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20:44, 2nd May 2024 (GMT+0)

Rise of the Privateer.

Posted by FateFor group 0
Fate
GM, 3090 posts
Roll for dodge!
Mon 3 Feb 2020
at 05:20
  • msg #5

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 4):

"Bring yourself and the ship back in one piece. That would be the main thing...anything else is a bonus. of course, we all like a bonus. Once we hit Arsha, there is no need to come back directly...you can go off raiding too...but watch your targets. We want to specifically target those opposed to Girii."
Jack 'Patch' Flint
Pirate CO, 4 posts
Mon 3 Feb 2020
at 10:50
  • msg #6

Rise of the Privateer

"If I didn't know better Silverbeard, I'd swear that was some paternal affection for me... he joked and then nodded "I'll be back in one piece, no doubt. And I'll make any ships in my vicinity wish they were not opposed to Girii afterwards. he said knowingly.

He'd always loved the aftermath of a ship capture. It was his opportunity to show his enemies just what the cost was of opposing him. Though, as part of his strategic plan he'd always offer "minimal casualties surrender", as a way to lose a ship without bloodshed.
Silverbeard
NPC, 18 posts
Pirate Lord
Mon 3 Feb 2020
at 19:25
  • msg #7

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 6):

"Looking after my investment. Not just in terms of the ship, either but stuff up and you will see it is nothing personal! Off with you now we have a deadline to meet."
Jack 'Patch' Flint
Pirate CO, 5 posts
Mon 3 Feb 2020
at 20:29
  • msg #8

Rise of the Privateer

Jack nodded and laughed and then made his way to the bridge of the ship "We'll do alright, don't worry...
Silverbeard
NPC, 19 posts
Pirate Lord
Tue 4 Feb 2020
at 05:53
  • msg #9

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 8):

"Just get to Girii by the 19th, then fall in under one of their new old design cruisers. Be glad Shululsish does not want to make any of these old designs...I had a look over it when I was in Girii last."

With that, he bid you farewell and went to some of the other warships planning on leaving with you.

The flight to Girii was uiet, though the fleet felt spectacular. Headed by the most recent renovation, the 4,000 dTon Executive was a heavily modified Merishmerr class, with a long range heavy particle cannon and the deadly Bay Plasma weapon. There was pretty much no weapon in the Imperium that did more damage than the Bay Plasma, though it's range was short. A long cylinder, the twelve heavy ball fighters, a slightly smaller and significantly cheaper design than the original heavy fighters, could be seen in two rings just forward of the massive twin engines.

The three modified Shamshirs, Starshine, Sabre and Destiny formed a reargaurd with the 9 smaller Gashiddas, all heavily modified, between you and the lead warship. It was a spectacular sight as you entered hyperspace.

Coming out at Girii five weeks later, you plan to spend a day there. Unlike most Vilani ships, the Terran computers you have purchased for the pirate capital ships can have jump points reprogrammed, but the Gashiddas still operate with the old Vilani nav computers, so you arrive punctually on the 19th of October 2177. Directed to a position in orbit, you take up formation with a distinctly Vilani cruiser bigger than any you have seen. At 6,000 dTons, this heavy cruiser has armour like a battleship. You are given a days, respite, before being asked to be ready to leave the next morning.
Jack 'Patch' Flint
Pirate CO, 6 posts
Tue 4 Feb 2020
at 10:04
  • msg #10

Rise of the Privateer

It's a glorious sight isn't it? Flint announced to the room. "A tactical fleet with single purpose to remove a blockade from our allies... he said with false zeal and emotion. The truth was, he didn't care at all about Girii or the people, or the fleet or Silverbeard but knew their value as allies.

The trip, was uneventful other than enjoying the spectacle of the fleet, and feeling the new ship, his own domain, move to his whim and command. To keep the tides of boredom from flowing too freely, he'd ordered his men train daily to keep their edges sharp, with the notion that every sharpened point can cut deeper and bleed an enemy of more. He'd hoped that the metaphorical spin had inspired the rest of the crew. That, or at least made them aware of his intolerance of slack pirates onboard his ship.

He took his pleasures also.




Weeks later they came upon Girii and Jack felt his face momentarily slacken at the sight of the heavy cruiser. "That ship has had some work done to it...." he commented aloud, as he looked over its armour and size in comparison to their fleet proper.

