Oops... I think the things will really get hot now, hehehehe... Attention people, attention!!! The party is beginning here!!! Hehehehe.....
Capt. Ronaldo Marques
USS Vanguard, NCC 68707
Printable View
Oops... I think the things will really get hot now, hehehehe... Attention people, attention!!! The party is beginning here!!! Hehehehe.....
Capt. Ronaldo Marques
USS Vanguard, NCC 68707
Unshielded?! Doh!
This message has been removed on request by the
poster
Well, yeah. The shuttle was being held in the landing tractor beams only about 50 meters aft of the bay- well within the shields that had gone up when the Captain called for Red Alert.Quote:
Originally posted by Captain Blake:
Unshielded?! Doh!
Most of the explosion was channeled into the flight deck and spread to either side where the saucer impulse engines are located. Big Time Trouble.
------------------
"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
Just be glad Seylar was anxious about it being discovered, and decided to detonate it then.
Think if you'd brought it into the shuttlebay first, or Seylar had forseen the possibility of not getting all the way in and had a mine in all three cases. You were lucky.
Care to surrender now?
As my father used to say, "that's going to leave a mark." Good luck guys, I think you're going to need it.Quote:
Originally posted by Cmdr Powers:
Most of the explosion was channeled into the flight deck and spread to either side where the saucer impulse engines are located. Big Time Trouble.
Pesterfield, you've got first and second blood so far. Wow. You da man!
What about the Akira's fighters? Without an aft flight deck I don't think they can be retrieved. That means to rearming, and once they use up torpedoes it's phasers only.
Will those plasma fires keep burning for extra damage?
We'll worry about the retrieval. You worry about the torpedoes. http://www.trekrpg.net/Board/ubb/biggrin.gifQuote:
Originally posted by pesterfield:
What about the Akira's fighters? Without an aft flight deck I don't think they can be retrieved. That means to rearming, and once they use up torpedoes it's phasers only.
Lt Smith, USS Colorado
That's the attitude SF should have http://www.trekrpg.net/Board/ubb/smile.gifQuote:
Originally posted by Greg Smith:
We'll worry about the retrieval. You worry about the torpedoes. http://www.trekrpg.net/Board/ubb/biggrin.gif
Lt Smith, USS Colorado
So there's enough torps for how many full spreads? http://www.trekrpg.net/Board/ubb/biggrin.gif 10!
Anyone like their Romulans crispy?
------------------
'...The Borg have stopped at deck 10...'
'...Deflector Control, no vital systems...'
Not a vital system! What the heck do you think stops the ship going 'poof' every time it goes to warp?
- ST:First Contact; Lt Hawk
The USS Vanguard can retrieve its fighters through the forward bay, but it makes things very hazardous and I don't imagine it would be done in the middle of a fight. Course, that's up to Captain Marques...Quote:
Originally posted by pesterfield:
What about the Akira's fighters? Without an aft flight deck I don't think they can be retrieved. That means to rearming, and once they use up torpedoes it's phasers only.
Will those plasma fires keep burning for extra damage?
As for the plasma fires, damage control is putting them out now and forcefields are isolating those areas. If there were going to be major explosions, they would have happened already.
So far we've got sneaky Romulans and Brave Starfleeters. Cool! Typecast, but Cool!
------------------
"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
Actually we have taken the first blood, but given it back TWICE! http://www.trekrpg.net/Board/ubb/biggrin.gifQuote:
Originally posted by Captain Blake:
As my father used to say, "that's going to leave a mark." Good luck guys, I think you're going to need it.
Pesterfield, you've got first and second blood so far. Wow. You da man!
We lost a Theta-Class courier first http://www.trekrpg.net/Board/ubb/eek.gif, and shredded a Talon-Class Scout almost imedeatly there after http://www.trekrpg.net/Board/ubb/cool.gif . Now a stunning blow for Romulan tactical know how. http://www.trekrpg.net/Board/ubb/tongue.gif
Now that the gloves are off, lets see if the other Theta can score some hits on the other fish in the sea. http://www.trekrpg.net/Board/ubb/rolleyes.gif
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Doug Odell
[This message has been edited by Sevekk (edited 04-09-2001).]
