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File: Splash.png (120 KB, 830x703)
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Year 2242 of the cosmic era. Humanity has spread across the stars; the development of the E-drive has enabled interstellar colonization. Yet even in the age of faster than light travel much of humanity lives in a fractured diaspora. The core worlds of the Solar Union make up the most powerful human stellar nation. In recent years they have come into conflict with the Saurian Clans; an alien race of aggressive reptilians. As the two powers prepare for war, scores of independent systems mobilize their own forces, wary of the storm brewing on the horizon…

>cont
>>
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>>5166269
Welcome to Hard Vacuum, a game about capital ship combat in spaaaaace!

This is a tactical turn based collective game where each player takes on the role of a ship captain. To join read the rules and select one of the 3 available ships for this mission.

This will basically be a test mission for the game system, so don’t worry about progression and feel free to ask questions.

New players welcome.

Skirmish Discord: https://discord.gg/mZGHYhyA

For the discord adverse I will post all important information here and be happy to answer any questions in thread.

>cont
>>
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>>5166273
To join the game just get a trip and pick one of the 3 ships in the image.

No need to write out the stat line if you don't want to.

>Standby for briefing...
>>
>>5166276
>CC-74 "Hammer Head" cruiser.
It's a jack of all trades. good starting ship.
>>
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>>5166276
Admiral Holborn: As of 0600 hours today the prime minister placed the space force on high alert. The Independent Colony of Proenze sits along a major strategic route between the Solar Union and Saurian territory. Our ancestors founded this colony so that we could get away from the troubles plaguing the core worlds, as such we have always maintained a strict stance of neutrality, however as of late the Union has become increasingly insistent that we allow their ships to resupply here, of course doing so will make us a target for the lizards. I wouldn’t put it past either of them to try and annex us.
Our colony has always maintained peace by balancing the dynamic tension between the powers that be. Our military is no match for the Union or the Clans but by ramping up the cost of annexation we deter them from invading lest either side swoop in once the other has been weakened.
The first step to preparing for war is to secure our tritium mining operation around the gas giant of Xam, your battle group will take up position around Cirrus station and stand ready to repel any possible incursions into the system. With any luck both sides will see the writing on the wall and continue to leave us alone.

>Primary Objective:
>Defend Cirrus Station

>Secondary Objective:
>Defend the Gas Mining Platforms

((I'll leave sign-ups open over night))
>>
>>5166276
DD23 "Thunderbird" Heavy Gunship.

First off, the combat sheet says that armor and evasion are countered by tracking and piercing respectively. I'm going to assume that you meant the opposite.

Second, the lack of shield does me a frighten, but it's evasion and armor can be pumped up depending on the threat. Still, a small shield wouldn't hurt since it would cover crits.
Overall, this is shaping up to be a surprisingly reactive ship. I hope we can get intel on what will be shooting at us to take advantage of its abilities.
Oh well, it will be fun !
>>
>>5166276
>CA-82 "Kestrel" Assault Cruiser

Man I really like both the Kestrel and the Hammer Head. Both have different strengths and flexibility, but the ability for missiles to shoot down torpedoes gives the former the edge for me.
>>
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>>5166296
>First off, the combat sheet says that armor and evasion are countered by tracking and piercing respectively. I'm going to assume that you meant the opposite.

Whoops yeah, meant the opposite. I've corrected that on my master file.

Just dropping some rules regarding planets and moons, I'll fold these into the main rules in the future.
>>
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>>5166296
>I hope we can get intel on what will be shooting at us to take advantage of its abilities.

Admiral Holborn: I suppose now’s as good a time as any to review what we know about our potential adversaries. Our intelligence on the enemy is patchy. The QM hasn’t finished stating up everything.

The Solar Union has a more advanced technology base; ton for ton their cruisers are just out right better than ours. The think tanks say they’re slightly less durable, but they make up for that with more powerful shields.

The Saurains have a “bigger is better” philosophy. Their fleets tend to have fewer larger ships. Just as well, one of their heavy cruisers is more than a match for anything we have. Union doctrine dictates having at least 2 cruisers for every one of their heavies in order to engage on favourable terms.
>>
>>5166276
>CC-74 "Hammer Head" cruiser
Can't go wrong with an old reliable.
>>
>>5166283
>Report for duty.

Captain: [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 28/28] [Gen: 10/10] [Armor: 9]
-[Move: 0] [Evade: 0] [P-Def: 0] [Shield: 0]

Propulsion: [CC-82 Cruiser Drive]
-##Lvl 1: [Move 3] [Evade 1]
-#Lvl 2: [Move +1] [Evade +1]
-###Lvl 3: [Move +2] [Evade +3]

Subsystem 1: [LW2-205 Gauss Battery]
-##Lvl 1: [Range 5] [Damage 6] [Track 0] [Pierce 2]
-##Lvl 2: [Range +1] [Damage +2] [Track +1] [Pierce +2]
-###Lvl 3: [Damage +2] [Track +2] [Pierce +2]

Subsystem 2: [Medium Missile Bank]
-#Lvl 1: [Range 2-6] [Damage 4] [Track 8] [Pierce 1]
-##Lvl 2: [Damage +4]

Subsystem 3: [CWIS]
-#Lvl 1: [P-Def 3]
-#Lvl 2: [P-Def +3]

Other: [Volition-Mk 1 Shield Generator]
-##Lvl 1: [Shield 2]
-###Lvl 2: [Shield +2]

(don't worry, i'm not gonna be posting this whole-ass statsheet every time.)
>>
>>5166283
>DD23 "Thunderbird" Heavy Gunship
Time to die first turn!

>>5166273
A few questions:
>If one ship uses two of its subsystems against one target, is the defence counted separately for both attacks?
>How is damage distributed to the subsystems? Is it random or can we aim?
>Can torpedoes/missiles be shot down by any of the standard weapons?
>>
>>5166318
>CC-74 "Hammer Head" cruiser
>>
>>5166276
>CA-82 "Kestrel" Assault Cruiser

So it's obvious that the amount of dice you roll is equal to the damage stat and the target number is Defense stat-pierce or evasion. Is the damage done per hit equal to the damage stat also?

And is there a difference between damage and power because you used them both in the NPC sheets.
>>
https://www.youtube.com/watch?v=wOXdXlx78Cc&t=370s&ab_channel=Rimmy-DownunderGaming

Warcrimes
>>
>>5166318
The Heavy Missiles of the Varanid have a Movement speed and no maximum range, traits that usually seem specific to Torpedoes. Are these Missiles functionally Torpedoes for the purpose of being intercepted by other missiles?
>>
>>5166276
>Captain Date reporting for Duty aboard the Peregrine
>CA-82 "Kestrel" Assault Cruiser
>>
>>5166276
I swear on me long lost leg, I will have one of those Saurian cruisers by the day’s end!

Or pay. That or pay

> sign up with CC-74 “Hammer Head” cruiser
Can’t go wrong with tanky!
>>
>>5166509
Sorry, some of these rule sheets haven't been properly proof read and formatted yet.

Damage=power=hits

If a weapon does 10 damage, it rolls 10 dice and deals 1 damage for every hit with a potential for 10 damage.

>>5166672
For now I'll say yes. The Saurians use heavy missiles which are kind of between torpedoes and regular missiles. I might change the mechanics on these later.
>>
>>5166456
Defence is counted separately for both attacks when using two subsystems.

Generally subsystems are only damaged when a critical hit is scored and said crit is assigned randomly. No rules for targetting specific subsystems yet but I will think about it.

Right now torpedoes and heavy missiles can't be shot down by standard weapons, but it would make sense for the Hammerhead's autocannons to be able to do it. I might post a hot fix later
>>
>>5167504
>but it would make sense for the Hammerhead's autocannons to be able to do it.
They already do though? They have point defense, which is effectively shooting down missiles
>>
>>5167509
(He probably means in the way that missiles can intercept torpedoes and reduce how much damage they deal.)
>>
>>5167504
Thanks for the answers!
>>5167511
Yeah, that.
>>
>>5166276
>Captain Manfred Hauer aboard DD-23 Thunderbird

Prönz shall have its neutrality, even if the powers that be see fit that I should command a blowtorch.
>>
>>5166276
>Captain Oberheimer aboard the Hammer of Pacifism (CC-74 "Hammer Head" cruiser)
>>
>>5166281
>>5166296
>>5166301
>>5166355
>>5166371
>>5166456
>>5166493
>>5166509
>>5166682
>>5167025
>>5167686
>>5167706

Approved.

I'm gonna go workout then we'll see if we can start the game later tonight.
>>
Ok, back, preparing the map now.
>>
In the event that the to-beat number is greater than 10, such as Hammer Head's 0-pierce autocannon vs the Varanid's 12 armor, do rolls of 10 still score critical hits? Also, if HP damage from a critical hit is blocked by shields, is the system damage blocked too?
>>
As guided weapons, can torpedoes be fired at targets to which there is no LoS? If not, is it then possible to disengage from active torpedoes by breaking LoS?
>>
>>5167846
>In the event that the to-beat number is greater than 10...
10s will still score critical hits but they will not deal HP damage.

> If HP damage from a critical hit is blocked by shields, is the system damage blocked too?
Yes

>>5167875
As guided weapons, can torpedoes be fired at targets to which there is no LoS?
Yes
>>
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https://www.youtube.com/watch?v=ELdFyWwyMY8

Tactical Officer: "Approaching the AO..."

Cirrus Station: "...all... units...are under attack...being boarded!"

Tactical Officer: "Solar Union ships! How the hell did they penetrate this far into the system without being detected? They've already moved in on Cirrus station."

Admiral Holborn: "Attention Solar Union ships, this is Admiral Holborn of the Republic of Proeneze Space Force. You are violating the sovereign territory of the Republic of Proenze, withdraw immediately or you will be fired upon!"

Commodore Higgins: "This is Commodore Higgins of the Solar Navy. The Union has run out of patience with your colony's neutrality. Did you think we would be unwilling to commit the necessary forces to take it? By refusing to pick a side you stand in the way of humanity's interests as species. I will give you this one chance to surrender peacefully."

Admiral Holborn: "Äll ships, battle stations, get these sanctimonious Solars off of my lawn!"

Tactical Officer: "Updating tactical network..."

>1 Captain Hammer
>2 Romulus
>3 HMS Bittertaste
>4 Porphyrion
>5 Hammer of Pacifism
>6 Scourge
>7 Hellen
>8 Robin Williams
>9 Pregrine
>10 Thunderbird Captain
>11 Hellcat
>12 Latobius

>Declare Actions, turn will be processed at some point tomorrow night UTC +8 time.
>>
Rolled 7, 4, 3, 7, 8, 2, 7, 3 = 41 (8d10)

>>5167916
>-Power Distribution: Cruiser Drive Lvl1+2 [-3], Gauss Battery Lvl1+2 [-4], CWIS Lvl1 [-1], Shield Generator Lvl1 [-2]
|>Movement: NW-NW-W
>Action: Fire at [H6] w/ Gauss Battery [Range 6] [Damage 8] [Track 1] [Pierce 4]

Captain: [#7] [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 4] [Evade: 2] [P-Def: 3] [Shield: 2]
>>
>>5167916
Solar Union will learn of our peaceful ways - by force! Arm the peacebringer tubes!

>3 power to torpedoes, 4 to engine, 2 to shields, 1 to autocannons
>Move 4W
>Launch torpedoes at Denominator in H6
>>
>>5167916
>>5167935
(In case I need to be specific with this, I'm targeting the Denominator in [H6].)
>>
Rolled 10, 5, 5, 4, 4, 5, 5, 8, 5, 9, 10, 8, 3, 2, 5, 6 = 94 (16d10)

>>5167916
Weapons
>HC2-175 Cannon Battery - Level 3, 4 Power
>AC2-40 Autocannon - Power Level 2, 3 Power
>Torpedo Launcher - Power Level 1, 1 Power
8/10
Propulsion/Other
>CC-74 Cruiser Drive - Level 1, 2 Power
>Volition Mk-1 Shield Generator - Level 0, 0 Power
10/10

Romulus moving to engage hostile entities H9, we must interspace ourselves between the enemies and the Station posthaste.