"Signal we're ready to leave whenever the fleet is ready. Make preparations



OOC: In between command and 'pleasure seeking'. Jack will study for the upcoming engagement (learning strategy) and keep shooting things with his gun, 'keeping his edge' (pistol).

OOC2: Is the heavy cruiser (battleship - 6000dTons) an ally or enemy? From the text, i'd presume an ally, but I'm just asking to make sure I understood correctly.
Fate
GM, 3099 posts
Roll for dodge!
Tue 4 Feb 2020
at 11:25
  • msg #11

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 10):

The heavy cruiser is a Kidashi design, but made and crewed by Girii. There are three of the vessels, each to lead an attack on the three Gas Giants at Seru. Only one of the fleets is from Girii, with the other two fleets hired guns.

To be truthful, most of the crew are not particularly loyal to Girii, or even to Silverbeard. But he has led well, and they have prospered under him, and the prospect of getting paid to go raiding is encouraging for all.

You take on provisions, then form up around the massive warship. Your fleet is the first to jump, and it is critical that you get your calculations right to all arrive at the same time. As such, there is a lot of coming and going from the major ships of specialists to make sure the jump points and times all line up exactly.

Then you form up carefully, and all jump together. It seems to go as planned.

A week and an hour later, you all exit hyperspace. Immediately ahead of you is the expected Imperial fleet: 1 Merishmerr, 10 Kargash and 30 Gashiddas! Normally, this fleet would have spelt death, but then, you have never been part of any action this big before.

Both sides take a moment to form up, with directions to all get in close together, about 30 miles apart, so that you can share point defences together, since both sides are launching fighters and missiles. The range is just 100,000 miles. Your navigators have done their part...

[OOC: Battlecruisers can be up to 20,000 dTons. Battleships, over 20,000 dTon warships, are not permitted by the Empire, and such are only found in the Imperial fleet. The first two fights are a bit scripted to help get you back into the swing of things.

You can feel free to roll as many attacks (and even enemy dodges, though I will decide how effective they are as I know their skills. Usually a dodge of 8 or 9 is the target for Vilani military). If you are rolling for others, you can do one roll per class, ie for all Gashidda Beam turrets, 1 roll for all heavy fighters, 1 roll for all Shamshir Beam turrets etc, or one roll per turret if you prefer. Your call!

HPC: Target 7 for precision attacks (1/2 DR) or 16 for regular attacks (full DR), optimal range is 35,000 miles, which is just out of reach of the considerable number of deadly plasma cannons on the Kargash. The Kidashi will want to close to that range and hold it there...until the Kargash and Merishmirr are dealt with.]

Jack 'Patch' Flint
Pirate CO, 7 posts
Tue 4 Feb 2020
at 13:34
  • msg #12

Rise of the Privateer

Jack sat looking at the spectacle ahead of him and commanded to the crew once they had left hyperspace "Sound the alert, everybody to battle stations. Scramble our point defences and fall in line to the flank. he said as he sat back in his chair.

"Our fleet will be wanting to close to thirty-five thousand ready to deploy the big weapons, so keep up. he ordered again.





OOC: ALright, i'll try to navigate through this battle as well as I can - though i'm really quite unfamiliar with this type of space battle.

Are there any options for attacking ships directly with crew-to-crew engagements?


For now, i'll roll for my ship, and let you fill in the others. We have:
- beams x12
- plasma guns x4 ( ig uess these are shorter range?)
- heavy ball fighters x3

13:33, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,1,5.  Beams .
13:33, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 3,1,2.  Beams .
13:33, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 4,4,6.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,5,1.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 2,1,4.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 5,4,1.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 6,1,4.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,5,4.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 5,2,6.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 4,3,1.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,4,2.  Beams .
13:32, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,4,2.  Beams .


13:33, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 5,3,4.  plasma.
13:33, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,1,5.  plasma.
13:33, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,4,5.  plasma.
13:33, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 1,1,2.  plasma.


13:34, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 2,1,1.  fighters.
13:34, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 2,1,2.  fighters.
13:34, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,6,2.  fighters.

