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Dekana
2014-11-08, 06:54 AM
The Jewel of Pesh, Bridge
A dark green planet dominates the main viewing screen, barely visible voidships and orbital installations scattered around it. The Jewel of Pesh has been in orbit of Ellon for several days now to take on fresh provisions. And besides that, pirates have had some activity in this system recently - good targets for Sheikh Dastan His Al-Rem to operate against, should they show their cowardly faces.

At the augury consoles, the Master of Etherics turns toward the Sheikh and reports, "Captain, I have a new contact approaching Ellon from the solar east. Estimated distance is 20VU." A few seconds later, the officer is able to give a bit more detail. "The contact is a Carrack-class transport, identified as Majestic Ark."

Yesterday, The Jewel of Pesh received this general-broadcast message relayed from Ellon's surface:
By order of the Imperial Inquisition, the transport ship Majestic Ark is declared to be contaminated. Any Imperial forces that encounter Majestic Ark are ordered to engage it and take any actions necessary to cleanse it of life, up to and including destroying it. Do not under any circumstances board the ship, allow it to board your vessel, or allow it to dock at any Imperial port.


From periodic long range scans, the following information about this system is available.
One bright yellow star is present. A "small" gas giant, orbited by two moons, is within the star's hostile region. No vox activity comes from the gas giant.

Imperial World Ellon is in the hospitable region of the solar zone and also has one moon. Ellon has numerous minor orbital platforms, as does the moon. The moon has no atmosphere but still has a sizable industrial presence in surface dome cities. Vox activity reveals that regular merchant traffic travels between Ellon and its moon.

In the outer solar zone is a much larger gas giant with an associated asteroid belt. No vox activity comes from the gas giant.

Presently, Ellon's moon is to its solar north, with all voidship traffic in that area. Majestic Ark is the only contact to the east. The Jewel of Pesh is currently in orbit around Ellon (that is, it's in the same VU).

Dekana
2014-11-08, 06:59 AM
Oh yeah, and roll initiative! It's 1d10 + the tens digit of the ship's Detection.

Majestic Ark gets a 5 (I rolled in the ooc thread since I forgot to roll in this post, haha.)

DrK
2014-11-08, 07:44 AM
The Lord Captain grinned to himself. A piece of the Ark would make a fine addition to his ward room. Striding to the heart of the bridge he broadcast to the ship. Brave brothers and sisters of the Pesh a vile heretic vessel has been spotted. Set condition, launch saker and vulture squadrons, fire main batteries!

Putting his words to action he initiates the all out assault on the vile heretek vessel. The clipper sprinting towards the carrack before unleashing a vast wave of attack craft loaded with plasma warheads and the Pesh's own salvo. Even as the weapons fire cloud of decoys, chaff and interceptors to ward off any counter attack.

Vulture squadron dodges space junk and torpedoes go wild but the 5 from the Pesh and Saker squadron close at deadly speed with pin point accuracy!


Init [roll0]

Fly straight and level to close to 9vu
Activate countermeasures -20 shooting/h&r -30 ramming [roll1] rounds
Launch torpedoes [roll2] TN 75 45+10rt+20 traps
--- [roll3] [roll4]

Vulture squadron launch [roll5] TN 60
--- [roll6] [roll7] [roll8]

Saker squadron launch [roll9] TN 60
--- [roll10] [roll11] [roll12]

Sensor lock on [roll13] TN 50
Sunsear [roll14] TN 45 + 10 lock on
[roll15][roll16][roll17]

Pesh torps
Torp 1 = 26
Torp 2 = 21

Saker Torps
Torp 1 = 25
Torp 2 = 28
Torp 3 = 21

Sunsear 4 hits 3, 11, 9, 9
-- a weapon battery damaged crit

Dekana
2014-11-08, 09:09 AM
It's almost sad, watching a perfectly spaceworthy ship get pummeled by repeated torpedo strikes over the viewscreen. Majestic Ark puts up a valiant defense, her flak turrets spewing out clouds of shrapnel, catching one torpedo and detonating it a few dozen kilometers before impact. She keeps firing desperately even as the four remaining torpedoes slam into her one-by-one. A single tear rolls down the cheek of The Jewl of Pesh's Omnissianic Congregator, who is watching silently from the bridge.

Perhaps just operating on momentum, Majestic Ark continues forward straight at The Jewl of Pesh.

Master of Etherics: "Sir, I now read two contacts... it appears a small craft has separated from the target. I think it means to board us!"

In support of the boarding craft, Majestic Ark opens up a return volley of her own macrobatteries, but the shots pass harmlessly into the decoys that Pesh has released. Thankfully, the boarding craft is driven off by determined turret fire - no telling how the Inquisition would react if it had successfully landed.


Maneuver: Adjust Speed, because why not. [roll0] vs 15 (30 crew - 5 maneuverability - 10 crippled). Closing with The Jewl of Pesh by at least 2 VUs even on a failure.

Focused Augury: [roll1] vs 30

Flank Speed: (nothing to lose!) [roll2] vs 30, moving 3 extra VUs! The two ships are now 4 VUs apart.

Hit and Run: Out of range unless I get 2 more VUs worth of movement from adjust speed and/or flank speed. But if I happen to get in range (edit: which I did): [roll3] vs 20 (30 crew - 10 turret rating). If that succeeds, Opposed Command Test [roll4] vs 30. And if that succeeds, crit [roll5].
The hit and run boarding craft is driven off (but not shot down).