>Movement to [X16, Y20]
>Engage Hostile Entities H9 with the HC2-175 targeting the Denominator, first 10 rolls. Hit on a 7+ (if they remain within range 5)
>Launch Torpedoes at one of the Numerators in the same group, last 6 rolls. Hit on a 4+
>AC2-40 Autocannon holds fire to be used as Point Defence
>>
Initial observation: Two ship types not previously shown in dossier. H8, H10, H13 appear some hybrid of the two known destroyers, carrying torpedoes, missiles and the Lance Battery found on the Denominator.

H5 bristling with torpedoes, point defenses and an upscaled Lance Battery.
>>
Rolled 3, 9, 10, 2 = 24 (4d10)

>>5167916

[Kestrel]

Power:
>[6] CC-82 Cruiser Drive Lvl 3
>[1] Medium Missile Bank Lvl 1
>[2] CWIS Lvl 2

Actions:
>Move 1 NW, 5 W
>Fire Missiles at H6
>>
Rolled 8, 2, 8, 9 = 27 (4d10)

>>5167916
>Power: [Drive @ Lvl 3 (-6p)][Shield @ Lvl 1 (-2p)][CWIS @ Lvl 1 (-1p)][Missiles @ Lvl 1 (-1p)]
=
>Movement: Go to [X16, Y21]
=
>Fire [M.Missile Bank] @ {H8}

Captain: [#9] Ryusei Date
Ship: [CA-82 "Kestrel" Assault Cruiser]{Peregrine}
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 6] [Evade: 5] [P-Def: 3] [Shield: 2]
>>
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Secondary observation: Denominator destroyer groups, while capable of intercepting torpedoes with their missiles, are themselves prime targets for missiles. Note that H7, lacking missile capabilities, is still a relatively easy target for torpedoes.

Assuming aggressive movement by fleet near Bolide, enemy's maximum movement is approximately the blue line, and limit of torpedo/ion cannon threat is within the red, with fire concentration increasing deeper into the zone. Advise ending movement no deeper than two tiles, if at all.

Commit to total destruction of destroyer groups surrounding Cirrus Station. If our sturdier torpedo ships can establish some semblance of fire superiority, the enemy will have to divert resources toward intercepting our fire. As is, 2 volleys each toward H1 and H2 will have some suppressive effect on which the Thunderbirds may be able to capitalize.


>>5167664
>>5166296
Thunderbirds are mostly limited to movement and Evasive action this turn, but may be able to engage on the next. End movement 6 tiles away from H1. That should leave it with an uncomfortable decision; eat torpedoes, compromise on weapons, or enter a fighting retreat that, /so Gott will/, a Thunderbird is better at. As I cannot quite reach that distance, I will use spare energy to engage H9 instead, but may be able to join on the next turn.
>>
Rolled 10, 4, 8, 4, 10, 2, 2, 10 = 50 (8d10)

First you, then your big brothers!

>>5167916
>Lv2 Drive, Lv2 Thrusters, Lv1 Cannon
>Move 8, Evade 8
>Range 2-4, Damage 8, Track 5, Pierce 3, Crit 9

>Move to X14, Y21
>Fire on H9
>>
Rolled 4, 1, 3, 6, 3, 6, 4, 3, 5, 3, 2, 2, 5, 4 = 51 (14d6)

>>5167916
"Real warm welcome to the Union chief 'bout as warm as a snowstorm haha. Bet your jackboots are gonna get just as warm here in a second."

>CC-82 Cruise Drive to Lvl2, Missile Banks to Lvl2, CWIS to Lvl2, Gauss Battery to Lvl2
>Move 1NW, 3N
>Fire Missile Banks at [H9] Prioritizing Decimator (6DMG, 1Pierce, 8Tracking)
>Fire Gauss at [H8] (8 DMG, 2Pierce, 0Tracking)
>>
Rolled 8, 7, 1, 4, 1, 2 = 23 (6d10)

>>5168045
>Lvl1 Engines, Lvl2 Autocannons, Lvl1 Torpedos, Lvl1 Shields
>Move NE, N, N
>Fire Torpedos at [H6]
>Hope the shields and point defense do something.
>>
Rolled 9, 3, 8, 2, 6, 6, 1, 5, 3, 5, 2, 6, 1, 9 = 66 (14d10)

>>5168087
Wow I just realized I rolled the wrong dice. Rolled d6 when I should have rolled d10.
>>
>>5168087
>>5168136
Your power usage also adds up to 12, and level 2 missiles deal 8 damage, not 6.
>>
>>5168087
>>5168138
Right meant Lvl1 Gauss. The dice should be right though 8+6

>CC-82 Cruise Drive to Lvl2, Missile Banks to Lvl2, CWIS to Lvl2, Gauss Battery to Lvl1
>Move 1NW, 3N
>Fire Missile Banks at [H9] Prioritizing Decimator (8DMG, 1Pierce, 8Tracking)
>Fire Gauss at [H8] (6 DMG, 2Pierce, 0Tracking)

>>5167916
Link to proper roll
>>5168136
>>
>>5168134
>>5167916
I Skirmish Syndromed I meant NW. My actions should be

>Lvl1 Engines, Lvl2 Autocannons, Lvl1 Torpedos, Lvl1 Shields
>Move NW, N, N
>Fire Torpedos at [H6]
>Hope the shields and point defense do something.
>>
Rolled 1, 4, 6, 2, 6, 9, 8, 3, 6, 8, 2, 1 = 56 (12d10)

>>5167916
Hellkitty took a nap
>Lv2 Drive, Lv2 Cannon, Lv1 Thrusters
>Move to [X12, Y22]
>Fire at [H6] Denominator
Range 2-4, Dmg 12, Tracking 3, Piercing 3
>>
We're getting it done so far, but we still need some torpedoes on H1 and H2. Get them to spend at least 2 energy on defensive measures, and they can only hit us with their second-best broadside. Which is still fit to hoist your Hoden at the sight, to be sure...
>>
>>5167916
>Lv2 Drive, Lv1 Thrusters, Lv2 Armor
>Move 8, Evade 4, Armor 11

>Move to X12, Y21
>>
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>>5168192
Quite. We'll see how the rest goes. Most have fired in protection of the station but surely we can take 1 turn of Ion Cannon to the face?
>>
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>>5168192
>>5168207
I initially wanted to spray H1, seeing how you guys beat the absolute shit out of those destroyers, but this gatling-hauling piece of junk can only push me so far a turn.
Would be pretty sweet if the Thrusters had +1 movement on max power, now that I think about it.
>>
>>5168210
We just gotta work with the tech we have. By next turn I bet were gonna be riddling them with the full Armory
>>
I have a real stupid question that I couldn't find an answer to. How do the shields work exactly?
>>
>>5168230
You take 1 less damage per shield. If you have 4 shield and get hit for a total of 12 in a turn, you take 8 damage. Shield can be found here at the very bottom: >>5166273
>>
>>5168242
Oh damn, thanks. I've read the whole thing, but that line completely slipped my mind and when I went looking for shield info specifically, I looked into main combat sections instead.
Really glad my 9-crit dodged the system damage block.
>>
Rolled 6, 3, 3, 6, 1, 7 = 26 (6d10)

>>5167916
> assign 3 energy to the autocannon array, 5 to the shield gen, 4 to the cruiser drive and 1 to the Torpedo launcher
> move 2NW, 2N
> shoot the Torpedo at H1
Full power to the shields, bring the Cruiser down- I’ll let this ship sink before I let such a beauty slip before me very eyes!
>>
>>5168468
But thats a total of 13 Generator Power to be spent Porphyrion and the Hammer Head only has 10 to spend
>>
>>5168507
…fuck
>>
>>5168468
Change of plans due to math:
> assign 1 energy to the autocannon array, 2 to the cruiser drive (so just 2NW+N), 5 to the shield generators, 1 to the torpedo launchers
>>
>>5167935
>>5167936
>>5167944
>>5167950
>>5167971
>>5168013
>>5168053
>>5168087
>>5168134
>>5168136
>>5168140
>>5168168
>>5168188
>>5168193
>>5168468
>>5168795

Man, what a mess, but I'm being a bit sloppy on the back end myself so I'll let it slide (plus I got enough free time tonight to untangle stuff.)

Here we go:

>Processing...
>>
>>5168207
Oh, yes, but the men don't like it.
>>
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>>5168994
Apologies for the slow processing, several things happened IRL at once and I had to make up a few things on the fly.

I have omitted the weapons fire FX from the player ships since you all know what you shot at and only displayed the enemy FX to help with clarity.

>Standby for aftermath...
>>
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>>5169091
Cirrus Station: "We've been boarded! They're killing anyone who gets in their way, I think they're going to sabotage the orbital stabilizers. We're just a bunch of gas miners up here you gotta help us!"

Tactical Officer: "The marine compliments on our cruisers should be enough to take back the station, but without specialized assault craft we'll have to get in close and perform an EVA operation."

>New Objective: Deploy 3 Marine teams to Cirrus station within the next 2 turns.
>To deploy a single marine team a kestrel or hammerhead must finish their movement "on top" of Cirrus station. Thunderbirds do not carry enough marines for this task.

>Declare actions everyone. Turn will be processed at some point Friday night UTC +8. It should go much faster this time.
>>
>>5169109
Okay, some major clarifications going forward:

>If there are multiple enemies within a single square you may target a specific one without penalty. If you don't specify a target the QM will pick one for you.

>You may direct multiple subsystems to different targets within a square.

>You may not split damage from a single subsystem to multiple targets in the same square.

>If torpedoes are fired at a target within movement range the attack will be resolved immediately vs defensive stats.

>If torpedoes cannot reach their target on the same turn they were fired they will persist on the map and be identified with a cluster of pips with their target. Each pip represents 2 damage. Torpedoes that persist in this manner can now can be shot down by missiles.

>While it is briefly mentioned in the rules, I would like to remind everyone (and myself) that combat is resolved simultaneously. Should your targets move out of range I will assign a new one within range at my discretion. To be more fair I will lock in enemy power distribution during the aftermath phase of each turn so they can’t “cheat” by reacting to your own.

>Hotfix: The Hammerhead’s autocannons can shoot down persistent torpedoes in the same way missiles can, but it will forfeit it’s P-Def bonus in the process.

>To simplify processing when a “mook” enemy suffers a critical hit the 1st one will disable a sub-system, the 2nd will disable shields, and reduce movement and evasion, the 3rd will insta-kill it.
>>
>>5169109
>-Power Distribution: Cruiser Drive Lvl1+2+3 [-6], Gauss Battery Lvl1+2 [-4]
|>Movement: NW-NW-NW-W
>Action: Fire at [H1] w/ Gauss Battery [Range 6] [Damage 8] [Track 1] [Pierce 4]

Captain: [#7] [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 6] [Evade: 5] [P-Def: 0] [Shield: 0]
>>
Rolled 9, 4, 7, 7, 7, 8, 7, 5 = 54 (8d10)

>>5169109
>>5169121
(Shoot, forgot to roll. Probably doesn't matter too much for processing, but eh, dopamine.)
>>
Rolled 3, 8, 10, 8, 8, 1, 4, 4 = 46 (8d10)

>>5169109
Power:
>[6] CC-82 Cruiser Drive Lv3
>[4] LWS-205 Gauss Battery Lv2

Actions:
>Move NW W NW NW
>Fire Gauss Battery at H1
>>
>>5169091
Btw, I would *highly* appreciate our actions being displayed. Seeing our shots connect and blow up the enemy is a good part of the enjoyment of these skirmishes, and the only displayed effects being enemy fire, especially as it is now with them being able to put out so much more than us, just makes it seem like we're getting the shit kicked out of us. While this latter part may still be true, I would at least like to see our return fire.

