f-it, I'm getting this turn done, sickness or not.
Turn 3: The dice are (mostly) nice.(The Jolly Smew)
"This is it, our first engagement as a crew"
If we get close enough, i unload my AAPMACs at the closest frigate, otherwise, i assist the cap'n in getting us there
[4]:
"This is it, our first engagement as a crew"You unload your AAPMACs at the nearest frigate.
Shield resist roll: Shield:[6][1]=[7]. Damage roll:[3][5]=[8].
Your AAPMACs blast away the shield. That frigate is vulnerable now!
(Roadviper)
Help the captain go where he wishes, if enemies attack, get to frontal gunnery position.
Your call, captain. I'd advise moving around the back to strike at that carrier from the rear. Might be a good idea to use the Jolly Smew as a decoy too.
[1]: You attempt to help the captain, all you do is distract him (-1 to captain's roll).
(The Jolly Smew)
Haul ass down to my guns and give my self a mental but very detailed report in my head of what it looks like, what guns I have and how many
[3]: Err, why do you think I have the ship's statuses?
[bottom of the ship]
3 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]).
2 MMCLs (Mini Missile Cluster Launcher [stationary][missile]).
(Captain Silo, Roadviper)
Maneuver the ship through that "channel" on the left, between the derelict craft and the active ones, heading towards the frigate/carrier. Give the gunners enough time to fire, but follow the channel away from the action if we start taking fire.
"Roadviper acknowledges, engaging nonfighters."
"Frelock and Paranatural, unload with the AAPMACs, preferably on the carrier. Try to save the MMCLs until their shields are down or we know they don't have any. Turret gunners, don't even bother until you're sure they're not shielded. Hold your fire or go for the fighters in the meantime."
[1-1=0]: Damn that Frelock! You can't consecrate! You ram the ship into a derelict fighter.
Shield resist roll: Shield:[2]. Damage roll:[2]. The Roadviper's shield is down!
(Roadviper)
If there is any damage to the ship in the fight I will try to repair it Captain! Appartently there could be some sort of command ship, our sprite class ships are holding themselves for the moment so if we go up and then to the 3 ships at the top, Maybe with the The jolly smew?
Please add quotation marks for speech.
[4]: There's no damage, just the downed shield. You manage to get it back online in record time!
You say:
"Captain! Appartently there could be some sort of command ship, our sprite class ships are holding themselves for the moment so if we go up and then to the 3 ships at the top, Maybe with the The jolly smew?" The captain seems to be a little distracted right now.
(Roadviper)
Wake the fuck up, man the guns and be ready to take out any fighters that get too close. Then when the carriers shields are down, hit it with full power.
[4]: You wake up, noticing that the carrier's shields are not down, you fire at various fighters. You hit one.
Damage [5][5]: Fighter? What Fighter? You mean that superly hot molten debris?
(The Jolly Smew)
Make sure all the combat systems are up and ready.
[3]: All systems green.
(The jolly smew)
I fly the ship up north(mapwise) and position the ship aiming at the side of the left frigate.
Battlestations men! Wolfchild, prepare to fire main guns at that frigate. Gunners, lets try for focused fire on that same frigate, we want to hit 'em hard!
[5]: You fly right up next to the frigate. Only incredible luck can save it now.
"Battlestations men! Wolfchild, prepare to fire main guns at that frigate. Gunners, lets try for focused fire on that same frigate, we want to hit 'em hard!"(Roadviper)
Watch for the Frigiates, fire missiles at them when they are within range. Until they are within range, take shots at the enemy fighters.
Your missiles are way too overkill for
fighters, sir.
[6]: You let loose on the shieldless frigate with all of your weapons.
Damage [4][4][4][6+1=7][6+1=7]: Err, you reduce the frigate to nothing but a flying piece of molten metal.
(The Jolly Smew)
Fire guns when ready, concentrating fire on the frigate that SHADOWdump is talking about.
[2]: It seems that someone stole your kill.
(Roadviper)
Oh boy. We've just launched and we're already caught in the thick of battle. Well, until the shields on at least one of the capital ships are down, I will attempt to destroy any fighters that go after our vessel. If one of the capital ships lose their shields, I will immediately strafe them with fire.