Lock on Target: [roll6] vs 30

Fire two sunsear laser batteries (at half strength from crippled). [roll7] vs 30, [roll8] vs 30. [roll9], [roll10], and then [roll11], [roll12]
That's 3 hits, losing the first to the void shield, for 20 damage before armor. Actually no, they miss because of the countermeasures.

Also, Majestic Ark activates its own Defensive Countermeasures. Too bad it didn't win initiative. :smallwink:

DrK
2014-11-08, 12:34 PM
Lord Captain Al-Rem watches the view with distaste. He tried to set foot upon our holy ship of war. Destroy them. Ready the Anubis squadrons and obliterate them!. As the bombers are wheeled into place and launch Al-Rem smiles. Bring us around behind them. Fire at will.

The massive laser battery missed, blasts dissipating in the enemy countermeasures but the bombers tire right through, aiming for areas where the point defence had been destroyed by torpedoes as they all unleashed their own plasma cargoes and more explosions tore through the stricken carrack.

The heretic shall burn! Al-Rem boomed over the ships speakers activating internal pict displays to show his entire crew the crippked enemy...


Lord Captain - ready bombers see OOC
Fly 10 forward and turn 90 to port
Lock on [roll0] TN 50
Sunsear firing [roll1] TN 20 + lock on
- dam [roll2] [roll3]

Bomber raid - 2 squadrons
Raid 1 [roll4] TN 55 (fate if allowed[roll5])
[roll6][roll7][roll8][roll9]
If 4 DoS then crit [roll10]

Dekana
2014-11-08, 11:42 PM
The bridge's viewscreen shows the combat winding up. Majestic Ark's flak turrets just can't dissuade Anubis squadron. The bombers scream in to point blank range and deliver their payloads into the ship's aft. Something in engineering must have been hit, because the aft section is rocked by series of explosions. When the figurative dust settles, Majestic Ark is floating dead in space, with all power cut and most compartments venting into the vacuum.

The Inquisition's order not to board Ark are still in effect until the contamination is gone, and at the moment it's possible that a few crewmen are surviving deep in the core of the ship. Salvage will have to be done carefully so as to not expose anyone on The Jewel of Pesh to whatever evil doomed Majestic Ark.

Dekana
2014-11-12, 07:49 AM
http://cs419630.vk.me/v419630737/9563/MhM18iKDLGM.jpg

Earlier...

Parthik system, in high orbit of Parthik Prime
Parthik Prime, hive world: home to over half a trillion souls. From orbit, it's a wonder that anyone could live there; kilometer-thick layers of industrial pollution block all sight to the surface, save for a few hive spires that jut through the cloud cover. From the holo-recordings, the surface isn't much to look at even if you could see it from orbit. Walking outside without a respirator kills within minutes, death caused by either the toxic atmosphere or the frequent acid rain.

Inside the hive cities, however, mankind not only endures but thrives. Parthik Prime is a major industrial center, its immense population put to work at factories across the planet and 50 hive layers deep. Every military order recruits from this world, finding a steady stream of recruits from dregs who want to escape the factories, gang scum looking for the chance to kill, and survivalists who roam the death world-like surface in search of food.

The Parthik system is not lucky enough to have an agri-world among its planets, so a constant flow of merchant ships are required to meet Parthik Prime's food requirements. These ships travel along a pair of well-marked "highways" from the outer solar system, one traveling toward Parthik and the other away. Amusingly, the rich families of Parthik Prime thought it would be a good idea to place advertising along these stellar transitways; enormous flashing billboards are placed periodically along the highway, enticing merchant ship ratings to visit famous (and infamous) shopping districts when they reach the hive world.

As for military traffic, the PDF have many small craft in orbit to combat air piracy. Three PDF raider-class ships are in system, but are currently elsewhere on patrol. The Imperial Navy has a pair of cruisers currently in orbit on a recruiting mission. The Imperial Guard is naturally represented, with 5 Navy transports in orbit waiting for fresh regiments to be taken aboard. A Sisters of Battle convent is present on Parthik Prime, although they do not currently have any naval forces in system.

Also in orbit, and perhaps most noteworthy, is the Avenger-class Grand Cruiser, Heavenly Glory, which is currently under the command of an Ordo Xenos inquisitor. What business the alien hunters have on Parthik Prime is a mystery. The inquisitor has ordered the PDF to high readiness and instructed all naval traffic to maintain high vigilance.

The Falchion-class Frigate Gungnir, the Sword-class Frigate The Void Spear, and the Cobra-class Raider Fire Hawk are all in orbit as well when they receive several reports from merchant traffic about unfamiliar vessels entering the asteroid belt in the outer system. They are the closest available vessels that can respond, the PDF patrol being on the other side of the system. The vox-operators on each vessel have their comms connected to coordinate the response - that is, if the captains won't shirk their duty or ignore the opportunity for spoils of war.

blacklight101
2014-11-12, 04:49 PM
Captain King receives the messages with nary a grimace, one of those big Cruisers should be able to handle whatever it is. If he got too many more messages about them, though, he may well have to go see what it is just so they stop hailing him about it.

After receiving a few reports from adjutants around the Bridge, he realizes some of what the situation is, but is reluctant to do anything about it (Two days from getting out of this system. Two days!) He decides that if one of the more combat capable ships in the area asks him to investigate with them, he'll do it for a cut of the salvage.

Iron Warlord
2014-11-12, 09:09 PM
Captain Crane is already on his way to the bridge when he receives word of the approaching vessels. The plan had been to break orbit within the next four hours and set up in an asteroid field several hundred light years away that was believed to be frequented by pirates. The field promised to be extremely profitable in spoils and bounties, but now it seemed that he wouldn't have to go too far for a fight. 20 years of hunting pirates, xenos, and traitors, first for the Imperial Navy and later for profit, had left him with a good sense of when a fight was coming, and that sense was ringing loud and clear right now. Nothing approaching a major Imperial World unannounced was likely to have good intentions.