In terms of the ships of the line, the Romulans get first blood. The title of this is, after all, Akira vs D'Deridex... http://www.trekrpg.net/Board/ubb/wink.gif
[This message has been edited by Cmdr Powers (edited 04-09-2001).]
And depending on how badly damaged the Akira is, Second as well. IIRC my dueling code. http://www.trekrpg.net/Board/ubb/wink.gif
First Blood == first hit.
Second Blood == major damage (to the surrender).
Third Blood == to the death.
I should've clarified my statement. My bad. http://www.trekrpg.net/Board/ubb/smile.gif
I humbely bow to better interpretations than my own on what first blood is. And i am more that happy to stand up with my Romulan brethren, and accept your kind words.
------------------
Doug Odell
Turn 9 was our first big combat turn and boy did we get some combat. It only gets worse from here...
ACTION 1:
USS Vanguard performs dodging maneuver, moves 1 at 000.
Bravo turns to 300 and moves 1.
Alpha Wing (Phoenix and Sidewinder) fire 1 photon torpedo each, set to Warp Flare. Torpedoes explode near Star Runner momentarily blinding Star Runner sensors and Tactical Officer. Moves 1 at 060.
Onizuka comes about and moves 1 hex at 240, attempting to escape Star Runner.
Charlie Wing (Viking and Intruder) repeat Alpha's maneuver and fire 1 Warp Flare set torpedo (the second was a dud) into Star Runner's hex. It explodes and further startles/blinds Star Runner's Tac Officer. Charlie moves 2 at 300.
Star Runner fires Aft Dorsal and Aft Ventral Disruptor arrays at Onizuka, 2 shots each multifire. Because of Warp Flares exploding around Star Runner, Onizuka gets to extreme disruptor range. Star Runner misses.
The 4 shuttles begin dodging maneuver and turn to heading 300, moving 1.
Escort (Hornet and Sparrow) prepare and fire 2 Warp Flares and the torps go off successfully, but the Tac Officer is prepared now and easily compensates. Escort moves 1 at 120.
ACTION 2:
USS Vanguard moves 1 at 000.
Bravo moves 1 at 300.
Alpha fires 2 photon torpedoes at Star Runner, range 450,000 (diff=7). Shot is -4+1+8=+5. Phoenix rolls 15, Sidewinder rolls 16. Both hit, striking Star Runner's starboard shields, bringing them from 1300 to 900. They do not penetrate the threshold. Alpha turns to 000 and moves 2.
Onizuka moves 1 at 240.
Charlie repeats Alpha's attack. Viking rolls 13, Intruder rolls 21. Both hit Star Runner's forward shields bringing them from 1300 to 900.
Star Runner sets a torpedo to Explosive Yield (successfully) and fires its forward tube at Charlie Wing. The torpedo explodes, causing 200 points damage to both fighters' forward shields, dropping them from 410 to 210. Threshold is exceeded by 64, reduced to 52 by resistance.
Viking- Cockpit destroyed, Crew dead. Fighter adrift.
Intruder- Warp engine destroyed- no warp possible, core ejects. Total power drops to 40, comes back up to 81 with backups.
4 Shuttles move 1 at 300.
Escort Wing repeats Alpha's attack. Hornet rolls 8 and Sparrow rolls 10. Both torps hit Star Runner's starboard shields, bringing them down to 500 points. Escort moves 1 at 120.
ACTION 3:
USS Vanguard comes to 300 and moves 1.
Bravo Wing moves 1 at 300.
Alpha Wing fires 2 torpedoes at Star Runner. Target difficulty is 5. -4+1+8=+5. Phoenix rolls 14, Sidewinder rolls 15. Both hit Star Runner's starboard shields, reducing them to 100. Alpha turns to 300 and moves 1.
Onizuka comes to 180 and moves 1.
Charlie Wing- Viking is dead. Intruder's backups come online and fires 1 torpedo. Roll of 10. Torpedo hits Star Runner's forward shields, reducing them from 900 to 700.