// fighters did well!
// not a bad set of rolls.
Vilani Warship
NPC, 14 posts
Tue 4 Feb 2020
at 20:02
  • msg #13

Rise of the Privateer

In reply to Fate (msg # 5):

For the first round, the heavy Vilani ships maneuvre with unusual skill, avoiding the big guns as they try to bring the Kargash Plasma cannons to bear, since the first wave of missiles is wiped out by the combined point defence firepower of your fleet. Nearly a thousand missiles are destroyed as you approached, but in the next 20 minutes your beams are turned upon their fighters, with much more devastating results. All are hit, and most are destroyed or disabled.

K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8,
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-, d,  hits, damage per turret
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d6
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r7, d13, 5x3 hits, 24 damage per turret
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 12, r16
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d6
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r9, d13, 8x2 hits, 24 damage per turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r, d,  hits, damage per turret
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r9, d13, 9 hits, 8 damage
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r, d,  hits, damage per turret
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 6, r4, 5, 12, d, 2 hits, 24 damage per fighter
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r10, d13, 26x1 hits, 24 damage per turret
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r, d,  hits, damage per turret
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r10, d13, 51 hits, 24 damage per fighter
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 44m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter , 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 846m, 3x3B, 90P, 20x2P (516)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:139/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 120, 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 30@70
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (7 dest, 51 disabled)
(6G/Move:2650, dDR:33, dHP:1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 40 min, 0% refined fuel)
This message was last edited by the player at 08:25, Wed 05 Feb 2020.
Jack 'Patch' Flint
Pirate CO, 8 posts
Tue 4 Feb 2020
at 21:08
  • msg #14

Rise of the Privateer

"Alright, that wasn't so bad for a first round, lets pull in and tighten up along the line and then fire another volley of missiles at their Big ones there, before they can bring them plasma cannons to bear... Now that their point defence is much diminished, I think we'll stand a good chance of punching through.

Reserve our beams to keep overly zealous captains at a distance.
he said, hoping that the maneuver would gain them some small advantage, and a touch of glory should it workout.
Fate
GM, 3104 posts
Roll for dodge!
Wed 5 Feb 2020
at 07:35
  • msg #15

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 14):

You want to roll? It might be easier to roll once per turret, but given the current situation, we can roll 2 rounds at once. Plasma cannons are currently out of range, and it is suggested to keep it that way until the capital ships are dealt with.
Jack 'Patch' Flint
Pirate CO, 9 posts
Wed 5 Feb 2020
at 09:09
  • msg #16

Rise of the Privateer

OOC: are they out of range of missiles too?
Fate
GM, 3105 posts
Roll for dodge!
Wed 5 Feb 2020
at 09:36
  • msg #17

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 16):

No, but your whole fleet only has 20 missiles, and they can shoot down that many easily...they could shoot down the fighters just as fast if the Kidashi was silly enough to launch them from here!
Jack 'Patch' Flint
Pirate CO, 10 posts
Wed 5 Feb 2020
at 09:42
  • msg #18

Rise of the Privateer

OOC: even with their fighters mostly decimated? are the beams used for Point defence or the fighers?)
Fate
GM, 3106 posts
Roll for dodge!
Wed 5 Feb 2020
at 09:45
  • msg #19

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 18):

Beams and Pulse lasers are used for point defence. Fighters equipped with such are good for that too, but most Imperial fighters are equipped with missiles to enlarge the swarm. Generally, 20 missiles would be dealt with by as few as 5 pulse lasers or Beam weapons. The Merishmerr alone could deal with that tiny swarm.
Jack 'Patch' Flint
Pirate CO, 12 posts
Wed 5 Feb 2020
at 11:02
  • msg #20

Rise of the Privateer

OOC: Okay, I see, thank you.

Presumably missiles are used to deal with the fighters too?

"Hmm, we'd need to disable  the weapon systems too to get a full attack on those plasma cannons.

Alright, focus fire on one of the smaller vessel's engines, that one, next to the bigger ship. Concentrate fire on its outside, port, hull after that. Tell our adjacent friend to concentrate fire on its port side also."


He said, not elaborating further on his idea.




OOC:

Ill make rolls as needed
l11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,1,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,4,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,1,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,1,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,5,3.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,3,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,6,3.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 3,6,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 17 using 3d6 with rolls of 6,5,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 18 using 3d6 with rolls of 6,6,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 4,2,1.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 1,3,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,6,2.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,6,2.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 2,3,4.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,3,5.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,5,3.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,5,2.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 1,3,6.  Beams.
11:00, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,3,5.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,4,2.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 3,6,5.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 4,6,5.  Beams.
10:59, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 3,4,1.  Beams.