"Affirmative." I say. "Engaging bandits."
[4]: You're not even in your turret, you rush into the turret. And fire at fighters.
"Affirmative. Engaging bandits."Damage [5][5]: You essentially do the exact thing James Gutierrez (smjjames) does. I feel bad for the poor bastard in that fighter.
(The Jolly Smew)
I check the ships computer on Xecobian frigates. Specifically whether or not they have shielding.
Dependent on firing arcs/range, I start to unload the APIMGT on nearby fighters. If I have line of fire and they don't have shields, I fire at a frigate instead.
[6]: The fighters have no shielding, just a butt load of armor. Taking advantage of this, you fire at the nearest fighter like a madman.
Damage [5][4]: That fighter's
obviously destroyed.
[1-1=0]: The other frigate attempts to fires at The Jolly Smew with it's main guns. It misses horribly.
[1]: So do the secondary guns.
The Carrier backs away.
[1]: The Carrier's guns miss too.
Several fighters close in on The Jolly Smew.
One of the landing pads of the space station is destroyed.
The space station retaliates and destroys a fighter.
Various dogfights happen. The Xecobians are losing fighters fast.
Xecobian fighters are faster and better armored than our fighters and have several dangerous weapons. The huge downside to this is that they are much less maneuverable than our fighters. And thus are very easy to hit.
What we can see is that the frigate was obviously designed to take on larger craft, not other frigates. This is proven by the large main gun, which can do severe damage if it hits, though it's rounds very slow. It has two secondary guns, both can be potentially dangerous. It is quickly outmatched by our frigates. It's shield has two dice rolls.
The Xecobian Carriers are massive behemoths. Nearly the size of battleships, they are very lightly armed. They have a massive hanger going through the ship's rear to the ship's front. The major weakness of a Carrier is that it's shields don't cover both sides of the hanger, so fighters can get in or out without crashing into the shield. And since the hanger is more then large enough to fit a frigate, it is fairly easy to take down a Carrier. by wreaking havoc inside the hanger. Though it's fairly risky flying into the hanger. It's shield has five dice rolls.
How combat works:Shield: When a ship's shields are up, each weapon you use is given a dice. The weapons then roll against the shield. The shield dice subtracts weapon dice from left to right until the weapon roll is equal or more than the shield roll. If the shield roll is higher than the weapon roll, then weapon dice subtract the shield dice until the shield roll is higher or equal to the weapon roll. When only a fraction of a shield roll is left, such as a shield roll of [1][4] and a damage roll of [3], the amount of shield rolls subtracted is rounded down, meaning it would leave 1 shield roll left.
Examples:
Shield resist roll: Shield:[3][5]=[8]. Damage roll:[4][6][5][1][2]=[18]. The first two weapon dice ([4][6]) are canceled by the shield dice ([3][5]). The shield is downed, and all the other dice goes though to a damage roll.
Shield resist roll: Shield:[1][2]=[3]. Damage roll:[6][5][2][1][4]=[18]. The first weapon dice ([6]) is canceled by the shield dice ([1][2]). The shield is downed, and all the other dice goes though to a damage roll.
Shield resist roll: Shield:[6][4]=[10]. Damage roll:[2][1][2][1][1]=[7]. The first shield dice ([6]) is canceled by the weapon dice ([2][1][2][1][1]). The shield resists and loses one shield roll.
Shield regeneration only counts on turns you aren't under attack. Meaning if you are hit, your shield regeneration is reset. So if you've recharged for 1 turn and are attacked, your regeneration is reset to 0. This is why you run when you lose your shield.
Damage is rolled like this:
1: Did nearly no damage.
2: Did some damage, but it has no effect.
3: Did armor damage. Doesn't really have an effect, yet does leave the target with a large dent in his armor.
4: Did sufficient damage.
5: Did major damage.
6: Did crippling damage. Yet doesn't leave your opponent that bashed up. It's like hitting an engine, it leaves your opponent drifting, but doesn't kill them.
7: Did lots of crippling damage.
8 and higher: Instantly destroys your opponent.