Star Runner successfully sets a torpedo for Explosive Yield and fires its aft tube at Escort Wing. The torpedo explodes, doing 200 points damage each to Hornet and Sparrow's forward shields, reducing them from 410 to 210. 52 points gets through. Hornet's phasers are destroyed. Sparrow's forward shield generators are hit, knocking out forward shields completely.
The 4 shuttles move 1 at 300.
Escort Wing fires 1 torpedo each at Star Runner. Difficulty is 5. Accuracy is +5. Hornet rolls a 10, Sparrow rolls a 10. Both hit Star Runner's starboard shields.
Hornet's torpedo brings down the shields and 100 points gets through, reduced to 80 by resistance. The hit is in the Navigational Computer. 15 crew are dead. The computer is destroyed as is the backup. Flight Control Tests are now at -4.
Sparrow's torpedo does 180 damage (after resistance), destroying the ODN system. All computer-related tests are now at -2. Computer cores may not link or transfer.
Star Runner has now taken 260 SU's damage out of 3269, reducing it to 3009.
Escort moves 1 at 120.
Nightmare decloaks right behind USS Vanguard. Stellar Knight and Paladin (Bravo Wing) spot Nightmare and multifire 2 torpedoes each (difficulty 7) +1. Stellar Knight rolls 8 and Paladin rolls 11. All 4 torpedoes hit Nightmare's aft shields.
Stellar Knight's torpedoes reduce Nightmare's aft shields to 100 and 100 points overcomes the threshold, gutting the middle of Nightmare, opening her up to space. Forcefields come into place, protecting the cockpit.
Paladin's torpedoes hit, destroying the remaining aft shields and causing 150 points of damage to the shield grid. Nightmare has no shield capability.
ACTION 4:
USS Vanguard moves 1.
Bravo Wing moves forward 1 hex at 300.
Alpha Wing fires phasers at Star Runner through its now vulnerable starboard flank. (difficulty 10) +1-4+8=+5. Phoenix rolls 11 and Sidewinder rolls 10. Both hit, doing 160 points of damage each.
Phoenix hits crew quarters, killing 15 personnel.
Sidewinder hits Auxiliary Power, destroying it and killing 60 personnel.
Alpha turns to 240 and moves 1, turns to 180 and moves 1.
Onizuka moves 1 at 180.
Intruder moves 1 at 300, turns to 240 and moves 2.
Star Runner performs Damage Control.
4 Shuttles turn to 240 and move 1.
Escort Wing moves 1, turns to 180 and moves 4.
Nightmare gains autolock on USS Vanguard and moves 2 hexes forward, executing Close Maneuvering on Vanguard. Roll is successful (-1 courage). Nightmare is -3 to hit, and gets a bonus of +2.
Nightmare executes 5 disruptor attacks on Vanguard, 140 points each. All 5 hit- 3 shots against aft shields and 2 shots against forward shields. Aft hits reduce Vanguard's aft shields from 1000 to 580. Forward hits reduce Vanguard's forward shields from 1000 to 720. None exceed Vanguard's shield threshold.
ACTION 5:
USS Vanguard moves 1 forward at 300 and fires 2 quantum torpedoes at Star Runner using Pattern Delta-9-3. Difficulty is 6. +4+2+3-2=+7. Roll is 17. Both torpedoes hit, doing 500 damage to Star Runner's forward shields, reducing them from 700 to 200. Threshold is exceeded by 70 points, reduced to 50 points by resistance. The torpedoes hit the port Warp Nacelle, badly damaging it. Star Runner cannot go faster than Warp 2.0/3.0/6.0.
Star Runner's SU's are now at 2939.
Onizuka move 1 at 180.
4 shuttles move 1 at 240.
Nightmare moves 1 at 300, staying close to USS Vanguard.
And that's that! Whew!
'Cmdr Powers'
For those keeping score:
Romulans have lost 1 Theta Class Courier and have taken serious damage to both Star Runner and Nightmare. Oops, the Romulans also lost the shuttlecraft Dart, sacrificing her to get an initial hit on Vanguard.
The Starfleeters have lost a Talon Class Scout and a Starfleet Attack Fighter. They have had 3 other fighters seriously damaged to some extent. Also, Vanguard took some bad damage when Dart exploded.
