Re: Working the Spinward Worlds
In reply to Cyril Zotmund (msg # 298):
Lol, I know, but in real space, if engines are used, you keep accelerating, which is what we assume is actually happening here. Turn the engines off, and you stop accelerating, giving you relative speed of zero compared to the guy who keep accelerating. Ok, so we are turning and fighting...
And so the knife-fight begins. The enemy opens up with the long awaited plasma barrage, as expected, but they target the Shamshirs as you stop and turn. All five Shamshirs are devastated, beginning to break up under the relentless Plasma cannons. Even the Defence fighters are able, at this close range, to start to damage the heavy Ball fighters, and 15 of them are badly damaged. But it is not all their way. Each Bay plasma is able to tear a Kargash apart as well, and the Heavy Particle Cannon rips out one engine after another. The fighting is heavy as the second fleet, with it's seventy combat ships boats, heavily armoured plasma cannons, are able to be brought in to bear.
By the second half of the hour, all your beam weapons and plasma cannon are focussed on dealing with the remaining combat ships boats and enemy fighters, whilst they focus their weapons on the four cruisers remaining. The pilots, through extraordinary skill [Private to Cyril Zotmund: I rolled a critical success for your dodge!], manage to dodge the incoming fire, drawing the fire after blasting another 3 cruisers into oblivion and disabling a fourth, manage to once again turn around and prepare to withdraw back past the new arrivals, forcing them to double back. They launch a fourth salvo of missiles, but it becomes clear you still have sufficient point defences...
Your officers request to send the 100 person ships in the Kargash as lifeboats to the stricken vessels. They also suggest based on the heavy armour to focus Beams on taking out Shamshir engines, comms and reactors or jump drives (half reactors and half jump drives) and use the plasma cannons to get rid of the rest of the fighters, while the Bay weapons work on the remaining two threats. Perhaps the HPC can take our comms of one of the crippled ones to stop the missile launches.
[OK, very heavy damage to both sides. They have 2 Cruisers and 10 Shamshirs, plus two half-speed cruisers. You have 4 cruisers and some smaller craft, including fighters. Your smaller craft were saved the last round because they focussed on the capital ships, but if it was not for the critical dodge, their plan would probably have worked. I took the liberty of redirecting weapons onto the Combat boats because I realized 70 plasmas was going to destroy you if not dealt with! Men will be scrambling for life-boats on the stricken ships, but you will be too busy to worry about that now. Capturing those injured Kargash may be the best way to get them home alive...those who are left! Dice rolls are crippling you...I am giving you the luck advantage for the next round. Rolls needed: HPC, Bay Plasma, 2 Beams, Plasma Cannons. Dodge rolls are optional. They will continue to target the Capital ships with the plasma cannons, and the Fighters with precision shots from the beams. You won the tactics this round, so I opened up range to 9,000 before they realized.]
Range: 5,000 (f, -10)/29,000(a,-14)
Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-10(Range) = 12, r11, d15, dam 22
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-10(Range)= 16, r11, d15, dam
6dx4(3) damage, 104x3 x3
Break Beams into 3 groups of 19 Beam turrets (3 beams each) + 2 Pulse each
Beams/Pulse. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11, r11,11,15, d15,
Pulse, if Attacking fighters, Precision attack+ SM, 11+5 = 17,
Plasma Cannon, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(4)-10(Range)= 12, r6, d9
12d(3) damage 41x10
[Private to GM: Imperial Craft, Dodge 15, Fighter dodge 9
Beams/Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11
Pulse 45,45,60 (-4), Target AKHB Fighters r7,12,7, d7, dam 15x 33
Plasma Cannon, x10 pairs Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-10(Range)= 17, r8, d8, dam 108x3 close up to Shamshirs, 76x3 to Jeremiah Jones
12d(3) damage]
Collective stats:
241.5 dTons of Cargo, 41.5 dTons of weapons, etc.
Supplies: 150/200
1500 Crew/troops consuming 8 dTons of supplies per week
17 HB Fighters 14 bombers
6 recovery Balls
3x 100 person transport, 2 HB Transports, 7 Modular APCs, 10 Light Tanks and 670 troops
96 Beams capable of dealing with 384 Missiles (without fighters) or 588 missiles (with 17 HB Fighters)
1 HPC, 4 Bay Plasma, 10 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)
Enemy Combined Stats:
Combat Ships Boats (1 Plasma) x70 (2 groups of 35)
Imperial Defence Fighters x6
Imperial Missile Fighters x100
PD, 1390 missiles total capacity
Pulse 60+18(f) = 312 missiles
Plasmas = 20+70(f)= 270
Missiles: 830
Fleet Slowest Speed: 5G (Shamshirs and Combat Ships boats),
1530 10 Feb 2182, Sikigi
Next Round
Range: 9,000 (-10), you can now extend this to 19,000(-12) next round, though 2 of the Kargash may try to keep up. If the Shamshirs stay with the two injured Kargash, you may even extend this further...if you survive.
Heavy Particle Cannon. Average skill = 17. Precision attack =17+3(sAcc)+2(Comp)-10(Range) = 12, r8, d14, dam 11
Bay Plasma, Average skill 16, Attack 16+0(sAcc)+2(Comp)+SM(8)-10(Range)= 16, r12, d14, dam
6dx4(3) damage, 144x3 x3
Beams into 2 groups of 16 Beam turrets (3 beams each)
Beams. Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range)+SM(5) = 16, r12,12 d13, dam 21 per hit per turret.
