The Battle for the Derelict Ship - Turn 1
Posted: Tue May 31, 2022 11:33 pm
Not much happened this round...
Immortals - Screech

And to start things off, Screech rolls a WISG roll to make space 3D. White die is Screech's die, blue is opposing.
Sorry Screech, but it just wasn't meant to be. (I truthfully just rolled those two dice and that's what came up. I promise I didn't roll multiple times until I got the outcome I was supporting. Seriously)

Anyhow, the Immortal ships cruise forward at full speed.

Commander Graves: "Deactivate safety switches and override safety protocols, I want all weapons performing above their top firing speed!"
Success! All weapons systems now fire more frequently, allowing for two attack per turn with one weapon, except missile launchers. (lasts until the end of Immortals 2nd Turn.)

The Light Carrier launches it's fighters.

And also successfully fires both MK.II missile launchers.

One missile is slightly off, but the other is on target.

The Destroyer also fires it's MK.I missiles.

Both slightly off target, they rocket towards the Akkadians.
Assyrians - Cracjaw

The Star of Assyria and it's escorts move forward towards the Neo-Prussians.

The Torpedo Frigates fire at the incoming missiles.

And due to impeccable aiming, both missiles are destroyed!

The Star of Assyria fires a torpedo at the Neo-Prussians.
Akkadians - ArchyX74

All Akkadian ships surge forward towards the derelict ship.

A flurry of lasers is shot at the encroaching missiles.

But only one is eliminated, as the other shots fly harmlessly by.
Neo-Prussians - Bragallot

Shots are fired at the incoming torpedo...

And it is hit!

Then all ships turn a nearly 90 degree angle and hasten away from the Assyrians.

Himmelsjäger: "Let's see, just a simple nudge..."

The Himmelsjäger critically successfully pushes a small asteroid towards the Death Everest!

The Death Everest's anti-fighter systems open fire on the rock, but piteously fail to harm it at all.

The asteroid collides with the Carrier's shields, but no harm is done.
Overviews:


Faction Stats:
Immortals:
Death Everest SP + Shields: 5 + 4 SH
Destroyer SP + Shields: 4 + 4 SH
Assyrians:
Star of Assyria SP + Shields: 5 + 5 SH
Torpedo Frigates SP + Shields: 3 + 3 SH
Neo-Prussians:
Dominator MK.2 SP + Shields: 4 + 4 SH
Eagle MK.3 SP + Shields: 4 + 4 SH
Akkadians:
Assault Cruisers: 5 + 5 SH
Torpedo Frigate SP + Shields: 3 + 3 SH
Alright, I realized I need to make something clear. For Bragallot's rules concerning pilots (see spoiler) (unless I'm reading it wrong) the pilots and captains can either use the ship's weapon systems or buff the ship in some way.
How I'm playing is that all weapons systems can be used per turn, and don't require using a pilot or captain's action. Instead they can focus solely on buffing the ship. But, each ship only has one pilot instead of two, to even things out a bit.
Also, unlike Brag's rules where ship's shields just added an extra layer of protection on top of the ship's armor, shields in my rules are treated as their own separate armor value. Thus all shields MUST be taken down before any harm can be dealt to the ship. Once a ship's shields are taken down, the only way to restore them is to have the ship's pilot or captain (or both) use their action to restore 1 Shield point. Use role is 4.
Also, shields have a base armor of 3, but all craft have a certain type of shield generator that adds a certain amount of extra armor to each shield. i.e. the Akkadian Assault Cruisers have a Level 3 shield generator, which gives +3 to shields. Thus the shields actually have an armor of 6, which is pretty tough. Couple that with having 5 points of shields, and it's going to take a lot to bring it down!
Sorry for not explaining this in your ship's stats!
Please let me know if those rules doesn't make sense, but otherwise, send in your Turn 2 orders!
Immortals - Screech

And to start things off, Screech rolls a WISG roll to make space 3D. White die is Screech's die, blue is opposing.
Sorry Screech, but it just wasn't meant to be. (I truthfully just rolled those two dice and that's what came up. I promise I didn't roll multiple times until I got the outcome I was supporting. Seriously)

Anyhow, the Immortal ships cruise forward at full speed.