If you want more clarity, perhaps you could show explosions from weapons firing on ships, or projectiles in the air to more clearly distinguish target from shooter.
>>
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Tactical Officer:"Our intelligence division has been scrambling to collate what we know about the Solar Navy, they've managed to put together another report. I'm making it available now."
>>
Rolled 3, 5, 10, 8, 4, 3, 3, 4, 9, 9, 10, 10 = 78 (12d10)

>>5169109
Weapons
>HC2-175 Cannon Battery - Level 2, 2 Power
>AC2-40 Autocannon - Power Level 2, 3 Power
>Torpedo Launcher - Power Level 1, 1 Power

Propulsion/Other
>CC-74 Cruiser Drive - Level 1, 2 Power
>Volition Mk-1 Shield Generator - Level 1, 2 Power

>Move to [X13, Y20]
>Engage Targets H9 with HC2-175 Cannon Battery, first 6 dice
>Engage Targets H9 with Torpedoes, last 6 dice
>Use AC2-40 Autocannons to shoot down approaching Torpedoes 2

I can make it to the Station next turn, need two other ships to dock as well to ensure the station doesn't go boom.
>>
>>5169134
Sorry I was rushing things today and trying to juggle multiple activities IRL. Next time I'll be sure to include player weapon FX, if not on the map itself then in the little side boxes. Still need to figure out which convention I'm gonna use.
>>
>>5169140
Thank you, much appreciated.
>>
>>5169139
Me and Hellen are already docking this turn, yours would be the final contribution needed unless you happen to die this turn.
>>
>>5168795
>>5169171
>>5169139
[4] Could also make it this turn but that would mean the Drive Lvl 3 would still be screwed next turn.
>>
>>5169171
>>5169176
Romulus can't make it this turn, what are you talking about? Hammerheads only get up to 5 movement, and he's 6 tiles away (even accounting for the half-off diagonal you get at the start of movement).
Porphyrion's the only one who can make it this turn.
>>
>>5169184
Porphyrion is [4] though?
>>
>>5169188
Yeah I dunno why I (You)'d you in that post, sorry.
>>
>>5169184
I never said anything about him docking this turn. I said his would be the last of 3 docks unless he dies this turn. Him dying this turn would prevent him from docking next turn. Even if he dies next turn, it should still resolve the dock, since movement is resolved first.
>>
Rolled 5, 5, 1, 10, 7, 3, 4, 6, 3, 1, 9, 1 = 55 (12d10)

Latobius weapon output compromised, dammit. Reallocating to torpedo defenses. Hitting H1. If we can silence all these Mars-class, the torpedo ships will be manageable with our point defenses alone.

>>5169109
>Drive Lv1, Thrusters Lv1, Cannon Lv2, PDS Lv1
>Move 4, Evade 4, PDef 4
>Range 2-4, Damage 12, Track 3, Pierce 3, Crit 9

>Move to X12, Y18
>Fire on H1
>>
>>5169201
Right there with you, I guess.

>>5169109
Welp, I did last one turn. Leeroy Jenkins, and prep the lifepods, boys, we're breaking even tonight !

"Level With Me to all, we're closing with the Mars class just off the station and engaging it with the Hog, keep the destroyers off our back ! "

>Lv1 Drive, Lv2 Thrusters, Lv2 Assault Cannon.
>Move to: X10; Y18
>Engage Target H1 with Assault Cannon.

Good news: If I did my math right, we're 2 squares away from the H1 Mars class. Just within my minimal range, and just out of it's minimum Ion cannon range at 3. So it's either the gauss with bad pierce and track, or the light missiles against 8 armor.
Bad news, I'm also going to be a priority target for H6 and H9, and probably first in range of H7, and maybe H8.
Conclusion: Das a propa' waaagh roight 'ere, boyz !
>>
Rolled 5, 6, 5, 9, 4, 6, 4, 6, 2, 5, 9, 9 = 70 (12d10)

>>5169215
"Guns, guns, guns."
>>
Rolled 9, 1, 1, 4, 2, 4, 5, 8, 4, 6, 4, 8, 2, 5, 4, 10, 9, 5 = 91 (18d10)

>>5169109
>Set Gauss Battery to Lvl3, Set Medium Missile Banks to Lvl2
>Fire Missiles at H10 (8 DMG, 8 Tracking, 1 Pierce)
>Fire Gauss Battery at H11 (10DMG, 3 Tracking, 6 Pierce)
>>
Rolled 4, 1, 4, 6, 1, 3, 3, 10 = 32 (8d10)

Hellcat fell into the bathtub.
Hitting the breaks and powering down the thrusters to get the necessary repairs done.
>Lv2 Armor, Lv1 Drive, Lv1 Cannon, Lv1 PDS, Lv0 Thrusters
>Move to [X10, Y19]
Laugh at Cirrus in full skeleton crew.
>Open the fire on [H1]
Range 2-4, Dmg 8, Tracking 0, Piercing 3. Evasion 0, Armor 11, PDef 4, Shield 0

>>5169126
Visible rolls keep QM accountable!
>>
>>5169222
As valiant as this is, both your gauss battery and missiles have been critically damaged, so your maximum power level for each is lower
>>
>>5169237
Ahh saw the wrong ship on the page and didn't realize I got hit, what's the protocol for this especially since I've already rolled? Reroll, Keep the dice or am I SOL?
>>
>>5169244
I think you can keep the dice, but reassign some power to other systems, you'll just be using less of the dice.
>>
>>5169109
>3 power to torpedoes, 6 to drive, 1 to autocannons
>Move 5W
>Launch torpedoes at H6 Numerator
>>
>>5169109
>>5169222

Didn't realize I got hit and some of my systems are down

>Set Gauss Battery to Lvl2, Set Medium Missile Banks to Lvl1, Set Volition Shield Generator to Lvl2
>Fire Missiles at H10 (4 DMG, 8 Tracking, 1 Pierce)
>Fire Gauss Battery at H11 (8DMG, 1 Tracking, 4 Pierce)
>>
Rolled 1, 2, 6, 7, 7, 4, 7, 2, 5, 7, 4, 10, 10, 10 = 82 (14d10)

>>5169116
>Power: [Gauss Battery @ Lvl 3 (-7p)][Missiles @ Lvl 1 (-1p)][Shield @ Lvl1 (-2p)]
=
>No Movement
=
>Fire [M.Missile Bank] @ {H8}==>Dmg 4-Track 8-Prc 1
>Fire [Gauss Battery] @ {H11}==>Dmg 10-Track 3- Prc 6

Captain: [#9] Ryusei Date
Ship: [CA-82 "Kestrel" Assault Cruiser]{Peregrine}
=[Drive Lvl: 0]=[Shield Generator Lvl: 1]=
=[Gauss Battery Lvl: 3]=[Medium Missile Bank Lvl: 1]=
=[CWIS Lvl: 0]=
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 0] [Evade: 0] [P-Def: 0] [Shield: 2]
>>
>>5169244
You should keep the dice, they will be used for your actions from left to right. Any extra will be discarded, if more dice are needed for your new action you may roll more to achieve the desired number.

But the one thing you must never do is delete a pist with rolls. If for whatever reason a post with rolls becomed invalid just link to it with an amendment. Do not delete it.

Extra Clarification:
>All the marine teams do not have to come from separate cruisers. A cruiser will deploy marines every turn it is above the Cirrus, however this means you still need at least 2 cruisers to meet the deadline.
>>
>>5169116
>>5166281
>Botting [1] Captain Hammer
=
>Power Phase: Shield [Lvl 2] (-5 P), Drive [Lvl 1] (-2 P), Autocannon [Lvl 1] (-1 P), Torpedo [Lvl 1], Cannon Battery [Lvl 1] (-1 P)
=
>Movement: Move to [X17, Y19]
=
>Fire Cannon Battery Lvl 1 at H11
>Fire Autocannons Lvl 1 at H10
>Fire Torpedoes at H2

=[Drive Lvl: 1]=[Shield Generator Lvl: 2]=
=[Cannon Battery Lvl: 1]=[Torpedo Lvl: 1]=
=[Autocannon Lvl: 1]=
-[HP: 35/35] [Gen: 0/10] [Armor: 10]
-[Move: 3] [Evade: 0] [P-Def: 4] [Shield: 4]
>>
>>5168134
>>5169109
>Botting [3] HMS Bittertaste
=
>Power Phase: Shield [Lvl 2] (-5 P), Autocannon [Lvl 1] (-1 P), Torpedo [Lvl 2] (-3 P)---1 Unused Generator Power
=
>No movement
=
>Fire Torpedoes Lvl 2 at [H13]
>Autocannons ready for incoming Stuff (P-def)

=[Drive Lvl: 0]=[Shield Generator Lvl: 2]=
=[Cannon Battery Lvl: 0]=[Torpedo Lvl: 2]=
=[Autocannon Lvl: 1]=
-[HP: 35/35] [Gen: 1/10] [Armor: 10]
-[Move: 0] [Evade: 0] [P-Def: 4] [Shield: 4]
>>
Rolled 5, 3, 8, 4, 1, 2, 7, 10, 3, 5, 8, 10 = 66 (12d10)

>>5169109
>Set shields to Lvl3, Autocannons to Lvl1, Torpedo to Lvl2
>Fire Autocannons at H10
>Fire Torpedo at H11
>>
>>5169792
Ignore the missile boats they can't do much anyway. Torpedos might be a problem but the A4 Gauss are the biggest problem. Regular cruisers just don't have the evasion to actually counter it.
>>
>>5169109
>Bot [4] Porphyrion
=
>Power Phase: Drive [Lvl 1](-2 P), Shield [Lvl 2] (-5 P), Cannon Battery [Lvl 2] (-2 P), Torpedo [Lvl 1] (-1 P)
=
>Movement: Move 2NW
=
>Fire Cannon Battery @ {H7}
>Fire Torpedoes @ {H7}

=[Drive Lvl: 1]=[Shield Generator Lvl: 2]=
=[Cannon Battery Lvl: 1]=[Torpedo Lvl: 2]=
=[Autocannon Lvl: 1]=
-[HP: 23/35] [Gen: 0/10] [Armor: 10]
-[Move: 3] [Evade: 0] [P-Def: 4] [Shield: 4]
>>
>>5169121
>>5169126
>>5169129
>>5169139
>>5169201
>>5169215
>>5169219
>>5169222
>>5169232
>>5169253
>>5169254
>>5169508
>>5169678
>>5169792
>>5169793
>>5169884

Is this everyone? I'm gonna do power distribution first, if anyone hasn't posted yet, do so now.
>>
>>5170083
(Yep, that should be everyone outside of [4] and [1], who are being botted.)
>>
>>5170083
>>5170085
Alright then, let's do this.

>Processing...
>>
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>>5170091
>Standby for aftermath...
>>
>>5170125
Who even shot at me? And why didn't I move?
>>
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>>5170125
Marines:"We've landed on the Cirrus and engaged the Solars, bastards are tough and have all sorts of fancy tech, we'll need reinforcements if we're gonna win this!"

--------

H1: "Fires on multiple decks, half our systems are down! Who the hell straps a giant mini-gun to a chassis and just charges in!? Shoot people at long range with high powered energy weapons! It's the civilized way to wage war."