Dodging: When you dodge with your ship, all enemy fire rolls against you get a -1 penalty. However, your crew is completely unable to hit anything.
Panther class Frigate.
[bottom of the ship]
3 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]).
2 MMCLs (Mini Missile Cluster Launcher [stationary][missile]).
[top of the ship]
2 APIMGTs (Armor Piercing Incendiary Mini Gun Turret[turret]).
[left of the ship]
1 STARREACH engine.
[right of the ship]
1 STARREACH engine.
[front of the ship]
2 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]).
[back of the ship]
1 LIGHTBREAKER FTL drive.
1 GUARDIAN shield generator.
Cargo:
10 USDF REAPER Rifles. In the armory.
20 USDF DEFENDER Pistols. Half in the armory, half in the bridge.
1 USDF VOYAGER Jeep. In the loading bay, room for six people.
4 Medpacks. In the loading bay.
Advantages: Fast, heavily armed.
Disadvantages: Exposed engines.
In battle around Luyten 726-8
Shields active.
Name: Thomas Silo
Position: Captain.
Skills: Piloting, Cannon
Gender: Male
Equipment: Fancy suit.
Location: On Captain's seat of the Roadviper
Name: Frelock
Position: Co-Pilot
Skills: Piloting and Cannon
Gender: Male
Equipment: Standard suit.
Location: On the Co-Pilot seat of the Roadviper
Name: Paranatural
Position: Gunner
Skills: Missiles & Turret
Gender: Male
Equipment: Standard suit.
Location: In the bottom weapon control room of the Roadviper
Name: Nimitz
Position: Left gunner
Skills: Turret and Rifle
Gender: Male
Equipment: Standard suit.
Location: In the left APIMGT of the Roadviper
Name: James Gutierrez
Position: Gunner, Right weapons bank.
Skills: Turret and Cannon
Gender: Male
Equipment: Standard suit.
Location: In the right APIMGT of the Roadviper
Name: Ochita
Position: Engineer
Skills: Pistol & maintaince
Gender: Male
Equipment: Standard suit.
Location: In the engine room of the Roadviper
Panther class Frigate.
[bottom of the ship]
3 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]).
2 MMCLs (Mini Missile Cluster Launcher [stationary][missile]).
[top of the ship]
2 APIMGTs (Armor Piercing Incendiary Mini Gun Turret[turret]).
[left of the ship]
1 STARREACH engine.
[right of the ship]
1 STARREACH engine.
[front of the ship]
2 AAPMACs (Advanced Armor Piercing Magnetic Accelerated Cannon [stationary][cannon]).
[back of the ship]
1 LIGHTBREAKER FTL drive.
1 GUARDIAN shield generator.
Cargo:
10 USDF REAPER Rifles. In the armory.
20 USDF DEFENDER Pistols. Half in the armory, half in the bridge.
1 USDF VOYAGER Jeep. In the loading bay, room for six people.
4 Medpacks. In the loading bay.
Advantages: Fast, heavily armed.
Disadvantages: Exposed engines.
In battle around Luyten 726-8
Shields active.
Name: SHAD0Wdump
Position: Captain
Skills: Piloting, Melee
Gender: Male
Equipment: Fancy suit.
Location: On Captain's seat of The Jolly Smew
Name: Fenrir
Position: Co-Pilot
Skills: Cannon, Piloting
Gender: Male
Equipment: Standard suit.
Location: On the Co-Pilot seat of The Jolly Smew
Name: James "Nuker" McGivor
Position: Bottom gunner
Skills: Turret, Cannon
Gender: Male
Equipment: Standard suit.
Location: In the bottom weapon control room of The Jolly Smew
Name: Waladil
Position: Left gunner
Skills: Rifle, Melee
Gender: Male
Equipment: Standard suit.
Location: In the left APIMGT of The Jolly Smew
Name: David Muller
Position: Right Gunner
Skills: Rifle,Turret
Gender: Male
Equipment: Standard suit.
Location: In the right APIMGT of The Jolly Smew
Name: Roger Tippen
Position: Engineer
Skills: Pistol and Driving
Gender: Male
Equipment: Standard suit.
Location: In the engine room of the The Jolly Smew
Posting before I get distracted by TVTropes.