So far, the Romulans are ahead on kills. Sort of. They can't afford an exchange rate like this.
[This message has been edited by Cmdr Powers (edited 04-12-2001).]
Yes but there taking quite a beating for it!Quote:
Originally posted by Cmdr Powers:
So far, the Romulans are ahead on kills.[/B]
When's the Warbird going to open up on the Akira? Before or after the Fighters take her out? http://www.trekrpg.net/Board/ubb/smile.gif
------------------
'...The Borg have stopped at deck 10...'
'...Deflector Control, no vital systems...'
Not a vital system! What the heck do you think stops the ship going 'poof' every time it goes to warp?
- ST:First Contact; Lt Hawk
A shorter synopsis of Turn 9:
After the shuttlecraft Dart detonated, causing massive damage to USS Vanguard's aft shuttlebay and impulse engines, Alpha, Charlie, and Escort Wings began their attack. Operating in pairs, the six Starfleet Attack Fighters moved in on Star Runner, first firing torpedoes set to Warp Flare in order to cover the escape of LtCmdr Lipumano and Lt Lor in the Onizuka. They were successful.
The pairs of fighters moved in on torpedo runs, firing pairs of torpedoes, mostly into Star Runner's starboard shields, reducing them to 0 and then causing damage to the ship's computer and crew. Star Runner took a chance and set a couple of torpedoes to Explosive Yield so that area detonations would get a pair of fighters at a time without fine targetting. This tactic damaged three fighters and took one out of the battle by killing its crew. The fighters continued their pass with phaser fire, doing more damage, and then moved away from Star Runner.
Meanwhile, USS Vanguard moved directly towards Star Runner, performing evasive maneuvering. Suddenly, the Romulan courier, Nightmare, decloaked at Vanguard's stern and started an attack run. The two fighters escorting USS Colorado were watching for this and managed a torpedo attack on Nightmare, badly damaging her, but not preventing Nightmare from completing her disruptor attack on Vanguard, depleting Vanguard's forward and aft shields significantly.
USS Vanguard followed up the fighter's attack on Star Runner with a brace of quantum torpedoes, which managed to almost destroy Star Runner's port warp nacelle, crippling her ability to go to warp.
TURN 10 Results are in!
Turn 10 was bad- very bad!
ACTION 1:
Nightmare begins dodging, turns to 000 and moves 1, turns to 300 and moves 1.
USS Vanguard tries to dodge, but controls are sluggish. Moves 1 at 300. Delta Wing launches from forward bay.
Alpha Wing enhances forward shields to 615, turns to 000 and fires photorps at Star Runner. (7) -4+1+8=+5 Sidewinder rolls 14, Phoenix rolls 15. Hits Star Runner's unshielded Starboard side. Sidewinder's torpedo kills 30 and destroys cargo holds. Phoenix hits the Power Transfer Conduits, killing 60. Conduit destroyed. No warp drive possible. Total hits- 360.
Shuttles dodge and move 1 at 240.
Intruder (remainder of Charlie Wing) moves 1 at 240, turns to 180 and moves 1. Fires photorp- misses.
Star Runner rolls over- presenting her Port side to the enemy. Easily acquires Escort Wing and Alpha Wing for fine targetting.
Bravo Wing fighters (Stellar Knight and Paladin) multifire 2 photorps each at Nightmare. Stellar Knight hits with both torps, doing 400 points of damage. Comm out. Warp engine hit and explodes. Nightmare destroyed. Paladin photorps miss.
Delta Wing turns to 060 and moves 1.
Onizuka moves 1 at 180.
Escort Wing turns to 000 and moves 1. Both fire a photorp (7) -4+1+8=+5 Hornet rolls 16, Sparrow rolls 14. Star Runner's Port shields are reduced from 1300 to 900.
ACTION 2:
USS Vanguard turns 000 and moves 1.
Alpha Wing moves 1, turns to 060, and fires 1 photorp each. Sidewinder misses. Phoenix hits Port shields on Star Runner, reducing them from 900 to 700.
Shuttles move 1 at 240.
Intruder moves 1 at 180. Is now escorting Onizuka.