Processing this turn was better but still gave me a minor headache, gonna have to refine my workflow

>Declare actions, turn will be processed some time on Saturday evening UTC+8.
>>
>>5170130
Shouldn't my thrusters be repaired now?
>>
Rolled 1, 4, 9, 3, 6, 6, 2, 7, 10, 7 = 55 (10d10)

>>5170130
>-Power Distribution: Cruiser Drive Lvl1 [-2], Gauss Battery Lvl1+2+3 [-7], CWIS Lvl1 [-1]
|>Movement: N-N
>Action: Fire at [H1] w/ Gauss Battery [Range 6] [Damage 10] [Track 3] [Pierce 6]

Captain: [#7] [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 3] [Evade: 1] [P-Def: 3] [Shield: 0]
>>
>>5170130
>>5170131
Alright I see the problem. You didn't update my ship stats at all.
I'm assuming the thrusters are repaired after being powered down to 0 last turn.
>>
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>>5170127
Ah sorry, I must have overlooked something while I was processing. Because I didn't move you, you took multiple torpedoes to the face.

I am moving you properly and rolling back the damage, since the torps would not have hit you.

>>5170131
Sorry I must have confused your power distribution with someone elses. I've fixed it.

Re-posting the aftermath with the fixes.

Sorry people. I am trying my very best not to fuck this up. Not blaming you guys but if you could remember to roll your dice, put your number in your trip and refrain from making amendments, it will help me make less mistakes as I don't have to track reply trains all over the thread to figure out what's going on.
>>
>>5170141
Yeah I just forgot the [11] yesterday, sorry.
>>
>>5170139
Actually I think I forgot your attack too. You did 2 damage and 1 crit to H1. I'm marking that on my records.
>>
Rolled 6, 1, 1, 9, 9, 8, 6, 5, 9, 6, 8, 8, 7, 1, 10, 5 = 99 (16d10)

>>5170130
Weapons
>HC2-175 Cannon Battery - Level 3, 4 Power
>AC2-40 Autocannon - Power Level 2, 3 Power
>Torpedo Launcher - Power Level 1, 1 Power

Propulsion/Other
>CC-74 Cruiser Drive - Level 1, 2 Power
>Volition Mk-1 Shield Generator - Level 0, 0 Power

>Move to [X10, Y17]
>Bully Targets H6 with HC2-175 Cannon Battery, first 10 dice
>Bully Targets H6 with AC2-40 Autocannons, last 6 dice
>Engage Target H2 with Torpedoes (won't reach this turn)

So the station will be secured this turn, now we just have to deal with the Solar Navy and protect the Gas Extractors. Someone with missiles should intercept the Torpedoes at Y23/24 to save HoP from taking too much damage this turn if they can.

I should also have 5 less HP since I took damage on the first turn. You seem to have forgotten to deduct that from my HP.
>>
>>5170157
Did you mean Y19, because you can't reach Y17 on level 1 propulsion
>>
Rolled 7, 2, 3, 8, 10, 7, 9, 2, 1, 6, 6, 8, 6, 1, 4, 5, 7, 10 = 102 (18d10)

>>5170141

Power:
>[7] LW2-205 Gauss Battery
>[3] Medium Missile Bank

Actions:
>Fire Gauss Battery at H1 (first 10 dice)
>Fire Missiles at H6 (last 8 dice)
>>
>>5170148
I'd like to know, can the Station be used for cover like a Planet ?

Also, I'm taking the occasion to request fire support on the rest of H6. I'm gunning for H1 but I can't take many more hits. In any case, assuming I survive, I'll need to stay hidden by the station if possible, or retreat if not.
>>
>>5169798
>>5169254
I heavily suggest we starting reconverging NW with the rest of the fleet because this is a lot of Torps and mich more here. We can actually start knocking on H2's doors for the Thunderbirds to Dance all over their systems.
>>
Rolled 1, 9, 9, 9, 2, 2, 9, 2, 4, 4, 8, 6 = 65 (12d10)

Visual observation indicates H1 reduced to shields, Gauss and point defense. Gauss fire should suffice to destroy it before it can recover.

Thunderbirds to engage H2. Enemy close-range weapons limited in armor penetration. Latobius first in.

>>5170130
>Drive Lv1, Thrusters Lv1, Cannon Lv2, Armor Lv1
>Move 4, Evade 4, Armor 8
>Range 2-4, Damage 12, Track 3, Pierce 3, Crit 9
>>
>>5170233
I think i'll be able to move in range or [4] can get the job done. In either case I don't want to stick around here and find out if we can do another luck based turn on tanking
>>
>>5170233
probably not, I was able to shoot "through" it last turn
>>
>>5170240
you should probably take actions with your powered up systems
>>
Rolled 8, 2, 4, 5, 7, 6, 4, 8, 10, 1, 2, 8 = 65 (12d10)

>>5170141
>3 power to torpedoes, 6 to drive, 1 to autocannons
>Move 5W
>Launch torpedoes at untargeted H6 Numerator
>>
>>5170246
>>5170240
I said, first in!

>Move to X13, Y14
>Fire on H2
>>
>>5170233
>can the Station be used for cover like a Planet ?
As of now no. Stations will not passively offer cover, though in the future I might make rules where a ship can actively declare it is trying to hide behind a station.
>>
>>5170240
I don't think there's any use for your thrusters during this turn. Mars will take hits on its armor, rendering the tracking useless and you get more protection from your 5+3 armor than 0+4 evade.
>>
>>5170286
I'd go Lv2 on armor, but it's damaged.
>>
>>5170289
But you could boost the Cannon or PDef to protect yourself from those pesky piercing torpedoes, instead.
>>
>>5170286
Not if the Mars shoots its ion cannon
>>
>>5170273
I don't think you can hit H2 from a tile away.
>>5170305
Ions have min range of 3, so unless H3 or H4 decide to target [12] for some reason, he's safe.
>>
Rolled 1, 10, 8, 6, 10, 10, 3, 7, 2, 10, 9, 1, 9, 5, 8, 6 = 105 (16d10)

>>5170240
Right behind you.

>>5170130
>Lv3 Cannon, Lv1 Drive, Lv1 Armor, Lv1 PDS
>Move NE, NE, N
>Fire at [H2]
Range 2-4, Dmg 16, Tracking 0, Piercing 3. Evasion 0, Armor 8, PDef 4, Shield 0
>>
Rolled 9, 3, 6, 6, 6, 9 = 39 (6d10)

>>5170141
>>5170239
"Bittertaste is pulling out we've done enough work here. We aren't gonna throw out lives away for half a fleet that decided to split."

>Set Engines to Lvl 3, Set Shields to Lvl 1, Set HC2 Batteries to Lvl 2
>Move 1SW, 4W
>Fire HC2 Batteries at H6
>>
>>5170165
Yes, you are correct. In my fever haze I agreed with my brain that I was Cruiser number 4, which I am not.

>>5170157
>>5170130
Correct movement coordinates for Romulus is:
[X10, Y19]
>>
Rolled 6, 10, 3, 1, 4, 10, 2, 2, 10, 2, 6, 7 = 63 (12d10)

>>5170130
> 5+3+3 =11 armor vs Pierce 1/2 Gauss. Eh. Predicted damage, 1-3/8.

>No movement (Drive offline for repairs)
>Lv1 Maneuvering Thrusters, Lv2 Armor, Lv2 Assault Cannon.
>Engage Target H1 with Assault Cannon.

Welp, we're still alive. Surprising. Oh well, just one more burst to wipe the smirk off the face of that Solar prick's face.

Internal comms:
"Look alive people, we're still spaceworthy ! Hendricks, I'm cutting power to the drive. Jury-rig whatever you have to, I want us out of here after the next pass ! Jensen, I'm taking the drive offline and rerouting some power from the thrusters to you. Push the Fortis as far as it'll go and tune it against Gauss fire."

Fleet comms:
"Level with me to all, we'll be finishing off the Mars class and repositioning further into the system. Those two destroyers next to us have to go."

>>5169116
Regarding the "mooks", do the destroyers count as mooks or is it just the frigates ?
>>
Rolled 6, 6, 9, 9, 4, 4, 4, 5, 4, 7, 8, 9, 4, 10 = 89 (14d10)

>>5170141
>Power Phase: Drive [Lvl 1] (-2 P), Gauss Battery [Lvl 3] (-7), M.Missile Bank [Lvl 1] (-1 P)
=
>Movement: Move 1NW, 2W [X13, Y20]
=
>Fire Gauss Batt. Lvl 3 @[H2] {10 Dmg=3 Trk=6 Prc}
>Fire M.Missile Bank Lvl 1 @[H8] {4 Dmg=8 Trk=1 Prc}
=
"Follow up on the Thunderbirds Charge! Open Gauss Cannons Levels 1 through 3! Fire"

Captain: [#9] Ryusei Date
Ship: [CA-82 "Kestrel" Assault Cruiser]{Peregrine}
=[Drive Lvl: 1]=[Shield Generator Lvl: 0]=
=[Gauss Battery Lvl: 3]=[M.Missile Bank Lvl: 1]=
=[CWIS Lvl: 0]=
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 3] [Evade: 1] [P-Def: 0] [Shield: 0]
>>
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Current vizualization for those who aren't sure of what's happening this far.
>>
Rolled 4, 3, 3, 5, 9, 8, 7, 2, 9, 1, 6, 4 = 61 (12d10)

>>5170141
Uh? Fuck! Our comms went offline there!
Alright, back in we go

> 5 energy to shields
> 3 energy to autocannon array (I don’t understand if it’s repaired or not, given I did nothing with it last turn but it’s still grey)
> fire HC2-175 Cannon battery at H1 (1 energy)
> fire torpedo at H1 (1 energy)
>>
>>5170769
Your autocannon is fine and seems to have never been damaged. Gray shows which system levels were left unpowered last turn and orange stripes show what is damaged.
>>
>>5170141
>Set Engines to Lvl2, Set Shields to Lvl 3, Set CWIS to Lvl 2,
>Move 4 West
>>
>>5170141
>Botting [1] Captain Hammer
=
>Power Phase: Shield [Lvl 2] (-5 P), Drive [Lvl 1] (-2 P), Autocannon [Lvl 1] (-1 P), Cannon Battery [Lvl 2] (-2 P)
=
>Movement: Move to [X16, Y19] (1W)
=
>Fire Cannon Battery Lvl 2 at H7
>Fire Autocannons Lvl 1 at Torpedos Incoming

=[Drive Lvl: 1]=[Shield Generator Lvl: 2]=
=[Cannon Battery Lvl: 2]=[Torpedo Lvl: 0]=
=[Autocannon Lvl: 1]=
-[HP: 33/35] [Gen: 0/10] [Armor: 10]
-[Move: 3] [Evade: 0] [P-Def: 4] [Shield: 4]
>>
>>5170781
Ah, thank you officer, my prosthetic eye must’ve been malfunctioning, now back to work!
>>
>>5170138
>>5170157
>>5170165
>>5170186
>>5170240
>>5170253
>>5170273
>>5170368
>>5170429
>>5170457
>>5170561
>>5170622
>>5170769
>>5171001
>>5171023

>Processing...
>>
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>>5171470
>Standby for aftermath...
>>
Love your quests/skirmishes, Cognis, keep em coming

Captcher: KKMSG
>>
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>>5171525
H2: "All hands abandon Ship!"

Marines: "The last Solar is down, the station is secure."

------

Tactical Officer: “More ships entering the AO admiral, looks like Solar Union reinforcements, I don’t think we can… wait. I’m reading Saurian energy signatures coming from Purple, looks like the clans are moving in on us too.”

