Our weapons are charged and our men are ready to blow you into dust. Surrender now.[4-2]
How dare you! We will not surrender, and you will be the one destroyed!Feel free to renegotiate, before you're all just charred corpses.Scanning reports that the enemy AF battery is charging. It will be ready to fire next turn. Three fighters launcher from the enemy ship. Four allied fighters move in to engage. The ship guns hold their fire, awaiting orders. The bombers and the rest of the fighters do the same.
Combat Report:
Ship Guns - Holding fire, Fully charged next turn
--
Fighter Combat - E: 6,16; A: 5,5,12,19 - E: 12 A: 23,22 - The allied fighters close in and attack one of the enemy Escorts. They nearly destroy the ship, but they managed to kill the pilot. In retaliation, the remaining enemies turn around and engage. One misses, but the other hits the hull of one Escort. 'Tis but a flesh wound!
--
Fighters and Bombers - Holding fire, circling the enemy ship and awaiting orders.
--
Drones - 11,19,7,16,15 - 2,1,1,1,3 - 9,3,10,13,9 - The drones go about attacking various parts of the enemy ship. One attacks the bridge, three attack the weapons, and one attacks the engines. The drones have destroyed one of the guns, and the engines are slowed. The bridge remains in fair shape.
--
Infantry - 152v70 - 5,9,6,2,6 - Once reinforcements arrive and take positions, the original thirty men open the dropship's doors. Immediately, they take fire and 3 are brought down before the rest move back and return fire. The initial volley takes out 5 of the men in the ship. Encouraged by their opponent's lack of armor, the infantry board the vessel. 2 more men are wounded before all of the would-be boarders are taken out. Evaluating the downed reveals that only one man was killed and the rest will recover.
The scientists continue working steadily. [26]
The technicians are working on DNA storage banks. [146]
Captain's Name: Mancomb Seepgood
Ship Name: The Bonny May
Type of ship: Fighter Depot
Crew Skill: Fierce (Bonus to combat on board enemy ships)
Captain Bonus: Terrifying (Forces a morale roll when enemies see the Captain)
Hull
Nominal-Bridge
Nominal--Communications
Nominal--Navigation AI
Nominal-Observation Deck
Nominal--Sensors
Nominal-Life Support
Nominal-Medbay(2)
Nominal-Hangar
Nominal--Pilot's Quarters
Nominal--Hanger Doors
Nominal-Troop Quarters
Nominal-Laboratory
Nominal--Scientists Quarters
Nominal-Cargo Bay
Nominal--Bay Doors
Nominal--Fuel Tank(2)
Nominal-Weapons Systems
Nominal--AF Battery (Forward1)
Nominal---Improved Weapons Cooling
Nominal--AF Battery (Forward2)
Nominal---Weapons Cooling
Nominal--AF Battery(1) (Rear1)
Nominal---Weapons Cooling
Nominal-Workshop
Nominal--Technician's Quarters
Nominal--Drone Bay
Nominal-Engines
Nominal--Reactor
Nominal---Cooling System
NominalAF Battery (Fore1) - Minimal Charge, Manned
AF Battery (Fore2) - Minimal Charge, Manned
AF Battery (Rear1) - Minimal Charge, Manned
Supplies
--
680 Food; 250 Medical Supplies; 15 Fuel; 1400 Credits; 80 Scrap Metal
Cargo
--
23 'Escort' Fighters; 10 'Strafe' Bombers; 5 Combat Drones; 2 'Scrap' Scouts
Crew
--
50 Medical Personal; 74 Infantry; 50 Technicians; 10 Scientific Personal; 5 Commanders; 50 Pilots; TOTAL: 239 Crew Members
Food is consumed once every 6 turns, an intergalactic 'day'. One food in consumed for every 2 crew members on 'low rations'. One food is consumed for every 1 crew member on 'average rations'. 2 food is consumed for every 1 crew member on 'high rations'. 1 food is consumed for every 4 crew members on 'very low rations'. No food is consumed for every 1 crew member on 'Starve!' rations. Each ration amount has a correlated effect on crew morale.
2 turns until food is consumed.
*Starve!
*Very Low Rations
*Low Rations
*Average Rations
*High Rations
FTL jumps require, at minimum, 1 fuel unit. Farther jumps may require more.
Moving around a system requires 1/5 of a fuel unit every turn you move around.
Currently developing AS batteries.
Progress: 160/200
Currently idle.
Progress: 146/500
Minor Wounds require 1 MS to heal, Average Wounds require 2 MS to heal, Major Wounds require 3 MS to heal, Near-Fatal Wounds require 5 MS to heal, basic diseases require 1 MS to heal, rare diseases require 3 MS to heal, average burns require 4 MS to heal, minor burns require 2 MS to heal.
3 Infantry (Minor Wounds, 4 turns until healed)
1 Infantry (Average Wounds, 6 turns until healed)
Combat Drone - 15 Scrap, 150 Engineering Progress
Improved Weapons Cooling - 20 Scrap, 100 Engineering Progress
Has anyone figured out combat, or should I spend some time explaining it?