Star Runner begins multifire of 10 photorps, firing 5 photorps from her aft launcher, 3 at Hornet and 2 at Sparrow. All photorps hit. Sparrow has no shields. Explodes! Hornet has 210 shields reduced to 0. Crew killed. IDF destroyed. Shields destroyed. Adrift.
Bravo Wing attempts evasive action, Moves 1 at 000.
Delta Wing turns to 120 and moves 1.
Onizuka turns to 120 and moves 1. Now escorted by crippled fighter Intruder.
ACTION 3:
USS Vanguard turns to 300 and moves 1.
Alpha Wing moves 1 at 060 and fires 1 photorp each. Both hit Star Runner's Port shields, reducing them from 700 to 300.
Shuttles turn to 300 and move 1.
Intruder moves 1 at 180.
Star Runner finishes its multifire with 5 photorps from the Aft launcher, directing 3 at Sidewinder and 2 at Phoenix. All photorps hit. Sidewinder hit by 300. Shields drop from 615 to 315. Threshold overcome, Computer core destroyed, Crew Dead, Sidewinder adrift. Phoenix hit by 250, Shields to 365, threshold exceeded. Communications out. Nav Computer destroyed. Mission Specialist injured from plasma burns- unconcious. Backup Nav Computer comes online.
Bravo Wing moves 1 at 000.
Delta Wing moves 1 at 120.
Onizuka moves 1 at 120.
ACTION 4:
USS Vanguard turns to 240 and moves 1. Attempts to execute Delta-9-3, but asteroids interfere.
Alpha Wing (now just Phoenix) fires photorp at Star Runner and hits, reducing Port shields to 100.
Shuttles move 1 at 300.
Intruder turns to 180 and moves 1.
Star Runner fires Plasma Torpedo at USS Vanguard. (7) +2-4-2=-4 Roll is 7. Plasma Torpedo hits Vanguard. Damage has dropped from 900 to 708 due to range. Vanguard's shields of 720 drop to 18. Threshold exceeded by 433, reduced to 413. Primary Computer Core destroyed. 20 killed. Computer control shifts to Secondary Core. Vanguard's SU's now at 1941.
Bravo moves 2 and turns to 000. Stellar Knight and Paladin both multifire 2 photorps at Star Runner. (7) -4+1+8-2=+3 Stellar Knight rolls 10, both hit. Paladin misses. Photorps hit Star Runner's Forward shields, reducing them from 200 to 0. Threshold exceeded by 50, reduced to 30. Warp Nacelle hit, Port Warp Nacelle destroyed- venting plasma and wreckage- no explosion. SU's reduced to 2549.
Delta Wing turns around to 240.
Onizuka moves 1 at 180.
ACTION 5:
USS Vanguard turns to 300 and moves 1. Vanguard multifires 4 quantum torpedoes at Star Runner. (7) +4-1+2+2=-1 Roll is 9. 3 torps hit doing 1200 damage reduced to 380 each by Hull resistance. Forward Torpedo launcher destroyed, 30 dead. Reserve Life Support destroyed, 30 dead. Communications destroyed, 60 dead. SU's reduced to 1409.
Phoenix moves 1 at 060, into Star Runner's hex, firing phasers. (3) -4+1+8. Hit. 180 damage strikes Port shields reducing them to 0. 80 gets past threshold, reduced to 60. SIF generators hit, reduced to Secondary Backup SIF. 3 Crew dead. SU's at 1349.
Shuttles move 1 at 300.
Intruder and Onizuka turn to 120 and move 1.
Star Runner performs Damage Control.
Delta turns to 300.
This ends turn 10.
5 Starfleet vessels have been destroyed.
3 Romulan vessels have been destroyed.
Star Runner is down to 1349 SU's
USS Vanguard is down to 1941 SU's
Star Runner has lost 303 lives (at least).
USS Vanguard has lost 60 lives (at least).
Please have Turn 11's orders ready by Wednsday, April 18.
Thank you,
'Cmdr Powers'
Having decloaked and close-maneuvered against USS Vanguard, the Romulan courier Nightmare attempts to dodge away, but is hit by photon torpedoes from the fighters Stellar Night and Paladin (Bravo Wing) and explodes.