Monitor Desek: “Greetings humans of Proeneze, you despise the Solar Union yes? Submit to me Monitor Desek of the Azuraz clan and I will sweep these tyrants from your system. As my vassal I will ask only that you allow the ships of Azuraz safe harbour in your system. We will extract no tax and impose no laws upon you.”

Admiral Holborn: “We will submit to neither the Union nor an alien overlord. You promise us autonomy but how soon before you start demanding tithes of resources and personnel to fuel your war effort? I will fight both the Union and your clan to the last ship if that’s what it takes to maintain Proeneze’s complete and unconditional independence!”

Monitor Desek: “Foolish hotblood! Do you think we will not have the strength to crush your pitiful fleet after we deal with the Solars!? I would have treated your colony with a light touch had you submitted willingly, now I will bring it to ruin and feast on the flesh of you and your kin!”

Tactical Officer: “Some of their ships are breaking off and heading for us, but the bulk of their fleet is engaging the Union reinforcements.”

Admiral Holborn: “Let them fight, our only priority is to secure Cirrus station and mining platforms. Sink any ships that come our way!”

---------

Admiral Kerrick: “Commodore Higgins, why haven’t you neutralized the colonial mining operation yet?”

Commodore Higgins: “Apologies Admiral, their fleet is more formidable then I expected.”

Admiral Kerrick: “You disappoint me Higgins. I’d come and show how it’s done but the damn lizards have decided to interrupt our little operation. You’ll have to make do for now. Try to mop up the colonials before I’m done.”

Commodore Higgins: “Yes Sir!”

--------

Tactical Officer: “We’ve managed to send some frigate squadrons to help you out. They should be coming round Xam now.”

Bolero Leader: “Bolero Squadron reporting in, quite the dance you’ve got going there, mind if we cut in?”

Mozart Leader: “Mozart squadron reporting in, we can split up and give you anti-torpedo cover or we can start engaging the enemy escorts. Let us know where you need us.”

Pike Squadron: “Pike squadron standing by, tell us where we can dump our load, I don’t want to sit on all these torpedoes any longer than I have to.”

>Declare actions, turn will be processed Sunday night UTC +8.
>>
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>>5171538
Thanks I appreciate it. :)

BTW guys here is the stat card for your back up.
>>
>>5171552
Slight clarification regarding the Pizzicato. For now I will say it's point defence can stack with allies but will cap at 10.
>>
Rolled 1, 1, 10, 4, 4, 6, 3, 9, 9, 5, 4, 10, 9, 9 = 84 (14d10)

>>5171547
>-Power Distribution: Cruiser Drive Lvl1 [-2], Gauss Battery Lvl1+2+3 [-7], Missile Bank Lvl1 [-1]
|>Movement: NW-NW
>Action 1: Fire at [R3] w/ Gauss Battery [Range 6] [Damage 10] [Track 3] [Pierce 6] (Hits on: 0+-1+)
>Action 2: Fire at [R3] w/ Missile Bank [Range 2-6] [Damage 4] [Track 8] [Pierce 1] (Hits on: 5+)
>--Misc.: Request intel on [R2]'s ship

Captain: [#7] [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 3] [Evade: 1] [P-Def: 0] [Shield: 0]
>>
Rolled 5, 7, 2, 7, 9, 1, 3, 6, 4, 5, 3, 8 = 60 (12d10)

>>5171547
Bolero, help me with these torpedoes, will you?

>1 power to engine, 1 to autocannons, 3 to torpedoes, 5 to shields
>Move SE 2E, stack up with BOL
>Launch torpedoes at H10
>>
One unknown Saurian ship type on sensors. As known types are not specialized for armor penetration, expect unknown type to make up the shortfall.
>>
For now most of our force should focus down the Solar Union units in arounds Bolide's Sphere. Despite their grand standing the Saurians don't have the initiative. Lets procede NE on the tac layer and soon we can start knocking on Commodore Higgins blast doors.
>>
Rolled 5, 7, 6, 8, 9, 6, 1, 7, 10, 2, 7, 10 = 78 (12d10)

Latobius to fleet: H3, H4, H11, H12 are only remaining Union vessels equipped to defeat high armor and point defense. All that the torpedoes can do is peck us slowly.

Engaging H3.

>>5171649
Agreed. A few torpedoes sent their way at most to keep their defenses up.

>>5171547
>Drive Lv1, Cannon Lv2, Thrusters Lv2
>Move 4, Evade 8, Armor 5
>Damage 12, Track 5, Pierce 3

>Move to X15 Y14, fire on H3
>>
>>5171649
Normally I would agree, but Hellen has already committed to engaging the Saurians. Now we have to choose between splitting our force and leaving Hellen to die.
>>
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>>5171682
Sounds like your volunteering to split with Hellen then
>>
>>5171688
I mean, I hardly want to throw my ship away too, but if we're dedicating a few more ships I'll come with.
>>
>>5171689
All up to the people playing and if they read messages. Either way I ain't focusing and them.
>>
Rolled 10, 5, 3, 8, 4, 1, 4, 2, 2, 9, 8, 6, 7, 7 = 76 (14d10)

>>5171547

Power:
>[2] CC-82 Cruiser Drive Lvl 1
>[7] LW2-205 Gauss Battery Lvl3
>[1] Medium Missile Bank Lvl 1

Actions:
>Move NE N
>Fire all weapons at R3

Moving for Predictive Barrage with intent to catch the light cruiser advancing and to destroy it. I advise friendlies to avoid continued fire against the cruiser, it is almost certainly out of action.
>>
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>>5171689
>>5171704
As much as Hellcat would LOVE to join your little suicide party and engage those snakey fucks, we gotta back off and fix our shit first.

Also I can't help but notice that our Thunderbirds are almost completely useless against R1's armor, so good luck with that!
>>
>>5171719
No worries Hellcat, like you said, we're better served with the Thunderbirds engaging the Unionists. Hopefully we can rally Romulus at least to join us.
>>
Rolled 7, 4, 4, 4, 1, 2, 8, 2, 7, 1, 3, 10, 9, 2 = 64 (14d10)

>>5171547
>Power Phase: Drive [Lvl 1] (-2 P), Gauss Battery [Lvl 3] (-7), M.Missile Bank [Lvl 1] (-1 P)
=
>Movement: Go to [X14, Y18] 1NE, 1N
=
>Fire Gauss Battery {Lvl.3} @[H3]
>Fire M.Missiles {Lvl.1} @[H7A]


Captain: [#9] Ryusei Date
Ship: [CA-82 "Kestrel" Assault Cruiser]{Peregrine}
=[Drive Lvl: 1]=[Shield Generator Lvl: 0]=
=[Gauss Battery Lvl: 3]=[M.Missile Bank Lvl: 1]=
=[CWIS Lvl: 0]=
-[HP: 20/28] [Gen: 0/10] [Armor: 9]
-[Move: 3] [Evade: 1] [P-Def: 0] [Shield: 0]
>>
File: Turn of Big Thinking.png (196 KB, 1207x861)
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How the turn and damage spread looks like currently.
>>
Rolled 8, 8, 1, 6, 5, 2, 2, 6, 6, 10, 4, 5 = 63 (12d10)

>>5171547
Requesting Pike's torpedo support @[H10][H13]!

>Lv2 Cannon, Lv2 Thrusters, Lv1 Drive
>Repairing the Fortis Energized Armor System
>Move to [X12, Y19] 3S
>Fire @[H7B]
Range 2-4, Dmg 12, Tracking 5, Piercing 3. Evasion 8, Armor 5, PDef 0, Shield 0.
>>
>>5171817
I am uhhh on the verge of death. I would like a suggestion on what in the hells I should do
>>
>>5172116
Good news for you is that right now you shouldn't be the priority target for any enemies. You can probably safely engage H7 while throwing torpedoes elsewhere. If you want to be really safe, you can sit outside of range 6-7 of enemies and spam torpedoes. Otherwise you can follow your comrades into battle just behind the line while still being in range yourself to provide direct support.
>>
>>5172116
Keep your shield up, attempt to stick near teamates and spam torpedos. All of this is pretty cheap. For now you can help clean up H3 or H4
>>
Rolled 10, 1, 10, 10, 10, 2, 2, 9, 4, 8 = 66 (10d10)

>>5171547
Weapons
>HC2-175 Cannon Battery - Level 3, 4 Power
>AC2-40 Autocannon - Power Level 1, 1 Power
>Torpedo Launcher - Power Level 3, 3 Power

Propulsion/Other
>CC-74 Cruiser Drive - Level 1, 2 Power
>Volition Mk-1 Shield Generator - Level 0, 0 Power

>Move to [X10, Y16]
>Bully Targets H7 with HC2-175 Cannon Battery, 10 dice
>Engage Target H4 with Torpedoes (won't reach this turn)

Not entirely sure what >>5171739 wants me to do agains the Saurian Ships, my guns only deal damage on a 9+ and they have an infinite Torpedo Protection so I'll basically be useless. The only ships that can reliably damage Saurian Craft are Assault Cruisers with their Gauss Cannons powered to Max.
>>
>>5171547

>Move to X6 Y23
>Lvl 2 Drive, Lvl 1Thrusters, Lvl 2 Armor
Well that went miles better than expected.


Internal comms:
"Hendricks to bridge, the torch is back up to standard readiness. She'll hold for now."
"Noted. Standby for power surge to the torch. Good tuning Jensen, I don't think anything got through."
"Schmidt to bridge. Not quite captain. Some debris ricocheted into the side array. With that and the last hit, we're down to standard power for the Hog."
"A small price to pay. We're repositioning for now, so I'll cut off power so you can work on it."
"Jensen to bridge, how's it looking ?"
"The Solars have reinforcements, but a Lizard force has intercepted most of them. So we're facing a few more ships that detached from both. At least we're starting to see our own support trickle in. It's only the fastest pickets for now, but they have torpedoes and P-Def. I'm taking us near them and the platforms."
>>
>>5172842
We appreciate the fire support on [H7], Romulus!
>>
>>5172842
Forcing them to choose between spending 4 energy or eating torpedo damage is hardly useless, and you can tank their damage far better than we can. You can also probably deal damage to their other light cruiser. But I guess we'll have to cope if you'd rather face the ion cannons.
>>
>>5171706
>assuming teamwork will happen
yeah I guess I have this coming to me
>>
>>5171570
>>5171583
>>5171677
>>5171706
>>5171796
>>5171841
>>5172842
>>5172971

Beginning processing. If anyone hasn't posted you have until I finish doing power distribution to get your actions in.
>>
Welp, power distribution is done, if you haven't declared actions or been botted you're doing sweet FA this turn.
>>
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Tactical Officer: "We just lost two more Hammerheads, they've done well screening us this far but if we don't kill those Mar classes soon our other ships will be exposed."

>Standby for Aftermath...
>>
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>>5173062
R3: "We cannot continue this fight, all hands to the escape pods!"

-----

Tactical Officer: "They've destroyed two of our gas harvesting platforms! We can still recover from this, but don't let them hit any more!"

Mozart Leader: "Bolero and Pike can mop up H13 and H10, but we'll need some help to take on R2."

>Declare actions. Turn will be processed Monday 8pm UTC +8
>>
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Starting to get the hang of processing this game. It takes some effort, but I've established a workflow that helps cut down on the mental load.

Tactical Officer: "Fleet Intelligence has managed to dig up some information on that unknown Saurian cruiser."
>>
Rolled 10, 8, 1, 4, 3, 2, 3, 5, 2, 9, 3, 6, 3, 5, 6, 1 = 71 (16d10)

>>5173069
I will prevent the Saurian violence! Arm the love dispensers!