Plasma Cannon, x18, Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(5)-10(Range)= 16, r12, d13, dam 52 per hit, x3]
[Private to GM: Imperial Craft, Dodge 14, Fighter dodge 8
Pulse Average skill = 17. Precision attack =17+2(sAcc)+2(Comp)-10(Range) = 11
Pulse 39,39, Target AKHB Fighters r15,13
Plasma Cannon, 12 x Average skill 17, Attack 17-1(sAcc)+2(Comp)+SM(9)-10(Range)= 17, r11, d4, 12d(3)]
Collective stats:
17 HB Fighters 14 bombers
6 recovery Balls
96 Beams capable of dealing with 384 Missiles (without fighters) or 588 missiles (with 17 HB Fighters)
1 HPC, 4 Bay Plasma, 4+14 Plasma Cannon
Slowest speed: 5.9G
Thinnest Armour: 90 dDR (LST, AKHB Fighters), 110 dDR (Seax)
Enemy Combined Stats:
Imperial Missile Fighters x74
PD, 1390 missiles total capacity
Plasmas = 20 = 270
Missiles: 490
Fleet Slowest Speed: 5G (Shamshirs),
1600 10 Feb 2182, Sikigi
Fleet Details
Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft,
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon
Terran Kargash, 4.3 B, 2000 dTon Cylinder
dHP: Cutless: 120/120, Spear: 120/120, Katana: 120/120
(6G/Move:3250, dDR:210, dHP: 120, Cargo Space: 17 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:130 (30 troops), Life Support: 130
1x 100 person Survival Vessel, 5x AK Heavy Ball Fighter
Weapons: 18xBeam, 1x Bay Plasma Cannon,
Terran Shamshir 1.4 B, 1000 dTon Flattened Sphere
All destroyed
(6G/Move:3250, dDR:110, Cargo Space: 32.5 dTons, SM:+10)
Crew:151 (90 Troops), 1 Workshop, 4 Bed Hospital
2x Heavy Ball Craft, 5x AK Modular craft,
Weapons: 18xBeam, 3xSandcaster,
Madame Fourcade, 1000 dTon Flattened Sphere
(6.1G/Move:3250, dDR:140, dHP: dest, dTons of Cargo Space: 7, SM:+10)
Crew:62, Accommodation: 70, 1 Workshop, 2 Sickbays
1 Hanger Bays, Capacity: 90 Tons (4 Heavy Ball craft, 1 Modular Craft)
Weapons: 12xBeam, 4xPlasma,
Jeremiah Johnston, 1.7 B, 1200 dTon Flattened Sphere
(6.1G/Move:3250, dDR:156, dHP: dest, Cargo Space: 26 dTons, Fuel: 2 Parsecs, SM:+10)
1 Workshops, 2 Sickbays Crew:98 (40 Troops), Life Support: 100
5x Heavy Ball craft
Weapons: 9x Beam, 6x Pulse, 6x Missile, 2x Plasma Cannon
AK LST-S, 400 dTon Close Structure,
(5.9G/Move:370, dDR:90, dHP: 62/62, Cargo Space: 1.5 dTons, SM:+9, Fuel: 4 Parsecs)
Crew:37 (Includes 20 Troops), Life Support: 60, 1x Workshops, 2x Sickbays
3x Modular Craft
Weapons: 15xBeam in 5 turrets
Seax, 1.2 B, 1000 dTon Flattened Sphere, complete in Girii on 12 Sep 2180
(6G/Move:3250, dDR:110, dHP: 93, Cargo Space: 7 dTons, SM:+10, Fuel: 4 Parsecs)
Crew: 88 (50 troops), Life Support:90, 2 Workshops, 2 Sickbays
1x AK Heavy Ball Craft
Weapons: 12x Beams in 4 turrets, 4x Plasmas in 2 turrets,
AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
14@32
(6.1G/Move:370, dDR:130, dHP: 32, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 1xPlasma Cannon, Crew:2, Endurance: 14 Weeks,
AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
17@30, 15@-2
(6.1G/Move:370, dDR:90, dHP: 30/30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3xBeam Lasers, Crew:2, Endurance: 14 Weeks,
AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
2@30
(4G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 1.1, SM:+6)
Weapons: 3x Beam Lasers, Crew:2+28, Endurance: 4 Weeks,
Enemy Ships, Forward Group
Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
89/120 (Lost one engine, 3G), dest, dest, dest, dest, dest, dest, 109/120 (3G), 120/120, 120/120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31, SM: +8 (End)),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4xPlasma Cannons in 2 turrets, 2 Light Missile Arrays, 100 dTon Hanger Bay
Imperial Defence Fighter, 22 M Solars, 10 dTons x30
6 dest, 24@-19
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:3x Pulse Lasers
Imperial Beam Fighter, 26 M Solars, 10 dTons, x130
3@11, 1@9, 28@7, 1@2, (All 32 weapons destroyed!!!) 19@-7, 19@-2, 19@-1, 19@-2, 1@-3, 1@-21, 19 Dest
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1, SM: +5(Side/end)), Weapons:1xBeam Weapon
Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100, 100/100,
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5, SM: +9(Side/end)),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay
Ships Combat boat,62.5M, 30 dTon Needle/Wedge x50
48@-2, rest dest
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+5(End))
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces
Imperial Fighter, 20 M Solars, 10 dTons x100
74@25, 26 dest
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0, SM: +5(Side/end)), Weapons:2x Missiles
This message was last edited by the GM at 07:15, Sat 06 Feb 2021.