Alpha Wing (Sidewinder and Phoenix) turn back to Star Runner and make another torpedo run, pumping photon torpedoes into Star Runner's unshielded starboard side, killing 90 Romulans and destroying cargo holds and the Power Transfer Conduits, rendering Star Runner incapable of warp speed.
The crippled fighter Intruder (ex-Charlie Wing) heads for a rendevous with the shuttle Onizuka (bearing LtCmdr Lipumano) to escort each other to safety.
Fighters Hornet and Sparrow fire photorps at Star Runner, but in an amazing move, Star Runner rolls inverted, presenting its Port side to the fire. The torpedoes explode on the shields and don't reach the Warbird.
Alpha Wing fires again with more photorps exploding against Star Runner's shields.
Star Runner empties its Aft torpedo launcher at Alpha and Escort Wings, destroying Escort and Sidewinder of Alpha.
Phoenix fires again, reducing Star Runner's Port shields further.
Star Runner unleashes a Plasma Torpedo. The fireball advances on USS Vanguard, expanding until it slams into Vanguard's forward shields, destroying the Primary Computer core and killing 20 crewpersons. Vanguard's Secondary computer core comes online.
Stellar Knight and Paladin turn and multifire photon torpedoes at Star Runner, reducing her forward shields to zero and blowing away her Port Warp Nacelle.
Vanguard multifires 4 Mk 1 Quantum Torpedoes at Star Runner's now unshielded front, killing 120 crew, destroying reserve life support, communications, and the forward torpedo launcher (which is currently empty, otherwise torpedoes in the tube might have exploded, causing further damage).
Phoenix charges up to point blank range and opens up with its phaser cannon against Star Runner, reducing her Port shields to zero and taking out Star Runner's primary and backup SIF generators. The secondary backup comes online to hold the Warbird together.
Venting atmosphere, wreckage and plasma, Star Runner's crew valiantly struggle to perform Damage Control and continue to fight the Starfleeters.
With half her Attack Fighters destroyed and herself badly damaged, USS Vanguard prepares for the next round in a fight for survival.
Standby for Turn 11...
Is this enough combat for you?
------------------
"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
I see the Warbird finally shows her claws http://www.trekrpg.net/Board/ubb/biggrin.gif
------------------
'...The Borg have stopped at deck 10...'
'...Deflector Control, no vital systems...'
Not a vital system! What the heck do you think stops the ship going 'poof' every time it goes to warp?
- ST:First Contact; Lt Hawk
Since the beggining, the warbird's chances to beat us were very little, right? I mean, our group (specially our captain, me!) is performing very badly, executing some stupid maneuvers, with very little strategy and coodination, and even so, we´re going to win this one... or I should say, SURVIVE this one...
I think it's because of our lack of experience, and I speak for myself at least, since it's the first time out there with a Federation starship (actually, I'm a seasoned x-wing starfighter pilot, not a Federation captain, hehehehehe.....). But that was a challenge to me, and I decided to take it.
But the game is very good. I'm enjoying it. Really. Thanks to all of you guys playing with and helping me during the course of the battle. You were great. See you all in turn 11.
Capt. Ronaldo Marques
USS Vanguard, NCC 68707
I suppose we've proved that fighters can work against capital ships in the StarTrek universe.
But if Seylar goes down she'll take the Starfleeters with her!
Yup. http://www.trekrpg.net/Board/ubb/biggrin.gifQuote:
Originally posted by Cmdr Powers:
Is this enough combat for you?
At least in Space Dock...Quote:
Originally posted by pesterfield:
I suppose we've proved that fighters can work against capital ships in the StarTrek universe.
But if Seylar goes down she'll take the Starfleeters with her!
I always was pretty sure about the use of fighters, but there are tactics that can be developed against them. Your use of explosive yield photorps was one of them that should prove effective. One of the things about fighters is that while they pack a mean punch, they are quite fragile. Their shields seem fairly effective, but low thresholds mean that they will be penetrated every time! Then, almost any damage that leaks through will blow a system out. Star Runner has survived multiple damage through having myriad systems to be hit.
------------------
"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
How close are your fighters to what will be in the DWSB?