>1 power to engine, 1 to autocannons, 1 to torpedoes, 4 to cannons, 2 to shields
>Move SE 2E, stack up with BOL
>Launch torpedoes at R10 (6 dice)
>Shoot cannons at R10 (10 dice)
>>
>>5173071
What are these rolls...
>>
Rolled 9, 7, 6, 8, 5, 4, 2, 9, 5, 2, 9, 3, 4, 10, 9, 1 = 93 (16d10)

>>5173069
Weapons
>HC2-175 Cannon Battery - Level 1, 1 Power
>AC2-40 Autocannon - Power Level 0, 0 Power
>Torpedo Launcher - Power Level 3, 3 Power

Propulsion/Other
>CC-74 Cruiser Drive - Level 2, 4 Power
>Volition Mk-1 Shield Generator - Level 1, 2 Power

>Move to [X7, Y18]
>Engage Target R2 with HC2-175 Cannon Battery, first 6 dice
>Engage Target R1 with Torpedoes, last 10 dice

Do I need to roll for the Torpedoes I launched at H4 last turn aswell?
>>
Rolled 3, 6, 2, 7, 3, 6, 1, 2, 8, 7, 9, 3, 10, 9 = 76 (14d10)

>>5173069
>-Power Distribution: Gauss Battery Lvl1+2+3 [-7], Missile Bank Lvl1 [-1], Shield Generator Lvl1 [-2]
|>Movement: N/A
>Action 1: Fire at [R1] w/ Gauss Battery [Range 6] [Damage 10] [Track 3] [Pierce 6] (Hits on: 6+)
>Action 2: Fire at [R2] w/ Missile Bank [Range 2-6] [Damage 4] [Track 8] [Pierce 1] (Hits on: 7+)

Captain: [#7] [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 28/28] [Gen: 0/10] [Armor: 9]
-[Move: 0] [Evade: 0] [P-Def: 0] [Shield: 2]
>>
>>5173078
Oops, forgot to place your torpedoes on the map. I've placed them in my master file. They should hit this turn. I will roll for them.
>>
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>>5173084
Okay, cool. Just wanted to know they hadn't entered limbo through some sort of space magic.
>>
>>5173069
(Just for clarity, I'm pretty sure >>5173071 meant [H10], not [R10].)
>>
Rolled 10, 5, 4, 5, 4, 10, 5, 6, 1, 2, 4, 8, 7, 2 = 73 (14d10)

>>5173069
>Power Max to Gauss Lvl3 and Missile Bank Lvl3
=
>No Movement
=
>Fire Gauss Lvl3 at H3
>Fire Missiles Lvl2 at incoming torpedos


Captain: [#9] Ryusei Date
Ship: [CA-82 "Kestrel" Assault Cruiser]{Peregrine}
=[Drive Lvl: 0]=[Shield Generator Lvl: 0]=
=[Gauss Battery Lvl: 3]=[M.Missile Bank Lvl: 2]=
=[CWIS Lvl: 0]=
-[HP: 20/28] [Gen: 0/10] [Armor: 9]
-[Move: 3] [Evade: 1] [P-Def: 0] [Shield: 0]
>>
>>5173069
>Botting [8] Robin Williams
>Power: Drive lvl 1, Gauss Lvl 3, Missile lvl 1
=
>Move 2NE
=
>Fire Gauss Lvl 3 at H3
>Fire Missiles Lvl 1 at H3


Captain: [#8] Rovin Williams
Ship: [CA-82 "Kestrel" Assault Cruiser]{Peregrine}
=[Drive Lvl: 1]=[Shield Generator Lvl: 0]=
=[Gauss Battery Lvl: 3]=[M.Missile Bank Lvl: 1]=
=[CWIS Lvl: 0]=
-[HP: 11/28] [Gen: 0/10] [Armor: 9]
-[Move: 3] [Evade: 1] [P-Def: 0] [Shield: 0]
>>
>>5173100
Did you mean to fire Lv2 or Lv3?
>>5173111
Those destroyers could use some attention, too. I'm out of the game if they hit me.
>>
>>5173089
>>5173071
No, actually I meant R2.
>>
>>5173115
(B...but you're like 12 spaces away from him. Did you get skirmbrain'd and meant to go west?)
>>
>>5173116
...Apparently I did. Holy crap.
>>
>>5173071
>>5173069
I want to clarify that I actually intended to go 2NW and attack R2. This is my brain on skrim.
>>
>>5173013
Can you please keep [H12] busy while I perform suicidal maneouver on [H4] with 3HP? If I somehow survive it, I can do it again on the next turn!

>>5173071
Well, since you're joining Mozart, how about sending Bolido to [X13, Y20], so they can shield the botted [8] from torpedoes? They will make it just in time with 8 movement.
>>
>>5173084
Speaking of which, shouldn't I have regained a level of Assault Cannon ?
>>
>>5173133
Do it
>>
Rolled 7, 2, 6, 10, 9, 3, 1, 10, 2, 9, 9, 1, 8, 3, 8, 4 = 92 (16d10)

>>5173154
We'll be taking over Bolido, I take it.

>>5173069
>Requesting Bolido to cover [8] on [X13, Y20] from enemy torpedoes.

>Lv3 Cannon, Lv1 Drive, Lv1 Armor
>Repairing PDS
(My armor is fully repaired from last turn as well)
>Move to [X13, Y18] (NE)
>Fire @[H4]
Range 2-4, Dmg 16, Tracking 0, Piercing 3. Evasion 0, Armor 8, Pdef 0, Shield 0.
>>
>>5173165
Actually nvm, 8 was moved. Still would appreciate them moving in that direction to cover one of us next turn.
>>
>>5173133
Why me? We've got a huge heavy cruiser coming down on us and if Hellen stands alone against it, they're gonna die. There are plenty of other people nearer to you to do so, and if not you can just put on PD.
>>
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>>5173352
Because Hellen is at full HP and there are multiple ships engaging the aliens, all the while 3-4 Destroyers and 1-2 Cruisers belonging to Solars are about to shred everyone on the east side (H5 is off-screen).
>>
>>5173370
So you've got a better handle on this than I do. I'm assuming I have a lvl 2 Assault Cannon, despite the tooltip. Do I cripple R2, oblitera H13 or do I move below 11 and 8 to hit H12 ? Or maybe move to intercept H10 ?
>>
Rolled 9, 9, 5, 2, 1, 9, 8, 6 = 49 (8d10)

>>5173069

Power:
>[2] CC-82 Cruiser Drive Lvl 1
>[3] Medium Missile Bank Lvl 2
>[5] Volition-Mk 1 Shield Generator Lvl 2

Actions:
>Move SE E E
>Fire Missiles at H12
>>
>>5173381
H10 and H13 are being handled by our frigates, you should hit R2, that thing looks like it can hurt if it isn't contested, and it's already taking down our gas miners.
>>
>>5173386
Will do. I just hope we can shoot at them without the planet cover rules getting in the way. For future reference, the Saurians tend to have dogshit pierce from what I've seen. A Thunderbird on max Fortis should shrug off anything short of a 10 and/or a crit. I'm torn between moving to get the PD from Mozart against the torps. and getting lvl 1 thrusters, though.
>>
>>5173383
Thanks
>>5173391
I would personally stay stationary, but go for full 11 armor + thrusters and dump 12 shots into him ez.
>>
Rolled 2, 3, 1, 8, 10, 8, 6, 4, 6, 10, 9, 5 = 72 (12d10)

>>5173412
Aight. Let's go.

>>5173069
>No movement
>Lvl 2 Assault Cannon, Lvl 2 Fortis, Lvl 1 Thrusters
>Fire at S2

Internal comms:
"Shmidt here. What blew up ?"
"Mining platforms. Big Lizard cruiser bearing down on us. Torpedoes coming in from another one further out. Alright ! Schmidt, stop the repairs,I'm powering the Hog and blasting that lizard ship. Hendricks, drop the torch, I need you on the aux for target adjustment. Jensen, the Fortis is getting all the power it can have. We're looking out for those torps mainly, the target cruiser doesn't have much that can pen, I just got the profile from Command."
"Gun ready and spooling."
"Thruster alignment is as good as I can get it."
"Fortis system at max power."

I love those moments.
"Guns guns guns."
>>
Rolled 10, 4, 1, 6, 5, 1, 9, 4, 8, 8, 1, 6 = 63 (12d10)

Botting [12] Latobius
(In case doesn't come back)

>Lv2 Cannon, Lv2 Armor, Lv1 Drive
>Move to [X15, Y18] (4S)
>Shoot @[H4]
Range 2-4, Dmg 12, Tracking 0, Piercing 3. Evasion 0, Armor 11, Pdef 0, Shield 0.
>>
>>5173145
Yes you should, sorry about that. Gonna try paying more attention to power distribution and repairs going forward. I keep forgetting stuff.

>>5173391
You can ask the pizzicato squadrons to split up and guard players. There's 3 frigates in a squadron, have 1 escort you will give 8 free point defence, 10 if you fire up your own PD just a little. Just be aware they might not be as effective against other escorts if they're guarding you.
>>
>>5173565
Confirm, mainly because it's already rolled. Don't fear for my activity.
>>
>>5173793
>>5173441
Consider this an addon then. Also, did you just say that PD is additive ? Does it have a cap or can it go above 10 like armor ?

Fleet comms:
"Level With Me to Mozart Squadron. I'm dealing with the approching cruiser, but his big brother near Cirrus just sent some torps with my name on them. Could one of you scoot over and provide us with a bit of screening ? I'd appreciate it."
>>
>>5174142
PD is capped at 10
>>
>>5173071
>>5173078
>>5173083
>>5173100
>>5173111
>>5173165
>>5173383
>>5173441
>>5173565
>>5174142

Beginning processing, if anyone hasn't posted yet you have until I finish doing power distribution and move on to the main phase.
>>
>>5174292
Power distribution is done, beginning to process the main phase.
>>
File: Mission1_M5.png (1.14 MB, 2802x1522)
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>>5174307
>>5174142

Mozart Leader:"Roger that sir, looks like everyone needs anti-torpedo cover, squadron split up and find a friendly to guard."

------

Mozart 2: "Ah hell, I can't intercept beam weapons!"

Bolero Leader: "Dammit we're too late! Don't worry, we will avenge you. All ships, light up those denominators!"

Pike Leader: "The integers are running, we've almost beaten them, just need to sink that neptune and deal with the varanid."

---------

Commodore Higgins: "Helmsman! All ahead full! You fucking colonials couldn't just roll over for the greater good of humanity! You had to make this hard, and now I'm going to ram a torpedo up every-one-of-your-ARSES!"

>Standby for aftermath...
>>
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>>5174394
I love the detail with the escorts image showing who they are escorting
>>
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>>5174394
Admiral Holborn:"We have taken severe losses, but victory is within sight! We must make one final push!"