"All crew to battle stations." Tristan called out as he entered the bridge "Set course for the new arrivals and ready all weapons. Let's see who has come to visit." He continues as he takes his seat in the command throne, feeling the click of his spinal port connecting with the thrones interface cables.

Arutha
2014-11-13, 04:07 PM
Captain Petrova stared out the window of the landing craft as it ascended towards The Void Spear, hoping to catch the launch window his Navigator had calculated. His attempt to negotiate a price for the glass domes he so loved as decoration had been successful, but the extraordinary time it would take to move them to the ship would keep his ship in system for another month. But Nicolai Petrova was nothing if not patient. He settled himself in for a long, boring wait.

An hour later, on the bridge of The Void Spear, Captain Petrova gave the order to search for the strange vessels in the asteroid fields. It appeared that the wait would not be as boring as he had once though.

blacklight101
2014-11-13, 04:27 PM
Receiving yet another report from yet another subaltern, he sighs a bit as he hears the message: Other ships moving to investigate the disturbance. Well, gak, if there is something out there, those other two ships are going to investigate. If I don't, and there is something, i'll miss out on salvage.


"Ahead half, he says somewhat resignedly, "let's see what's out there. Shields up and Macro's online."

Dekana
2014-11-16, 10:56 PM
The three warships engage plasma drives and make for the last known position of the intruding vessels. After about 24 hours, they reach the asteroid belt and enter it. Initially, scans report nothing unusual. The ships are forced to patrol deeper inside the asteroid field to find their quarry.

Another six hours later, a servitor hooked up to an auger array on board The Void Spear announces in a very calm, uninterested voice: "Multiple contacts detected at approximately 60 VUs, one cruiser and two destroyers. The contacts are a match for reported Eldar designs."

The cruiser is stationary close to an asteroid the size of a small moon. The destroyers are about 5 VUs from the cruiser, and are in between it and the Imperial ships.

http://s29.postimg.org/he4l4245j/roll_init.png
Um... I certainly wasn't just playing Dragon Age for about 30 hours straight. :smalleek: And that was after the Friday / Saturday night partying. Sorry for the wait fellas! I want to get something, anything posted right now, so I'll just post quickly and edit in anything I forgot later (like what do asteroid belts do?).

Technically the trip to the asteroid belt should take a couple of days, maybe a week on the standard plasma drives. But that's too slow for my tastes, so let's just say you all get to the asteroid belt in about a day.

The sun is to the west of the map (it matters for the eldar). The entire map is inside an asteroid field, whatever that means for the rules.

Go ahead and roll initiative. I'll have the eldar share the same initiative to cut down posting time a little. The players can post in any order they'd like; no need to wait for each other.

Eldar Initiative: [roll0]. If your initiative beats that number, you can post your turn now.

Arutha
2014-11-17, 07:06 AM
Captain Petrova stared out into the void in the approximate direction of the three opposing ships, crewed by the foul trickster xenos. "Give our fellows the signal, as it would be too cruel to leave them out of the fight. "
As the full report reached him, he grimaced. "Call the inquisitor as well. He won't be here in time but he can be ready if any of the cowards try to go around us. Lock onto bird 1, and engage fire plan Cobra."


Since actions happen at the same time, consider the shooting to be at optimal time, and the like ck on to be minutes earlier.
Initiative [roll0]
Lock on target! [roll1] under 65 -eldar trickery

Alter speed [roll2] under 63

Fire the primary battery if in range (24VUs) [roll3] under 45-10 - eldar trickery +dos from LoT

blacklight101
2014-11-17, 06:29 PM
Devlin gets up from his Command Throne and begins to pace around the Bridge and give orders, as is his custom (unless things get kinda hairy, then its back to the Throne for better information access). "Eldar? Pah, no match for the might of the Imperium. Lock on to that ship there, he motions vaguely at some subaltern's screen near Nightshade two, then speed up and shoot at them when they get close. May as well bring torpedoes online too."



Initiative: [roll0]

Adjust speed (given my earlier post, half speed was set, if that works the way I think it does...)
[roll1] v.67 (40 crew rating + 27 manoeuver)
If successful, increase speed as much as I can, up to 10, my in-battle maximum

Lock on Target (Nightshade 2)
[roll2] v. (1/2 perception for untrained scrutiny+detection [14+19] 32 or if crew rating counts instead [40+19] 59

Attack if it gets in range(18) , both batteries, one total damage for both Sunsears
[roll3] v.(BS 41+ Lock-on modifier -range modifier - eldar bulls***) strength 4 crit, rating 4(single); strength 8 crit rating 4 (Both)

Iron Warlord
2014-11-18, 04:27 PM
"Full power to engines, prepare targeting solutions, fire when ready." Tristan barks out as he begins rerouting power to the plasma drive to coax a little more speed out of them.

[roll0] vs. 110
[roll1] vs. 50
[roll2] vs.50 (range 9)
Macrobattery
[roll3]
[roll4]
[roll5]
[roll6]
Lance
[roll7]

Dekana
2014-11-19, 09:50 PM
Ausper scans indicate that the Eldar ships, at the moment little more than green blips on a cogitator screen, have started advancing toward the Imperial squadron. A hail is received, broadcast to all ships simultaneously.

The Eldar do not deign to send a video call and instead transmit a simple voice message. A female's voice comes over the captain's headset / speakers / spinal port.