11:01, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 4,3,1.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 1,4,6.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 2,3,3.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 4,1,5.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,2,2.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 6,4,5.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,2,6.  plasma.
11:01, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,2,2.  plasma.

11:02, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 6,3,2.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 5,1,3.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 4,5,3.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 1,5,6.  fighters.
11:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,1,5.  fighters.
11:01, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  fighters.

Fate
GM, 3108 posts
Roll for dodge!
Wed 5 Feb 2020
at 11:24
  • msg #21

Rise of the Privateer

In reply to Fate (msg # 15):

The only missiles you have are the 10 Dissident fighters from the Girii warship, and the volley of 20 is dealt with easily.

The first round sees moderate damage, however, as the Particle Cannon tear out two of the heavy turrets from one Gashidda, though the bay plasma is much less effective. The Heavy fighters manage to dispense with the Vilani fighters, seemingly doing the minimal damage possible to disable them.

The capital ships take doding to new levels after thatwith astonishing maneuvers you have not seen before, and you are unable to hit them in the second round. However, the beams find their targets despite firing very precisly at the Gashiddas' turrets. Two have all their turrets destroyed, and the rest have two of their turrets, all containing one Pulse laser, shot out. The fleet, now with far fewer defences against missiles, is now looking vulnerable, and you find yourself cursing that you have so few missiles!

Meanwhile, at the third Gas Giant, the Girii force of a Kidashi, 10 Kargash and 20 Escort Gashiddas arrive.

K, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d13, 4 hits, 36 damage
E, Beams (Fighters), 5x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d13, 3 hits, 27 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r5, d13, 4 hits, 0 damage
Sh, Beams(Fighters), 8x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 11, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, d11, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r6, 12, 12, d11, 3 hits, 24 damage
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)+5(SM)-15(range) = 10, r10, d11, 51 hits, 1 damage per fighter
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9, d12, 5 hits, 10 damage per turret
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r6, d3
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r16
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d3
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r9, d3
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d12, 8 hits, 10 damage per turret
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, d12, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12, 9, 11, d12, 0 hits
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r5, d12, 51 hits, 10 damage per fighter
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54
dHP: 54@30
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter , 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 716m, 3x3B, 28P, 19x2P (229)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:139/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 57/120 (-2Plas), 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 28@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 60 min, 0% refined fuel)

[OOC: Yeah, the idea of being part of a larger force is to help you get familiar with the ways thing can work. Disabling engines is a good way to disable a ship and to break up the formation. However, any precise shot looses the benefit of the size modifier, but also halves the effectiveness of armour and only ever has one hit. However, against a well armoured opponent, it is very useful, especially to take out key systems such as engines. Of course, when you take out the engines, it is much harder to do anything with it if you capture it too...

However, the idea of getting it to crash into the ship beside it is unlikely. Even if the explosions were done just right, the other ship would likely be able to maneuvre. They would have to be at 500m before that became likely to happen too fast to be able to respond, and even at that range it would be pushing it.

The point defences assume all ships are within 100 miles of each other, something quite likely, so unfortunately overwhelming a local point defence is unliklely, unless you can break up the formation. Targeting smaller ships engines would for well for that, however, so precision attacks are probably the way to go for smaller weapons, and perhaps even larger ones with critical targets, but with heavy armour even then you need to roll pretty well in the damage roll as well as the targeting roll! This last round demonstrated how effective it could be against Gashiddas with armour of 90 dDR, but the cruisers with armour of 220 dDR and 240 dDR are goung to be almost impossibly to hit even with precision attacks. The big guns can slowly wear away at them, however, taking out their cannon until you will be able to rush in and finish the job. Fortunately, you are still out of plasma cannon range, so both yours and theirs are not used. Be glad of that, they have a lot of them!]

Jack 'Patch' Flint
Pirate CO, 14 posts
Wed 5 Feb 2020
at 12:03
  • msg #22

Rise of the Privateer

He cursed aloud to the room and then shouted angrily at the helms man "Keep us out of the range of their plasma cannons! We are going to go around and sweep off their Gashiddas. Let them expend their missiles and our need for point defence first, however." he said.