Commander Graves: "Deactivate safety switches and override safety protocols, I want all weapons performing above their top firing speed!"
Success! All weapons systems now fire more frequently, allowing for two attack per turn with one weapon, except missile launchers. (lasts until the end of Immortals 2nd Turn.)

The Light Carrier launches it's fighters.

And also successfully fires both MK.II missile launchers.

One missile is slightly off, but the other is on target.

The Destroyer also fires it's MK.I missiles.

Both slightly off target, they rocket towards the Akkadians.
Assyrians - Cracjaw

The Star of Assyria and it's escorts move forward towards the Neo-Prussians.

The Torpedo Frigates fire at the incoming missiles.

And due to impeccable aiming, both missiles are destroyed!

The Star of Assyria fires a torpedo at the Neo-Prussians.
Akkadians - ArchyX74

All Akkadian ships surge forward towards the derelict ship.

A flurry of lasers is shot at the encroaching missiles.

But only one is eliminated, as the other shots fly harmlessly by.
Neo-Prussians - Bragallot

Shots are fired at the incoming torpedo...

And it is hit!

Then all ships turn a nearly 90 degree angle and hasten away from the Assyrians.

Himmelsjäger: "Let's see, just a simple nudge..."

The Himmelsjäger critically successfully pushes a small asteroid towards the Death Everest!

The Death Everest's anti-fighter systems open fire on the rock, but piteously fail to harm it at all.

The asteroid collides with the Carrier's shields, but no harm is done.
Overviews:
Spoiler
Show


Immortals:
Death Everest SP + Shields: 5 + 4 SH
Destroyer SP + Shields: 4 + 4 SH
Assyrians:
Star of Assyria SP + Shields: 5 + 5 SH
Torpedo Frigates SP + Shields: 3 + 3 SH
Neo-Prussians:
Dominator MK.2 SP + Shields: 4 + 4 SH
Eagle MK.3 SP + Shields: 4 + 4 SH
Akkadians:
Assault Cruisers: 5 + 5 SH
Torpedo Frigate SP + Shields: 3 + 3 SH
Alright, I realized I need to make something clear. For Bragallot's rules concerning pilots (see spoiler) (unless I'm reading it wrong) the pilots and captains can either use the ship's weapon systems or buff the ship in some way.
How I'm playing is that all weapons systems can be used per turn, and don't require using a pilot or captain's action. Instead they can focus solely on buffing the ship. But, each ship only has one pilot instead of two, to even things out a bit.
Also, unlike Brag's rules where ship's shields just added an extra layer of protection on top of the ship's armor, shields in my rules are treated as their own separate armor value. Thus all shields MUST be taken down before any harm can be dealt to the ship. Once a ship's shields are taken down, the only way to restore them is to have the ship's pilot or captain (or both) use their action to restore 1 Shield point. Use role is 4.
Also, shields have a base armor of 3, but all craft have a certain type of shield generator that adds a certain amount of extra armor to each shield. i.e. the Akkadian Assault Cruisers have a Level 3 shield generator, which gives +3 to shields. Thus the shields actually have an armor of 6, which is pretty tough. Couple that with having 5 points of shields, and it's going to take a lot to bring it down!
Sorry for not explaining this in your ship's stats!
Spoiler
Show
Bragallot wrote:Pilot crews
The pilots and captain of your ship play an active role. Each ship has 2 pilots and 1 captain. They each have 1 action they can use towards operating the ship's weapons or systems. Their skill is rolled against the UR of the weapon / system. A pilot can only shoot 1 weapon type, but he can shoot every weapon of that type the ship has at one target (so he could fire all 4 small turrets with 1 action but not fire both a small turret as well as a rocket launcher with his 1 action). The same weapon can only be fired once each round, but there is no limit on system usage (so all pilots could for example try to increase shield output at the same time).
Possible captain / pilot actions (effects last a round):
- Increase movement output (+1” move) UR: 4
- Increase shield output (+1 to shield) UR: 4
- Increase weapon output (+1 damage) UR: 4
- Increase targeting systems (+1 accuracy) UR: 4
- Use weapon (UR / effects differ)
- Commence boarding (no UR)