>Declare actions, turn will be processed at some point after Tuesday 9pm UTC+8
>>
>>5174407
Thanks

Nice to know someone appreciates the results of muh autism. Might not always do this though, if processing gets too intense I might have to dial back some of the more aesthetic touches.
>>
Rolled 9, 5, 10, 3, 2, 10, 2, 7, 3, 8, 5, 8, 1, 3 = 76 (14d10)

>>5174408
>-Power Distribution: Gauss Battery Lvl1+2+3 [-7], Missile Bank Lvl1 [-1], Shield Generator Lvl1 [-2]
|>Movement: N/A
>Action 1: Fire at [R1] w/ Missile Bank [Range 2-6] [Damage 4] [Track 8] [Pierce 1] (Critical hits only, no HP damage)
>Action 2: Fire at [R1] w/ Gauss Battery [Range 6] [Damage 10] [Track 3] [Pierce 6] (Hits on: 6+)

Captain: [#7] [Hellen]
Ship: [CA-82 "Kestrel" Assault Cruiser]
-[HP: 24/28] [Gen: 0/10] [Armor: 9]
-[Move: 0] [Evade: 0] [P-Def: 0] [Shield: 2]
-[Damaged systems: [CWIS Lvl2]]
>>
Rolled 2, 5, 4, 7, 10, 2, 7, 5, 1, 8, 1, 2, 3, 10, 1, 10 = 78 (16d10)

>>5174408
Weapons
>HC2-175 Cannon Battery - Level 3, 4 Power
>AC2-40 Autocannon - Power Level 0, 0 Power
>Torpedo Launcher - Power Level 1, 1 Power

Propulsion/Other
>CC-74 Cruiser Drive - Level 0, 0 Power
>Volition Mk-1 Shield Generator - Level 2, 5 Power

>No Movement
>Engage Target R1 with HC2-175 Cannon Battery, first 10 dice
>Engage Target R1 with Torpedoes, last 6 dice

I'll remain here and keep chucking shit at our Saurian friend so he has to keep his Anti-Torpedo shield up, Hammer should head out and engage H5 ASAP so Scourge can disengage from the Solars and bring his Gauss cannons to breach this chunkers armor.
Also if no one has any objections:
>PIKE, move to engage H10
>BOLERO, move to engage H11
>>
>>5174434
>Pike Leader: "The integers are running, we've almost beaten them, just need to sink that neptune and deal with the varanid."

Pike should be helping with the capital ships, the integers are running away.
>>
>>5174407
Pretry, but ouch. I'm guessing the 3 was torps getting through and the 5 was the laser being the lvl 2 lances ? 10 rolls at 4+. Unlucky, but not that much. At least I got the bastard.
>>
Rolled 3, 6, 7, 5, 1, 1, 7, 10, 10, 2, 2, 5, 3, 3, 4, 7 = 76 (16d10)

>>5174408

Power:
>[4] LW2-205 Gauss Battery Lvl 2
>[3] Medium Missile Bank Lvl 2
>[1] CWIS Lvl 1
>[2] Volition-Mk 1 Shield Generator Lvl 1

Actions:
>Fire Missiles at H7 (first 8 dice)
>Fire Gauss Battery at H5 (last 8 dice)

"Scourge to Pike Squadron, requesting your assistance with engaging hostile Neptune Class Cruiser."
>>
>>5174408
>PKE Should move and engage H5
>>
Rolled 8, 8, 8, 4, 4, 2, 7, 9, 9, 9, 9, 3, 2, 10, 4, 8 = 104 (16d10)

>>5174408
Follow me, Mzt3! We will triumph with the power of friendship!
>>5174434
My torpedoes can't reach H5 sooner than next turn anyway, so I'll add my own guns against R3.

> 4 power to engines, 1 to torpedoes, 4 to cannons, 1 to autocannons
>Move 4N
>Launch torpedoes at H5 (6 dice)
>Shoot cannons at R3 (10 dice)
>>
>>5174456
Yup, Mozart couldn't quite get them all. Had fun read your comms BTW.
>>
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>>5174408
I know it's likely not humanly possible, but I really wish we could see the enemy rolls. Not knowing what hit you and just seeing the damage numbers come out of the void gotta be the most dissatisfying thing in this whole system.
>>5174456
Ouch indeed.
>>
>>5173955
>Current State of Affairs for Latobius
>Almost there! A Pyrrhic victory is within site.
>>
Rolled , , , , , , , , , , , = 0 (12d0)

Really, Higgins. This is how you honor the friends lost today? One final test of my crew's dead reckoning? You might have turned back. Now you leave sovereign orbit only at the scrappers' pleasure.

>>5174408
>Drive Lv1, PDefLv2, Cannon Lv2
>Move to X14, Y18, Fire on H5
>>
Rolled 10, 3, 7, 6, 2, 2, 9, 7, 7, 4, 5, 2 = 64 (12d10)

>>5174801
That's a new one.
>>
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>>5174805
Good luck, captain.
>>
>>5174456
>>5174484

Glad you like them. Can't resist doing an epilogue. Good luck everyone !

.
.
.

Secure comms network for "Level With Me" escape pods.
(Pods are named after their emplacement on the ship.)

Bridge: Ouch. Fucking Lizard cunt. Alright, Captain here, sound off, who's not dead ?
Weapons: Scheisse. I'm here. Think my arm broke when I got yanked in the pod.
Port Mid: Jensen. Fuckin' hell. I don't know what just happened.
Bridge: I saw a torpedo impact near the engines on the aft side before the lances hit us. I think the Fortis just gave after we pushed it so much. It speared part of the engine and triggered the emergency protocol on the pods.
Port Mid: So Hendricks is...
Bridge: Maybe. The engine room got vented, but he was probably tethered like us.
Aft Back: Can't get rid of old Hendricks that easily, new guy !
Port Mid: Why aren't you in the engine room pod ?
Aft Back: I was on the aux. The blast door were a good purchase.

It had been luck, and Hendricks likely knew it too. If he'd been in the room, the impact could have killed him easily. And if the engines had been powered, it wouldn't have mattered anyway. The failing engines would have destabilized the generator core, and then...

Bridge: At least we still have half a ship left. Your emergency shutdown worked, Hendricks.
Aft Back: And the ammo didn't cook off. So yeah, this is all going pretty well.
Port Mid: You guys are taking this a bit too calmly ! We almost died, dammit !
Weapons; Not the first time, kid. Won't be the last. Why do you think the captain had us put on the EVA suits and tether ourselves to a pod as soon as we went in ?
Port Mid: Because Thunderbirds are a cook-off waiting to happen ? I mean, "Collie Cookers" for crying out loud !
Aft Back: But its our home, and we'll fix her up. Again. By the way, do you understand why I told you to put your bunk into the Port Back escape pod now ?
Port Mid: Yeah. So why aren't we going back in ? We can probably restart the reactor, angle ourselves with the thrusters that are left and shoot, yeah ?
Bridge: I mean, we'd be sitting in a barely mobile wreck with a couple thrusters, no Fortis due to the breaches, an improperly shut down reactor and "a cook-off waiting to happen". We wait. It's part of why I had the comms built in. It gets very boring otherwise.
Port Mid: How much did you spend on these ?
Weapons: Spacer needs, kid. Invest in what you spend time in. Good shoes, good bed, good escape pod. Eh. A well stocked one. Painkillers are always useful !
Aft Back: Speaking of, I sure hope that beam didn't hit your bunk pod. It looked pretty close !
Port Mid:Please tell me you're joking.
Bridge: He probably is. We'll find out in a few hours when we go back in and jump start the reactor anyway.
Port Mid: Wouldn't that damage it ?
Aft Back; Maybe, but it beats letting the ship slide into the gravity well. Then we won't even have half a ship left !
Weapons: Wouldn't be the first time either ! Haha.. ouch. Right, the arm.
>>
>>5174801
>>5174805
>>5174808
o7
o7
>>
>>5174431
>>5174434
>>5174461
>>5174479
>>5174801
>>5174805

Okay, it's a bit early but I wanna get this out of the way and it looks like everyone who's still alive has posted.

>Processing...
>>
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>>5175578

Commodore Higgins: "Gods damn it! How could we be beaten by a bunch of colonials!?"

H5 XO: "Sir, the ship has sustained heavy damage, we are surrounded and beyond the recovery range of the main fleet... we need to evacuate."

Commodore Higgins: "...it's over for me... I was already on Kerrick's shit list, even if I could go back they'd strip me of my command. But I won't give them the satisfaction. I'll show Kerrick and those thrice damned colonials and I shall further the goals of the Union while I'm at it. We're right outside their refining station are we not? Engineering, overload the reactor!"

*blam*

H5 XO: "Belay that order..."

---------

Monitor Desek: You are outmatched Rasan, return to me while you still can. These solars have bloodied us, we will have to deal with this colony another time.

Captain Rasan: "As you command Monitor."

>Standby for aftermath...
>>
File: Mission1_A6.png (1.71 MB, 2802x1522)
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>>5175629

Commander Haloran: "This is Commander Haloran, acting captain of the Earth's Trident. We surrender, our ship is in no condition to continue fighting, we're powering down our weapons and will submit to being boarded, just please cease fire!"

--------------------------

Admiral Kerrick: “It looks like the lizards are retreating, but we’ve taken too many casualties, no way we can pacify the system now. All surviving units, disengage and rendezvous at the rally point.”

---------

Admiral Holborn: The enemy is retreating, we have successfully defended the sovereignty of Proeneze. I wish I could say this was all down to our hardwork and sacrifice, but the truth is we got lucky. This was an inside job, Union agents and sympathisers disabled our early warning system and Cirrus station’s long range comms. If we hadn’t mobilized the fleet when we did our entire tritium mining operation would have been neutralized before we knew what hit us, if the Saurians hadn’t decided the make their move when they did the Union task force would have overwhelmed us.

“As it stands, we have narrowly avoided a catastrophe. We must not waste this chance. Tend to your wounded, repair your ships and steel yourselves. We have always maintained peace by balancing the tension between our enemies, we must now follow through on that strategy and keep them off balance until they lose the will to seize our home.”

>Mission Complete
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>>5175651
Thank you for playing everyone, and for those who stayed till the end, thank you for putting up with my sloppy processing especially for the first half of the mission. Just from this mission several things have become apparent.

>Almost everything needs to be tweaked and rebalanced, especially the Kestrel and Solar mooks.
>Issues of information clarity need to be addressed.

That last part is actually a big one, I myself forgot who was shooting who a handful of times. Since actions take place simultaneously putting detailed FX on the main map that reflects what’s being fired at what would clutter everything up. The current map FX are a bit too abstract and don’t really help show what’s going on except when something dies or get’s shot by a beam weapon.

Off the top of my head I’m thinking that the main map will just have clean lines indicating interactions between contacts, where as the side boxes will have all the layzors and explosions in addition to the number pop ups. It might take me longer to process if I have to add in all this, but we’ll see how it plays out in the next game (which may not be for a while).

Feel free to leave your own feedback. Did you thing anything was OP or sub-optimal? Were there any parts of the rules you didn’t understand?
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>>5175672
The Mars and Varanid ships seemed quite overpowered, though we didn't get to see much of the Varanid. Maybe this would have been negated somewhat if the lizardmen had been the main attacking force and there weren't that many of them. The Mars though, that was crazy. Hammerheads has no real way to defend themselves against them, and anyone else who didn't want to be nearly oneshot needed to pump evade every turn they were in range, or... well we saw the results here. Even when you pump up evade, due to the low values we get, the ion cannon will still chew through you pretty hard. Like you said, the destroyers were too strong, but I really think Mars takes the cake here. Maybe it wouldn't be so bad if their screens hadn't been so tough and they were a bit squishier to pay for that ridiculous offensive power. As it stands, I'm surprised we even survived this mission. We might not have if we were a bit less lucky and we didn't get the mook reinforcements. We barely managed to pull through with 5/12 ships left, most of which are heavily damaged. That Varanid might actually been able to win if it stuck around.

I also believe that torpedoes were too strong. It looked like there was never an instance where you should not be launching them at full power. They are super efficient sources of damage that not target can deal with easily, even targets with good PD, since that good PD is often expensive. This can be ok if your ship is designed around spamming torpedoes or being long range, but they shouldn't be good against *everything*, at least some smaller ships should give them trouble. I would recommend lowering the tracking value.

On the topic of ship specialization, I would like to see more of that for player controlled ships. The current iterations for the players were more a differentiated by nuances of how they operate rather than tactically distinct roles. It's ok to have generalist ships, but I think there should be a bigger roster to have specialist ships as well. Some ideas I have are: Missile boat, escort (PD / small guns), carrier, group of small ships. You've demonstrated that you're pretty creative yourself, I don't see you having much trouble coming up with more if you feel like it.

