Quickly issuing orders to your crew as you call out over the coms for the boarding parties to prepare for launching. Within about ten seconds the pair of lights beside the boarding pods on the console flicker to green and you jam your finger against the button to launch them. Two large cylindrical pods burst from the side of your ship as the engines kick in and they sprint towards the escort. It's clear that the captain freaks out about the boarding pods as his escort ship suddenly lurches off to the side, pulling him away from your ship hull and into direct range of your weapons. Knowing that the pods aren't capable of going through the shields, you order the Heavy laser's to open fire. A pair of blue beams fire out from the sides of your destroyer before arcing around and heading towards the ship.
The first beam slams right into the midsection of the shield, the high power beam dragging across it as the shields spark and ripple wildly under the impact. The second beam only hits the shield for a few seconds before the escort ship lurches wildly again off to the side in a desperate attempt to avoid the weapon's fire. The shield's fizz and snap out entirely as they overload.
Once the shields are you down you yell out, "Hold fire! Let the boarders do their work!" You can see the two pods slam into the ship and sparks start to fly from where the two pods touch as they begin to slice through the hull. Your coms officer reports in, "The boarders say they are slicing through now, they estimate that they will be through the hole in roughly a minute!"
Surprisingly enough, the escort doesn't open fire on your ship, it seems the crew is preoccupied with something else. You order the Heavy Laser's to be shut down and have the power diverted from them into the shield generators. Across your console you watch the energy streams being diverted and you notice with a bit of relief that your shields seem to be restoring a bit faster than they would normally.
5 Shield power restored! Two Boarding pods temp. lost. Twenty pirate marines cutting through hull on escort 1!At the friendly station
ventros, you can see the partially disabled weapons batteries opening fire. Several lasers and nearly a dozen missiles slam into the closest pirate destroyer and obliterate it. The returning barrage from the remaining hostiles is enough to nearly collapses the shields on the station. It likely won't be able to withstand another salvo like that.
It's at this point that your sensors officer cries out, "Contacts identified! I misread the signatures! It's not seven contacts warping in! It's a friendly contact, two unknown contacts and a large unknown! Wait, no. Shit! Those are Imperial republic ships!" Even as the sensor's office is calling out the report, you can see the ships as they begin to arrive in system. The friendly contact appears in first, your sensors indicate that it's the
Tryol. It's a escort class ship, although you can't recall the captain's name. He had only joined up recently with your pirate group.
The next two contacts warp in, the very distinct, slick lines of the newly produced IR destroyers grace your screen. Unlike your own ship, those were latest designs available and were only in use by the military. The next IR ship to warp in brings total silence onto the bridge though. The large, bulky capital ship appearing. It size dwarfed the shapes of the sleek, new destroyers next to it.
"Prepare to jump."
You know that it will take about a minute for the drives to warm up. This however can be canceled if you wish it.
You have boarded one of the hostile pirate escorts. Two new hostile destroyers have warped in along with one capital ship.What do you do? If you continue to warp, Where do you wish to travel to?Status-Operational, significant armour damage and shields have nearly collapsed.
Shields- 1/20
Armour- 20/40
Hull- 100%
FTL drive- Operational.
Coms- Operational.
Sensors Mk.I- Operational
Crew Status-
6 pirate bridge officers.
50 pirate crew.
30 pirate marines. (20 Away boarding.)
Weapon Status- Some are functional.
----Short Range
Heavy Laser Mk.I 1- Disabled for one round. Effective against shields. Ineffectual against armour.
Heavy Laser Mk.I 2- Disabled for one round. Effective against shields. Ineffectual against armour.
Heavy Laser Mk.I 3- Not responding. Effective against shields. Ineffectual against armour.
Heavy Laser Mk.I 4- Not responding. Effective against shields. Ineffectual against armour.
----Medium Range
Heavy Railgun Mk.I 1- Ready to fire. 36 rounds remaining. Effective against armour. Ineffectual against shields.
Heavy Railgun Mk.I 2- Ready to fire. 36 rounds remaining. effective against armour. Ineffectual against shields.
---- Long Range
Heavy Missile Battery Mk.I 1- Ready to fire. 19 missiles remaining. Effective against hull. Ineffectual against shields.
Heavy Missile battery Mk.I 2- Ready to fire. 19 missiles remaining. Effective against hull. Ineffectual against shields.
O's are allies.
Triangles are Destroyer class ships.
Rectangles are Battleship class ships.
X's are escort class ships.
Red dots are destroyed ships
The area to the left that has been marked off are the contacts warping in.
The X is your current location.
The rectangle is the edge of space controlled by the IR empire.
The Circle is controlled by the Xilos Raiders, The pirate faction that attacked your group.
The Triangle is the area controlled by your group.
The smaller circle within the triangle is a smaller, hidden depot built by your faction. It contains ammunition and a few basic facilities for repair.
Alright, as much as I like my current tile editor, it has a bunch of issues that are annoying me. Namely, I can't choose the color of anything so I can't simply color code the map. it also doesn't allow me to name or attach notes to any tiles so I could list the ships and such by name. The next update or two might lack a map till I can find another tile editor. Or, if you wish, I can pause and not update till I find one. I don't mind either way.