"Mon-keigh, this is Farseer Sidaniel. If you have any love for your Emperor, you will leave this asteroid field immediately! Stay, and you will bring doom to us all!"

The line remains open if the captain wants to send a response, regardless of the actions that the Eldar ships are about to take.

The enemy destroyers advance leisurely toward the Imperial formation, not fully using the speed they must be capable of. Scans then indicate new contacts breaking off from these two escorts: torpedoes! The cruiser moves up with its escorts, and new, more agile blips separate from it: fighter craft. The fighters take up position around the escorts.

All Imperial warships advance to close the gap, but they are far out of range to fire any macrobatteries.

The next 30 minutes pass in very much the same way, all Eldar craft and torpedoes closing the distance. New scans reveal that another wave of craft have departed from the cruiser. These are larger than the previous fighters, and they fly past the escorts and straight at the Imperial ships.

Round 1:
nightshades move half speed, launch torpedoes in wide spread
eclipse moves up full speed, launches 2 fighter squads from each bay (4 total), one CVP of two fighters on each nightshade; hails enemies; prepares bombers for next round

void spear (arutha): move 12, out of range to fire
gungnir (blacklight): move 10, out of range to fire
fire hawk (iron warlord): move 19, out of range to fire

Round 2:
nightshades move half speed, reload torpedo tubes
eclipse move half speed, launch 4 bomber squads

---

Arutha: The Alter (Adjust) Speed maneuver can either increase or decrease your speed, so please specify which option you'd like to use. I'll assume for this round that you want to increase speed since everyone else is popping their afterburners.

blacklight101: You can choose your speed the same turn that you move, so you could have moved full speed in round 1. You just have to move straight at either half or full speed, with the option to turn at the end of that movement (in preparation for next round's movement).

Everyone: Since you would have seen the torpedoes before your turn, I assume you might have wanted to turn your ship to avoid them. If you'd like, you can retroactively indicate your ship's turn for round 1 in your next post. That will let Fire Hawk avoid flying straight into the torpedoes that it would have seen coming.

---

Eldar Trickery:
Eldar ships do not have void shields. Instead, any attack with lances, torpedoes, or attack craft take a -40 penalty to hit them. Macrobatteries take a -20 penalty.
Ending your movement anywhere within the red rectangle will result in being attacked by torpedoes next turn. It's safe to fly through the red area as long as you don't end your movement inside it.

http://s29.postimg.org/vma11wsh3/round2.png

blacklight101
2014-11-19, 10:17 PM
Torpedoes incoming, my Lord Captain!

"Evasive manoeuvers, close the gap and see if we can't get some shots in."







I shall fire my own torpedoes before I turn.

Adjust Bearing (45 degree turn left)
[roll0] v. 67 (40 crew rating+27 manoeuver)
It will be a half move, hoping to get out of the way of those torps

Iron Warlord
2014-11-21, 06:02 PM
As a pair of launch detection warnings lit up his display Captain Crane did some quick mental calculations and turned the Fire Hawk to port, intending to fly across both spreads of torpedoes and move in to fire on the Eldar Destroyer. The maneuver would see him clear of the torpedoes and within firing distance without moving too far in advance of the other ships engaging the Eldar.

Turn 45 degrees to left at end of round 1 (facing I-58).
[roll0] vs. 90 Turn right no sooner than P-51 and continue to maximum distance.
[roll1] Vs. 65 Nightshade 2
[roll2] Vs. 50 + mods
Macrobattery:
[roll3]
[roll4]
[roll5]
[roll6]
Lance:
[roll7]

Dekana
2014-11-24, 05:17 AM
Fire suddenly erupts at the lead of the Imperial formation, as Fire Hawk's guns open up with its laser batteries. The targeted Eldar ship is still at extreme range however, and the laser fire flies past the ship to vaporize several small asteroids. The Eldar vessel replies with another round of torpedoes. The distance is now close enough that Fire Hawk has no time to avoid them, so it has no option but to rely on its turrets.

The second Eldar destroyer maneuvers to avoid Gungnir's torpedoes, crossing paths with its sister ship, and then fires its own salvo at Void Spear.

The cruiser at the rear of the formation moves up with the first destroyer escort, but it is still too far to contribute any weapons fire. Its bombers, on the other hand, are nearly within striking distance of the Imperials.

Void Spear: (turns 45 degrees left last turn); default movement forward 8 then turn right 45 degrees; out of range to shoot.

Nightshade 1: move half speed then turn 45 degrees right; focused augury on Fire Hawk, [roll0] vs 64; launch torpedoes, which are close enough to strike Fire Hawk this turn.
BS + Torpedo rating [roll1] vs 70. Damage: [roll2]. If needed, re-roll die results of 3 or lower. [roll3], [roll4]. If the torpedoes connect, Fire Hawk can attempt to shoot them down with its turrets (battlefleet koronus p. 12).

Nightshade 2: (turns 45 degrees right last turn); move half speed then turn 45 degrees left; launch torpedoes; focused augury on Fire Hawk, [roll5] vs 64; fire prow starcannon cluster battery at Fire Hawk.
BS [roll6] vs 40 (40 - 10 long range + 10 superior accuracy), up to 3 hits. [roll7], [roll8], [roll9]. If that happens to crit, [roll10] on the table, and [roll11] if needed for the effect.

Eclipse: Adjust Speed (rolled in ooc) to move full speed + 2; focused augury on Void Spear, [roll12] vs 75.

