several minutes to launch (which is an eternity in combat!!!)
YT-2000: Shields 53% (double rear so 106% rear)Hull: 65% <System damage unknown at this point>
TIE 1: Hull: 10% <Engine damage>
TIE 2: Destroyed
This message was last edited by the GM at 08:24, Thu 23 July 2009.