Thinking best to leave the big armoured ships to the heavier class of vessels, Jack contentded with breaking to pieces the smaller ships first and reducing their numbers, so that the fleet could then focus down the bigger vessels.

"MOve us to the end of the line, where we can safely engage the smaller edge vessels and still be out of direct range of the bigger enemy vessels!" he said with urgency that belied his need for blood.

"When I command it, move out wide to their flank so that their line is right down out sights, that should stop all but the end vessel firing upon us. Relay this information to the ship on the other flank now!

We'll take these fucks, and we'll make them pay for even daring to stand against us



OOC:

So, the idea is now this:

Move to the edge of the line, so we can safely engage the smaller vessles (I assume that smaller faster vessels are on the flank while bigger/badder ships are in the middle of their line).

The purpose of this is that he can safely get closer, without incurring the might of the bigger ships plasma cannons. But a direct close-range matchup of Starshine versus smaller ships means we're likely to win out without taking too much damage.

After we've thinned out that line a little bit, and when Flint thinks it's the best time to do so (Tactics(SPACE)) he will break lines and move out around the enemy line. The purpose of this is to engage them directly in the flank, but keeping the enemy ships as 'in-line' as possible, so that they will obstruct fire from all but the end vessel.

From this perspective, the end vessel will be incurring fire from the front and side, and unable to really receive any help against the 'side firing (starshine) vessel.

https://sketch.io/render/sk-99...6083a6ddc719c73.jpeg

I guess this might work...

12:02, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 1,6,6.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 6,3,3.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 1,6,5.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 4 using 3d6 with rolls of 1,1,2.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 5,6,5.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 3,4,1.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 5,4,3.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,2,6.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,4,3.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 5,6,5.  Beams.
12:02, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 5,5,4.  Beams.

I think my plasma cannons are out?

Let the fighters engage solely on the 'safe' side of the enemy ship.

12:03, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 1,2,5.  Strategy.
Fate
GM, 3110 posts
Roll for dodge!
Wed 5 Feb 2020
at 19:39
  • msg #23

Rise of the Privateer

In reply to Fate (msg # 21):

The next series of engagements was not as spectacular as the earlier ones. The small fighters now dealt with, you try to target the Gashiddas, but now they are ready for it, and the damage is limited. To make matters worse, the heavy pirate cruiser overloaded their power circuits, shutting down the weapons sysyem for nearly half an hour while they tried to fix it, and the enemy cruiser was able to hit the engines of three fighters. Fortunately, they were able to dock before being forced to fall back, and the pirate cruiser that was repairing the power circuits dropped temporarily out of line to catch them, before moving back up.

Starshine was able to move to the end of the enemy fleet, though they are more of a ball than a line. Patch realized that the Kargash, with their two light missile batteries, and the Merishmerr with it's heavy missile batteries, were the real danger, and any vessel falling out of formation would be vulnerable. Dealing with the escorts was going to be easy once the cruisers were dealt with, but the cruisers had to be ended first, and the long range weapons needed to do that. So for now, he was a little frustrated as he was almost on the sidelines while the big boys with long range weapons did the damage. But his time would come...

Yes, plasmas would not be used just yet. Functional, but out of range.

K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r7, d8, 4 hits, 24 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r17,
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r17,
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14, 16, 13, 6, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10, 12, 8, 0 hits
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r9
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r12, d10, 2 hits, 12 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r-
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r-, d
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r-, d
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r10
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8, 16, 4, 12, d, 1 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12, 13, 7, 0 hits
Ga, Beams (Fighters), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Fighters), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r13
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 716m, 3x3B, 28P, 19x2P (229)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:103/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 57/120 (-2Plas), 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 1@46, 27@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 1 hr 40 min, 0% refined fuel)
Jack 'Patch' Flint
Pirate CO, 15 posts
Wed 5 Feb 2020
at 20:12
  • msg #24

Rise of the Privateer

OOC: I would hope that 'rolling a stragey roll' and passing it by 5, in general would give me a heads up warning before I maneuvered into a rather unfortunate situation!

:D
Fate
GM, 3113 posts
Roll for dodge!
Thu 6 Feb 2020
at 06:34
  • msg #25

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 24):

It did. You are currently in a good situation. Moving to the edge of the group has not diminished your situation, and because of the roll I stopped you from going further, which WOULD have put you in a dangerous situation, and explained why.