Edit: In summary, no hits from any of the eldar shooting. I also made a mistake on the map: the torpedoes that nightshade 1 just fired and missed with will keep traveling until they hit something. That means they're just north the torpedoes nightshade 2 just fired and are traveling southeast.

---

blacklight101: You actually have to move first before you can shoot (see page 7 of the errata). This time, I'll just assume you fired your torpedoes at the end of last turn. To be fair, I'll give nightshade 2 the chance to turn retroactively just like the PCs did. This also means you can fire your torpedoes again next round, since you would have spent this round reloading.

Iron Warlord: The difficulty of the maneuver was 80 as far as I can tell. 50 crew rating + 40 maneuverability - 20 difficulty + 10 rogue trader ability. The ship's bridge only applies to command tests, so it doesn't work for the maneuver (which uses the pilot skill). Still enough to pass, but one less degree of success.
http://s23.postimg.org/g75matz4r/round3.png

blacklight101
2014-11-24, 04:50 PM
Frakking torps everywhere...


"Continue evasive manoeuvers, try to close distance and get a shot off!"




Adjust Bearing
[roll0] v. 67 (40 crew rating+27manoeuver)
this will be a 45 degree turn back to the right, early as I can. half speed move, though.

Lock on Target (Nightshade 2)
[roll1] v. 32/59 (59 if it counts full crew rating for scrutiny, 32 if it counts half)

Attack (range 18)
[roll2] v. (BS 41+ Lock-on test - Eldar Bulls*** - range) both fired as one battery
Damage [roll3]

Iron Warlord
2014-11-28, 01:57 PM
"Ahead slow, hard to port." Tristan called to his helmsman "Assault teams to shuttle bays, prepare for launch. Prepare to fire all weapons at the eldar ship."


Move half speed turn 90 degrees left, should end in R-41 facing S-41
Hit and Run: [roll0] vs. 50
[roll1] vs. 60
Damage:[roll2] [roll3]

Lance: [roll4] vs. 65
[roll5] vs. 51(BS)+10(MIU)+LoT+10(Range)
[roll6]

Macrobattery: [roll7] vs. 60
[roll8]
[roll9]
[roll10]
[roll11]

DrK
2014-11-30, 03:34 PM
Aboard the Void Spider

The Lord Captain looked about the bridge lit by the dim red emergency lights. The clouds of lho smoke challenging the life support filters as grizzled crew monitored the enemy ships. Frakking xenos. Go to course 315 by 18. Fire at the enemy cruiser as she bears. I want sensors locked on before I blast that filth from my space!



Adjust bearing [roll0] TN 73 (63+10 from captain)
-- move 4 ahead then turn 45 degree to starboard and the remaining 4 forward

Aiming for P50

Lock on Eclipse [roll1] TN 65 -30 eldar
Firing sunsear [roll2] TN 45 +5 -20 eldar =30
- fate to add 10 or reroll if big miss [roll3]
Damage [roll4][roll5]

Firing staravar [roll6] TN as above 30
- fate to add 10 or reroll if big miss [roll7]
[roll8][roll9]

Dekana
2014-11-30, 11:07 PM
Gungnir's continued laser fire strays into the path of one of the eldar escort ships and scores a few glancing hits on it, melting the exterior armor. Fire Hawk follows up with a solid lance hit that burns clean through the hull of the ship. Void Spear is too focused on escaping the torpedoes to fire effectively; its shots go wide and pass through the holofields of its target.

Worse, Void Spear doesn't manage to avoid the torpedoes targeted at it. Its turret crews do well and shoot down several of the incoming missiles, but 4 slip past the emergency fire and slam into her hull. Void Spear is left a burning mess, crippled (but at least not destroyed).

The Eldar vessels maneuver to get on Fire Hawk's six o clock, but their shooting is entirely ineffective as Fire Hawk dodges in between asteroids. Gungnir takes a hit in the prow, but its armor holds. The torpedo compartment suffers from the concussion of the hit and is temporarily damaged.


Gungnir hits Nightshade 2 for 4 damage after armor. (41 - 10 range - 20 eldar trickery = 6 rolled vs 11 for one hit). 16/20 hull points.

Fire Hawk: I don't believe an MIU can be used with shipboard weapons. The intent for it is to connect yourself to a shoulder mounted weapon or, according to the faq, a heavy weapon that you have mounted and are physically connected to. So for the lance, that comes out to a 17 rolled vs 26 (51 bs + 5 LoT + 10 half range - 40 eldar trickery). Anyway, one hit for 12 damage. 4/20 hull points.

Void Spear: With the failed maneuver roll, void spear takes the default movement, moving 8 and then turning to starboard. It's going to get smacked by two different sets of torpedoes. :smalleek:

---

Void Spear gets hit by two sets of torpedoes, the one in T49 and the one in S49 that I said I forgot to put on the map last turn. See OOC post for results, but Void Spear is now crippled.

Nightshade 1: move 7 then turn 90 degrees left. Reload torpedoes. Lock on Fire Hawk: [roll0] vs 64. Fire prow starcannon cluster battery. [roll1] vs 40 + LoT bonuses, up to 3 hits. [roll2], [roll3], [roll4]. Crit if needed: [roll5], [roll6]. Result: miss.

Nightshade 2: move 14, no turn. Reload torpedoes. Lock on Gungnir: [roll7] vs 64. Fire prow starcannon cluster battery. [roll8] vs 40 + LoT bonuses, up to 3 hits. [roll9], [roll10], [roll11]. Crit if needed: [roll12], [roll13]. Result: 3 hits, void shield stopping the first. Damage isn't enough to get past the armor, but it is a critical hit. Gungnir's torpedo tubes are damaged (10% chance of exploding, will roll in ooc).