One thing to consider is maybe you can put rolls for enemies in the thread? Perhaps you don't have to show all the math involved, but at least seeing their rolls would appease some players.

Lastly, I was a bit disappointed there wasn't the usual style of directly seeing the actual ships and ship combat on the map like had been in previous skirmishes and was advertised in the OP images. I think it would be a lot cooler if we could see the actual ships on the map rather than just the colored shapes we have here. I would accept a significant simplification or removal of the ship art from the side status bars if this could happen, but maybe the ships are too much more complex than the player controlled units of other skirmishes?
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>>5175691
And on the topic of who we might play next, I'd rather we didn't play as the lizards from what I've seen of them. Their theme looks less cool imo.
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>>5175672
I've noticed that Hammerhead's cannons are strictly worse than its torpedoes. Was that intentional?
Also, squadrons of small ships are almost worse than capital ships because you can only target one at a time.
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>>5175691
>On the topic of ship specialization, I would like to see more of that for player controlled ships.

DESU I was a bit leery of making the ships too specialized. IMO if you're playing a specialized ship then you just perform your specialism every turn and that's it (granted that's sort of what happened anyway.) the point is I want to give players interesting choices, right now you specialize your ship by putting power into something. However I sort of get what you're saying in that I have planned ships that lean more in certain directions depending on power distribution. It's just since this is the first game I started with baseline generalist models. I've already come up with some more specialized variants so you might see those next time.

>Even when you pump up evade, due to the low values we get.
Well the players are supposed to be mostly cruiser sized ships so evade is mostly a stat you need to counter in light mooks right now. However I am thinking of allowing player ships to achieve much higher evasion levels if they pump up their engines.

>I also believe that torpedoes were too strong.
Well... torpedoes are supposed to hit like trucks. I think I'll buff the point defence mechanics, or even rework them entirely.

>>5175707
Yes. I think I got a little too wrapped up in the fluff of the Hammerhead being an outdated PoS. I mean, it's supposed to be but not to the point of being nigh useless. Also, torpedoes are standardized, the only difference between ships is how much damage they do based on the size of their launchers, that's why they seemed like the only thing on the Hammerhead that was worth a damn.

>maybe the ships are too much more complex than the player controlled units of other skirmishes?
Well IMO they're about on par with the complexity of player units in my other skirmish, mega mercs. The kicker is the stats keep changing because of the power distribution mechanic. If stats where fixed running this skirmish would be an order of magnitude easier.

>maybe you can put rolls for enemies in the thread?
It's possible but that would likely mean a 3rd combat log post being submitted. I don't mind supplementing what's shown in the main image but if you have to rely on a separate log to figure out what's going on, that's not good.

> removal of the ship art from the side status bars.
So you'd rather just see all the action on the main map? No side boxes for enemy ships? I suppose this is doable but I wonder what the other players think about it.
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>>5175707
>Also, squadrons of small ships are almost worse than capital ships because you can only target one at a time.

Small ships will have their health nerfed. Also, maybe I'll introduce a damage spill over attribute for certain weapons so excess damage gets passed on to the next target 8n the space, either that or include more AoE weapons.
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>>5175723
>evasion
My point was less that cruisers had low evasion (makes sense), but that evasion was the only real was to defend against the ion cannon, and nothing we had could do that, making the ion cannon OP.

>torpedoes are supposed to hit like trucks
They can, and that's fine, but when torpedoes are the best thing to do every turn for every ship that has them, perhaps they should be dialed back in some way.

>complexity
If they are about on par complexity-wise, I would appreciate them being on the map. Not sure how much other people care about this though.

>So you'd rather just see all the action on the main map?
I mean, that's how this has gone usually, yes. I included this in here as an idea in case putting the ship art on the main map would be too much of a load. I still like the side boxes, I just would prefer to see the action happening over having status boxes if I had to choose between them. If you can do both, then great.
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>>5175763
but that evasion was the only real way*
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>>5175672
Getting muh graphix autism out of the way first.
You could draw beam weapons in the color of their faction. It's a fairly simple change, but would look much better and not only offer additional clarity, but help to flesh out the factions' personalities Just don't leave us with the default blue, that's like scifi equivalent of playing a human warrior.
And on the topic of visuals, please make the Thunderbird's muzzle flash bigger. Hell, replace it with tiny explosions if you can. Using the gauss fire didn't fit the giant gatling at all and was kinda underwhelming.

As for the Thunderbird's gameplay, it was very addictive to put 16d10 into someone's hull and see the crits roll, but I have 2 issues. Please ignore the fact that I'm ranting.
First off, I understand this cannon is supposed to be OP on 1 target, but with no secondary weapons or spray, I found myself almost exclusively targeting the Cruisers, because attacking a single (bundled) Destroyer would likely get me a slap on the wrist and a kick to the balls from its friends, at the conveniently short distance of 4 tiles. On my last turn we ended up surrounded by multiple Destroyers that had both Piercing and Targeting and I had no option but to ask Scourge to cover some of them, because everyone with more than 1 weapon system was hyperfocused on one Cruiser.But I guess that's the Mars problem I see everyone mention. Or just things going to shit.
The second issue is the lack of meaningful system choices, which leads to the monotonousness of "choose between armor and thrusters, turn on the engines (optional), get far too close (but not too close), use your only attack on a single enemy, end turn". It really makes me consider switching to a ship with more weaponry/torpedoes and shields, just to get some variety and choice of the offensive actions that don't always end up the same way.

>>5175691
One thing to consider is maybe you can put rolls for enemies in the thread?
I second that, lol. But it's mainly my overanalytical mind getting anxious over numbers' source being hidden and the notion there could be a mistake in counting the damage which I can't check, but it might cost me my ship.

Man, I hate being a phonefag.
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>>5175692
I'd rather have the ability for everyone to choose race individually. I'm sure there is a thousand different explanations why the player-controlled squad would have enemy ships, or even alien deserters on board.

>>5175723
>DESU I was a bit leery of making the ships too specialized.
You could add special systems for specializations, but keep each ship equipped to fight in their own way, so that players aren't limited by mechanics if things go bad.
Also, having variety of stat choices is nowhere near as rewarding or engaging as having a variety of interactions with other units (being able to choose between armor/evasion/tracking is not the same as being able to choose between attacking one target efficiently/two targets/shooting torpedoes at long range/etc).
>I think I got a little too wrapped up in the fluff of the Hammerhead being an outdated PoS.
Pretty sure that giving players junk or making mechanics a real struggle to preserve hardcore ludonarrative harmony is an easy recipe for a flop. Players want an even challenge, not a realistically slow defeat and death while they're trying their best to survive.
>So you'd rather just see all the action on the main map? No side boxes for enemy ships? I suppose this is doable but I wonder what the other players think about it.
Yes please, thank you.
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>>5175672
I'd hesitate to propose any changes. A replay of this mission would go far differently, not merely due to foreknowledge, but tactical knowledge and system familiarity.

I'd say our struggle stemmed from basic misunderstandings that messed up our first two or so turns and set the tone for the rest. For my part, I thought that missiles could intercept torpedoes launched in the same turn (just like point defense), and initially advised against launching torpedoes at groups that included Denominators. Now I know that they are just as vulnerable as any to instant torpedoes, and that the threat their Gauss poses to Hammerheads and Kestrels is second only to the Mars.

There was a wider failure to take enemy engagement ranges into account on turn 1. The entire Bolide group besides perhaps H10 could have been avoided without compromising our targetting on the Cirrus group. Doing this would have far simplified turn 2.

The all-round threat that torpedoes pose is an excellent way of ensuring that someone, somewhere, is going to pay the price in energy, actions or health. They are this game's suppression as far as I'm concerned. Easy for you, pressing for the other guy. Anywhere they're headed, there's less heat on a Thunderbird like me. I don't see anything wrong with them being a constant in play, like a cloud constantly threatening rain. It makes the game about keeping the enemy's head down, while knowing when to drop your own defenses to seize an opportunity.

The Mars were punishing, but we approached it about as well as possible, aside from the dearth of actions on turn 4. We might have taken out one Mars per turn otherwise. One ship tanks the beam, Thunderbirds sneak in and cripple the Mars. Thunderbirds must take care to review the weapon profiles of likely threats, to know which defenses to prioritize. In future we might have more coordination on who's going to try to attract the hit.

>>5175691
I admittedly haven't had constant eyes on the entire map, but I don't see what you mean by Varanid being overpowered. From what I see, it managed to hit Hellen for 6, and that's basically it. It might be a slog to take down, but it can and did bog down equally badly against Kestrels and Hammerheads because Saurian pierce is so poor across the board.
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>>5175853
The Varanid particle lance battery has only one less pierce than Kestrel's gauss battery, and is facing targets with far less armor than itself. It can gain up to 8 shield with its 12 armor, making it incredibly difficult to damage, and even if you do, it would take a very long time to get through its 40 hp health pool. On top of all of that, it doesn't have to pick and choose between defending itself and dealing significant damage with its 14 generator. It's definitely a beast to contend with, it just doesn't have the raw damage of the Mars.
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>>5175880
Put another way, that particle lance throws fewer dice at us than a Union Numerator group. Against Armor, a defense most of our ships have in plenty and doesn't cost us energy. No denying the Varanid's a damage and resource sponge, but a Hammerhead and a half-attentive buddy can hold it at bay for turns on end, if it has any sensible fear of torpedoes and crits. If not, its systems fail like anyone else's.
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>>5175763
>If they are about on par complexity-wise...
Oh you meant artistically? Not mechanically. In that regard the sprites are actually simpler. Yeah I guess I could increase the map size and just slap down the ship sprites as is.

I suppose I became attached to the idea of the main map being tis radar screen thing, while the side boxes were like camera feeds. The main issuse with putting everything on the map view is clutter, but if I could actually pull it off it would be more efficient.

Seriously thinking of scrapping the power distribution mechanic now. I thought it would provide interesting decisions for the players but in the end it just caused more frustration and processing load.
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>>5176418
Well it did provide interesting decisions, but there was frustration involved as well, and I'm not sure the frustration was due to the power distribution mechanic. I think it can work fine.

On another note, are you sure it was wise for everyone to move at the same time? It becomes very chaotic like that, and it might help to reduce clutter and increase clarity if you separate the different sides into having separate turns, so you can show the effects of what each side does without worrying about them interfering with each other.
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>>5176482
Well a big reason for simultaneous combat was that you were "betting" your power distribution against the enemies. Do you think they have dropped their shields to go all in on offence? Or did they keep their P-Def and scrimp on the cannons? Should you do the same.

To ease the mental load and clutter I guess I could post player and enemy actions separately, but still have simultaneous combat, only finalizing the results uring the aftermath.
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>>5176492
It's more fun to plan the actions according to situation than to gamble, tho. And the fact that they can just move and our shots will miss is nothing short of frustrating.
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>>5176991
>It's more fun to plan the actions according to situation than to gamble, tho.

Hmm you have point. Given the slow nature of skirmishes, it would be more frustrating to have your actions invalidated because you failed to second guess the enemy even if your attacks are automatically reassigned.
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>>5177002
>even if your attacks are automatically reassigned
And to be fair, having the control of your ship's attack stripped away because enemy disappeared is pretty annoying and has potential mess up the turn. What would you do if there turned out to be no enemies in player's attack range, for example?
>>
split turn in first phase and second phase,
use leftover energy from movement phase to do all the things you may still want to do in the second phase.

This way you could move, and then once everyone has gone through the first phase of the turn the remaining energy can properly budgeted to whatever systems you may want.
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>>5177114
>What would you do if there turned out to be no enemies in player's attack range, for example?

Uh... well your shot would be wasted. Predicting where the enemy will be is part of the current game dynamic. If you're too far off the mark then you're shit out of luck.



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