You are currently beyond range of their most second most dangerous weapons (Plasmas) and in tight enough bunch to negate their most dangerous weapons (missiles), while able to deal out damage yourself.

They did roll a critical success on the Beam attack, though, and all they could do with it was put three fighters into dock! You, by contrast, have dealt with all the light fighters and seriously inhibited their Gashiddas...as well as taking the plasmas out of one Kargash!
Jack 'Patch' Flint
Pirate CO, 16 posts
Thu 6 Feb 2020
at 08:34
  • msg #26

Rise of the Privateer

OOC:

Fantastic!

When you say "Put fighters to dock" do you mean they've returned to the mother ship for repairs?
Fate
GM, 3114 posts
Roll for dodge!
Thu 6 Feb 2020
at 08:46
  • msg #27

Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 26):

Exactly! Roll 2 more rounds?
Jack 'Patch' Flint
Pirate CO, 18 posts
Thu 6 Feb 2020
at 10:28
  • msg #28

Rise of the Privateer

He had moved where he wanted but it wasn't quite as effective as he wished but still enough to make him dangerous.

"Fire on those ships!" he said, hoping at least to some degree the confusion would help their cause. Breaking up their flank could leave their bigger ships open for a flank of their own and he was intending to cause that hole!

"As much damage as possible! Make sure you hit them"







OOC: Even if they're a sphere, I suspect that the 'range' can be managed so that little ships are in range while the bigger ones aren't.

Am I correct in thinking that a successful leadership roll (especially on ship-level stuff) can grant a bonus to actions?

I know for a fact that in 'martial arts'. Leadership (or perhaps it's tactics roll) can bestow a re-roll pool on the people benefiting from the command.

For example, "Roll tactics, pass by 5, there are then 5 possible rerolls for that engagement". If there's not a parallel to that for leadership, (though I really think there is) then maybe I could try the tactics one?


<i><small>
I presume that the skill of my gunners is 'at least' - 12 (and a 12 to hit)

10:09, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 5,1,2.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 3,3,5.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 6,4,6.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 1,4,1.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 4,1,1.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,3,3.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,4,2.  Beams.
10:09, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,4,5.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,1,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 3,2,4.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 3,1,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,3,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 5,1,4.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 2,4,2.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 5,4,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 2,4,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 7 using 3d6 with rolls of 2,2,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 1,4,3.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,5,2.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 1,5,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 4,3,4.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 9 using 3d6 with rolls of 1,2,6.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 6,2,2.  Beams.
10:08, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 6,4,3.  Beams.


Am i actually correct in thinking my plasma cannons are offline?


10:28, Today: Jack 'Patch' Flint rolled 10 using 3d6 with rolls of 2,5,3.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 4,5,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 3 using 3d6 with rolls of 1,1,1.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 17 using 3d6 with rolls of 6,6,5.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 2,6,5.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 13 using 3d6 with rolls of 5,6,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 8 using 3d6 with rolls of 5,1,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 3,6,2.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 5,6,3.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 12 using 3d6 with rolls of 3,3,6.  fighters.
10:28, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 5,5,6.  fighters.


The one that got a 3 and an 8 - is likely to be promoted to squad leader. :)
</small>
</i>

Fate
GM, 3116 posts
Roll for dodge!
Thu 6 Feb 2020
at 10:52
  • msg #29

Rise of the Privateer

In reply to Fate (msg # 25):

I have not heard of those rules where tactics rolls add to, say attack rolls. If you can find them for me, and they make sense, then I am happy for it. But I think you are thinking of Mass Combat, where they do apply similar rules. If you board a ship, then the mass combat rules will apply, including risk you take adding to the strategy roll.

The gunners skill is shown below, generally 16, but modified by various bonii and penalties, including range, as shown below. Skill is in bold, but not specifically called, well, anything!
quote:
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5


PLasmas are online but out of range at the moment, hence not being used. Be glad, the enemy has 18 of them and heavier armour. You have 16 of them, and long range weaponry!

In a couple of rather underwhelming rounds, the damage done by both sides seems minimal, though one fighter manages to take out another Gashidda turret.

"We are trying, Sir, but at this range we are just chipping away at them. Is there a hurry to risk our lives, or can we do it the slow safe way the Kidashi is directing? At least the gunners get plenty of target practice..."