Bombers: Attack Fire Hawk. [roll14] vs 51, up to 4 hits. [roll15], [roll16], [roll17], [roll18]. Crit if needed: [roll19], [roll20]. I'll just go ahead and roll the defensive turrets to save some time. Note that the eldar bombers ignore the +5 bonus per point of turret rating. [roll21] vs 50. The (surviving) bombers return to the carrier. Result: miss, and one squadron is damaged / destroyed.

Eclipse: move 5 then turn 90 degrees left. Attempt to make the bombers ready again: [roll22] vs 60. Lock on Fire Hawk: [roll23] vs 70. Fire both prow pulsar lances at Fire Hawk.
Lance 1: [roll24] vs 50 + LoT bonuses, [roll25] vs 50 + LoT, [roll26] vs 50 + LoT. For pulsed lances, they keep hitting until they score a miss, up to 3 times. Damage: [roll27], [roll28], [roll29]. Crit if needed: [roll30], [roll31].
Lance 2: [roll32] vs 50, [roll33] vs 50, [roll34] vs 50. Damage: [roll35], [roll36], [roll37]. Crit if needed: [roll38], [roll39].
Result: only the first lance hits, and the void shield stops it.

Total results from enemy shooting: Void Spear is crippled, and gungnir's torpedo tubes are damaged (10% chance of exploding, will roll in ooc).

http://s10.postimg.org/52sxal7bd/round4.png

blacklight101
2014-12-02, 05:44 PM
"Lock on and target Macrobatteries on Nightshade two. Blow them back to the Empyrean!" Devlin yells orders across the bridge as he stalks back to the command throne upon seeing the near destruction if the Void Spear.




Lock on target (Nightshade 2)
[roll0] v. 32/59 (59 if crew rating counts, 32 if it's half for untrained)

Attack Nightshade 2 (let's try one battery at a time)
[roll1] v. (BS 41+ 10 [short range] +lock on test -Eldar Holo-dealie)
Sunsear Laser Battery, max 4 hits, crit rating 4
[roll2]
[roll3]
[roll4]
[roll5]
[roll6] v. (BS 41+ 10 [short range] +lock on test -Eldar Holo-dealie)
Sunsear Laser Battery, max 4 hits, crit rating 4
[roll7]
[roll8]
[roll9]
[roll10]

[roll11] v. 77 (40 crew rating+27manoeuver +10 RT bonus)
this will be a 45 degree turn to the left, early as I can. full move.

DrK
2014-12-02, 06:07 PM
The void spear buckles and shudders under the impact of the cloaked warheads. Plasma fire races down passageways and the outer decks are torn asunder spilling hundreds into the void.

In the bridge the captain crawls out from the ruins of his command throne. Blood sheeting his face, fires burning and dead and wounded all around. Damage control boards are lit up by red lights showing the demise of thespear. Dragging the gunnery officer free of the chair he drops into fire control, vox crackling as he manages to contact several surviving gun crews. Seeing an eldar raider he fires, the frigate drifting sideways in space.



41 hull, 41 crew, 37 morale
Crit : engine damaged
Crippled : (-6)

1 VU forward turn 90° starboard
Shoot nightshade 1 - 15 damage over 2 hits

Iron Warlord
2014-12-03, 09:35 PM
"Come about and open fire again." Tristan calls out as he keeps an eye on the two eldar ships coming up on his tail. This could get a little dicey, but the Fire Hawk had never let him down before.

move half speed, turn 90 degrees to the left
Lance:
[roll0]
[roll1]
[roll2]
Macrobattery:
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

Dekana
2014-12-04, 02:12 AM
Damaged as they are, Void Spear's cannons continue belching out laser fire. The gun crews do remarkably well considering their situation and even manage to score a few hits on their nimble Eldar target, but they only really scratch its paint with glancing fire. Fire Hawk, coming up on the rear of the heavily damaged Eldar destroyer, lines up a good shot and pierces it with a lance burst. The destroyer immediately slows to a crawl as a result of the hit, apparently having taken heavy damage.

The Eldar attempt to share in the Imperials' good luck, but they don't have an Emperor watching over them. The destroyer with the scratched paint comes in on Fire Hawk's rear and delivers a salvo of torpedoes into it, but they are shot down by defensive fire. The carrier also joins in on the close-range shooting in support of another run of its bombers. The bombers themselves are driven away by Gungnirs turrets, but the carrier's lance fire sears a line across the hull of the Imperial vessel. Gungnir's sensors are damaged, leaving her almost blind to her surroundings.


blacklight101: You have to move before shooting. In this case your shooting misses anyway (or at least doesn't get through the armor of the eldar ships), so I'll treat your turn as moving and having not shot at all. By the way, did you not want to try repairing the damaged torpedo tubes? You won't be able to use them until you fix them with an Emergency Repairs check. If you want, you can make the test retroactively for the turn you just took. Also as a reminder, you have those defensive countermeasures you can use (they're quite good).

---

Gungnir: move 6 then turn 45 left, move another 4

Void Spear: move 1, deal 1 damage (after armor) to nightshade 1. 19/20 hull points.

Fire Hawk: move half then turn 90 left. The only target in the fore firing arc is Nightshade 2, so I'll assume that was the target. The lance hits and cripples the target. Crit result is an 8, decapitation. The bridge crew of nightshade 2 takes 10 explosion damage unless they make a dodge test (which the captain succeeds on).

Nightshade 1:
move half then turn 90 left (speed was -1 because it's moving toward the sun).
Lock on Fire Hawk: [roll0] vs 64.
Fire prow starcannon cluster battery. [roll1] vs 40 + 10 range + 10 eldar + LoT, up to 3 hits. [roll2], [roll3], [roll4]. Crit if needed: [roll5], [roll6].
Launch torpedoes (uh oh). [roll7] vs 70. Hits up to 4 times, rerolling dice that are 3 or less. [roll8], [roll9], [roll10]; [roll11], [roll12], [roll13]; [roll14], [roll15], [roll16]; [roll17], [roll18], [roll19].
Result: One starcannon hit that bounces off the void shield. The torpedoes are shot down.

Nightshade 2: Evasive Maneuvers [roll20] vs 65. Move full (halved from crippled), no turn.

Eclipse:
Adjust Bearing to move 1, then turn 90 left, then move 3 (half speed total with -1 for moving into the sun).
Lock on Gungnir: [roll21] vs 70. Fire both prow pulsar lances at Gungnir.
Lance 1: [roll22] vs 60 + LoT bonuses, [roll23] vs 60 + LoT, [roll24] vs 60 + LoT. For pulsed lances, they keep hitting until they score a miss, up to 3 times. Damage: [roll]1d10+3[roll], [roll]1d10+3[roll], [roll]1d10+3[roll]. Crit if needed: [roll25], [roll26].
Lance 2: [roll27] vs 60, [roll28] vs 60, [roll29] vs 60. Damage: [roll]1d10+3[roll], [roll]1d10+3[roll], [roll]1d10+3[roll]. Crit if needed: [roll30], [roll31].
Launch the one remaining squadron of bombers. They immediately attack Gungnir and then return to the carrier. [roll32] vs 56, up to 3 hits. [roll33], [roll34], [roll35]. Crit if needed: [roll36], [roll37]. Defensive turrets [roll38] vs 40 (success negates the bombing run entirely).
Results: Three lance hits, one which will be stopped by void shields. The bombers are shot down. 13 damage from the lances (23/36 hull points). Crit effect: Sensors are damaged, -30 all shooting tests until repaired and focused augury automatically fails.

Total results from enemy shooting:
Gungnir: Now at 23/36 hull points. Sensors Damaged crit effect. Until the damage is repaired, -30 to all shooting and cannot use sensors.

http://s24.postimg.org/l9rv450et/round5.png

blacklight101
2014-12-04, 05:04 PM
"Counter what? How long have we had those?" All this, yelled-tinged with a bit of disbelief- across the bridge.

"They came with the ship, my Lord-Captain."

"Frak. Use them!"

"And the damaged components, Milord?"

"Send repair teams," he pauses for a moment, "Half speed ahead, target Nightshade one, fire main batteries... wait, frak that. Board them!"




Half move (if I measured right it's within 1 VU of nightshade 1)
Defensive Countermeasures

Extended Action: Repair Torpedo Bay
[roll0] v. 30 (40 crew rating -10 Difficult)
If successful it takes [roll1] rounds to bring online again

Boarding Action
[roll2] v.57 (40 Crew Rating +27 Manoeuver -20 Hard +10 Captain if that counts)

Iron Warlord
2014-12-08, 06:23 PM
"Open fire on the Eldar Carrier then get us clear." Tristan called out. He was anxious to get clear of the area, those torpedoes had been far too close for comfort.

Lance:
[roll0]
[roll1]
[roll2]
Macrobattery:
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

Adjust Speed: Move as far as possible and turn 90 degrees left
[roll8]

Dekana
2014-12-15, 12:26 PM
The remaining Eldar escort ship swoops past Gungnir, strafing its target with its starcannon. Gungnir shudders under multiple impacts, but its armor holds strong and stops most of the rounds from penetrating into the ship. The carrier just manages to reach the extreme range of its pulse lances to target Gungnir with. But at that moment, Captain King's subordinates activate the emergency countermeasures. The space for thousands of kilometers around Gungnir is immediately filled with powerful jamming signals that confuse even the arcane Eldar targeting systems. Hundreds of ratings drag small decoy ships to the airlocks and release them at random intervals. The carrier fires its lances and, on its targeting screens, appears to have totally destroyed Gungnir. In reality, it has thoroughly vaporized one of the decoys.

The crippled escort continues fleeing from the battle, while Void Spear bravely pours on (ineffective) fire into the carrier. Fire Hawk pushes its engines hard to maneuver away from the escort on its rear, with some success. Its shooting, however, is less successful.

Gungnir: move half and turn right 90, shoots nightshade 1 but misses due to the sensors damage (-30 is harsh!). The countermeasures last for [roll0] rounds.
Fire Hawk: Again, movement must come before shooting. Maximum movement would put Fire Hawk outside of the front firing arc for the carrier, so instead I'll have it use the come to a new heading maneuver with that roll. Move half and turn left 90, move half again and turn left 90. The shooting unfortunately misses even without the penalty from that maneuver.
Void Spear: move 1 and turn left 90. Shoots to no effect.

---

Nightshade 1: move half and turn left 90. Eldar ships have an ability that lets them shoot in the middle of the movement, so it will do so at point blank range as it passes by Gungnir.
Fire prow starcannon cluster battery. [roll1] vs 40 + 10 range + 10 eldar - 20 countermeasures, up to 3 hits. [roll2], [roll3], [roll4]. Crit if needed: [roll5], [roll6].
Reload torpedoes.
Result: 3 hits, but that's only 4 damage after armor.

Nightshade 2: move full speed (half from crippled) with no turn.