[ie, you both rolled pretty poorly, either in targeting or in the damage rolls where the attacks were reasonable! In one roll for damage, all 6 dice were 3 or less! They also rolled well in a dodge, the only time your damage was reasonable!]

K, Beams (Precise)    5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r6, d6, 2 hits, 10 damage
E, Beams (Precise),   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12, d6
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r15, d6
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r10, d6
Sh, Beams(Precise),   8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many , 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 1 critical hit, 13 damage
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r8
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise),  51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


K, Precision Beams,   5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r
K, Plasmas, 5x2,  16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
K, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r11, d12, 3 hits, 3 Damage
E, Precision Beams, 5x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r12
E, HPC,              16+3(sAcc)+2(targeting)+9(SM)-15(range) = 15, r9, d12, 4 hits, 4 damage
E, B Plasma,         16+0(sAcc)+2(targeting)+9(SM)-15(range) = 12, r12, d12, 1 hit, 0 dmage
Sh, Precision Beams, 8x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r14
Sh, Plasmas, 4x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
Starshine, Beams, 4x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 0 hits
Starshine, Plasmas, 2x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Precision Beams, 3x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r many, 0 hits
Ga, Beams (Precise), 26x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r11
Ga, Plasmas, 5x2, 16-1(sAcc)+2(targeting)+9(SM)-14(range) = 12, r-
HF, Beams (Precise), 51x3, 16+2(sAcc)+2(targeting)-15(range) = 5, r7
SM-profile, +5 fighters, +7 Gashiddas, +9 Merrishmer


6G, 76B turrets (444), 2 HPC, 1 BP, 32 PC, 20m with fighters

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
dHP: 186
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 10x3x Beam, 5x2 Plasma Cannon, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Executive, 1.1 B Solars Upgrade cost, 4000 dTon Cylinder
dHP: 142
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:364, Fuel: 2 Parsecs
5x Assault Shuttle, 12x Seru Heavy Ball Fighter

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere x3
dHP: Starshine: 100, Sabre: 100, Destiny: 100
(6G/Move:3250, dDR:145, dHP: 70, dTons of Cargo Space: 43, SM:+10)
Weapons: 12xBeam, 2x2 Plasma Cannon,  Crew:53, Endurance: 0.25dTon/week
5x Seru Heavy Ball Fighter

Escort Gashidda 641.7M, 400 dTon Close Structure x4
dHP: 66, 66, 66, 66
(6G/Move:370, dDR:114, dHP: 66, dTons of Cargo Space: 1.5, SM:+9)
Weapons: 12xBeam,  Crew:23, Endurance: 12 weeks,
3x Seru Heavy Fighter

Pirate Gashidda 623.9M, 400 dTon Close Structure x5
dHP: 66, 66, 66, 66, 66
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23+7, Endurance: 81 weeks, Accommodation: 41
3x Seru Heavy Ball Fighter

Seru Heavy Ball Fighter: 46 M Solars, 20 dTon Sphere, 10 yd dia x 54,
dHP: 51@30, 3 docked with damage to engines
(6G/Move:370, dDR:88, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2

Dissident Fighter, 23 M Solars, 10 dTon Flattened Sphere x 10
dHP: 10@21, docked
(6.1G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

5G, 962 716m, 3x3B, 28P, 19x2P (229)

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons (Major damage at 46)
(5G/Move:370, dDR:220, dHP:86/139, dTons of Cargo Space: 36.5),
Weapons:9x Beams, 2 x Heavy Missile Array,
5 Assault Shuttles, 1 Ships boat,

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons x10
dHP: 57/120 (-2Plas), 120, 120, 120, 120, 120, 120, 120, 120, 120
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons x30
dHP: 2@30 (- all 4 turrets), 1@33, (-3 turrets, 3x Missile), 27@50 (-2 turrets, 1x Pulse, 5x Missile)
(4G/Move:3250, dDR:90, dHP:70/70, dTons of Cargo Space: 51.5),
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,

Imperial Fighter, 20 M Solars, 10 dTons x12 (8 dest, 62 disabled)
(6G/Move:2650, dDR:33, 11 at -1/25, dTons of Cargo Space: 0), Weapons:2x Missiles

27 Oct 2177, 6.7/7 dTons of supplies
Seru (Time in system: 2 hr 20 min, 0% refined fuel)
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