Eclipse: move half and turn left 90.
Lock on Gungnir: [roll7] vs 70. Fire both prow pulsar lances at Gungnir (at long range).
Lance 1: [roll8] vs 20 + LoT bonuses, [roll9] vs 20 + LoT, [roll10] vs 20 + LoT. For pulsed lances, they keep hitting until they score a miss, up to 3 times. Damage: [roll11], [roll12], [roll13]. Crits if needed: [roll14], [roll15]; [roll16], [roll17]; [roll18], [roll19].
Lance 2: [roll20] vs 20, [roll21] vs 20, [roll22] vs 20. Damage: [roll23], [roll24], [roll25]. Crits if needed: [roll26], [roll27]; [roll28], [roll29]; [roll30], [roll31].
Result: 1 hit that is stopped by Gungnir's void shield.

Gungnir: 19/36, -30 shooting until sensor damage repaired, damaged torpedo tubes, countermeasures last 2 more rounds
Void Spear: crippled
Fire Hawk: 29/29 (at least I don't think it's taken any hits yet after the turret re-roll - I'll have to double check)

Nightshade 1: 19/20
Nightshade 2: crippled
Eclipse: 48/48

I got excited for a minute because Gungnir rolled really well to damage Nightshade 1, but then I remembered the -30 shooting penalty from the critical hit. :smallfrown: On the other hand, it looked like Gungnir was about to get destroyed by lance fire this turn until I remembered the countermeasures, so it kind of balances out!


http://s12.postimg.org/ze9gm72yl/round6.png

blacklight101
2014-12-15, 06:57 PM
"Get those sensors back online, we're blind without them! Come about and face them again, we die with glory if they don't go first!"




Full move, turn 90 right

emergency repairs (torps)
[roll0] v. 30
[roll1] turns if successful

Emergency Repairs (sensors)
[roll2] v. 30
[roll3] turns if successful

Let's get some space to work with, maybe get our stuff fixed up too. For glory, for the Emperor.

Dekana
2014-12-23, 09:16 AM
The protracted combat enters a lull, with most of the ships out of position to fire.

Gungnir's tech-priests are hard at work in the torpedo rooms, and they report that the blessed ordnance is once again operational. The repair teams in void suits on the hull of the ship are having difficulty with the sensors however; they still can't give any estimate on when they can effect repairs.

On the heavily damaged Void Spear, damage control teams have finally brought all fires and hull breaches under control, and they are relatively certain the ship can be saved, provided it does not receive any more fire. Meanwhile, the gun crews are still manning their stations: another round of fire grazes the nimble Eldar escort, dealing some minor damage to its hull.

Fire Hawk is the real champion during the relative lull; it pushes its engines into a tight turn, comes into firing range of the escort, and slams it with a solid lance shot, melting away most of its armor.

The Eldar, for their part, are not in position to reply to Fire Hawk's attack. The crippled escort disappears entirely from sensors, either having exploded or entered silent-running. Either way, it isn't a threat anymore. The remaining escort is quickly coming up on Gungnir, which will have to be very careful if it wants to avoid another torpedo salvo in the next few minutes.


Gungnir: Repairs torpedoes (ready next round) but not sensors. Luckily the torpedoes aren't affected by the attack penalty since they have their own guidance system. Move 10 and turn 90 right.
Void Spear: Move 1 and turn 45 left. Repairs engines, ready in 4 turns. Fires and deals 1 damage to nightshade 1.
Fire Hawk: Moves to T38 facing south. Fires and deals 10 damage to nightshade 1.

---

Nightshade 1: Move 7 and turn 90 left. No targets are readily available except Void Spear, and it isn't worth wasting the torpedoes on.
Nightshade 2: Disengage. [roll0] vs 75, opposed by Void Spear which is exactly 20 VUs away, [roll1] vs 50. Nightshade 2 is officially out of the fight. The fighters that were escorting it return to the Eclipse.
Eclipse: Move 5 and turn 90 right. No targets are within range.

---

Gungnir: 19/36, -30 shooting until sensor damage repaired, countermeasures last 1 more round
Void Spear: crippled, engines damaged (half) - repaired in 4 turns
Fire Hawk: 29/29

Nightshade 1: 8/20
Nightshade 2: crippled
Eclipse: 48/48, all bombers damaged / destroyed. Fighters are escorting nightshade 1.

http://s1.postimg.org/e5rlh7oxr/round7.png

blacklight101
2014-12-23, 04:31 PM
"What's taking so long to get those sensors back online? We're going to be in range for their torpedoes if we don't do something drastic, change heading." He enters a set of coordinates and waits for the bridge crew to do the rest.



Come to New Heading
[roll0] v. 67 (40 Crew Rating+ 27 Manoeuver+ 10 Captain Bonus - 10 Difficult)
if successful, half move and 90 right then remaining move and 45 right

Emergency Repairs (sensors)
[roll1] v. 30 (40 Crew Rating- 10 Difficult)

Lock-on Test (Nightshade 1)
[roll2] v. 59 (40 Crew Rating+ 19 Detection)

Attack Nightshade 1 (Sunsear Laser Battery)
[roll3] v. (BS 41+ LoT- Range- Eldar stuff)
Damage [roll4]
Damage [roll5]
Damage [roll6]
Damage [roll7]
[roll8] v. (BS 41+ LoT- Range- Eldar stuff)
Damage [roll9]
Damage [roll10]
Damage [roll11]
Damage [roll12]

Long range is 18 on those sunsears, I think I can hit him. Ok, not necessarily hit, but I'm in range, anyway. Stupid Eldar holo thingy really screws up those ballistics tests. I want one.