So what systems on a fighter [/b]won't kill the crew when they explode? http://www.trekrpg.net/Board/ubb/wink.gif
------------------
'...The Borg have stopped at deck 10...'
'...Deflector Control, no vital systems...'
Not a vital system! What the heck do you think stops the ship going 'poof' every time it goes to warp?
- ST:First Contact; Lt Hawk
Glad you asked. Steve was kind enough to send us the exact correct stats for the Starfleet Attack Fighter just for this simulation. So we're using the same fighters you'll get in the DWS. ...and they kick ass (when used properly. YMMV...)
As for exploding systems- well, when you use the hit location tables, you have to ignore just about everything since none of that stuff is on a fighter. Reroll, reroll, reroll, boom. Almost anything that can get past the threshold will pop a system on a fighter. One of our fighters has no Comm. Another one has no warp core. You get the picture?
------------------
"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
[This message has been edited by Cmdr Powers (edited 04-17-2001).]
I was wondering.... Our game served as a combat test for the Peregrine class fighters, didn't it? If so, I think our fighter pass the test! If Steve Long could see their usefulness in combat, I'm sure he would be impressed. They're fantastic! Every Akira in Starfleet should carry a squadron of these "toys" for an effective defense. Perhaps the Perimeter Defense Directive (I think that's the name, correct me if I'm wrong) would be boosted with a policy like this one implemented.
Hey, have you heard that, Mr. Starfleet Chief of Operations? Hehehehehe...
See ya!
Capt. Ronaldo Marques
USS Vanguard, NCC 68707
Well the game has been suprisingly good up to this point. We're holding our own . . . and the romulans have proven to be a worthy enemy against us, or at least I would say. The best way I would describe it is like a Big bear against a Hive . . . sure it might be bigger and harder hitting . . . however like bees, all those little stings count towards something big and nasty in its own right.
However, I wonder what would of happened if the diplomatic overtures had worked . . . oh well.
------------------
"See Everything; overlook a great deal; correct a little." -Pope John XXIII
TURN 11 RESULTS: GAME OVER!
Commander Seylar of the Romulan Star Navy issued commands to make a run on Star Runner, reinforcing her forward shields back up to over 900 by diverting power from aft shields. At the terminus of the run, Star Runner would point-blank fire a plasma torpedo right down USS Vanguard's throat.
It was not to be.
As Star Runner sluggishly began to respond to these new commands, USS Vanguard multifired 4 quantum torpedoes into Star Runner's forward aspect. The shields weren't up and 1600 points of damage slammed into the crippled ship! Explosions, hull breaches, failing systems, and finally the general collapse of the main superstructure. Star Runner was expanding wreckage. Romulan personnel who managed to get to escape pods were lucky. Commander Seylar had saved their lives with her order for non-essential personnel to get to the pods.
Crew on those pods and Lt. LaSalle, piloting the Attack Fighter Phoenix had a ring-side seat as he watched the quantum torpedoes flash into the huge warbird and detonate. Then the singularity collapsed. Star Runner became a star. Lt. La Salle died instantly as his fighter was struck by the shockwave. Only 25 escape pods and some 57 Romulans escaped general destruction. The shockwave raced out from the blast and washed over the shields of the other Starfleet ships, blowing out USS Vanguard's meager forward shields. The other ships survived the blast unscathed, but USS Vanguard's forward shields collapsed and her sensor systems were 25% damaged. Twelve more crew were killed from conduit feedback explosions.
Captain Ronaldo Marques now had a dilemma. He had won the battle, but the war might not be over. Commander Seylar had definitely contacted the Star Empire about her find and Starfleet's presence. There had to be a Romulan Task Force on the way right this moment. He had a badly damaged starship with unrecovered shuttles and fighter all through this part of the belt. Recovery would have to be effected through the forward shuttlebay until Engineering could get the aft bay repaired. Sickbay facilities were filled with radiation and decompression casualties. Marques wasn't sure if Vanguard could face another battle in her condition.
And there was the Romulan's discovery. What had they found on the planet and what were those strange anti-proton readings coming from Planet 3's larger moon? What had become of Star Runner's away team?
Should Captain Marques take the time to investigate, or should he do what his instincts told him and get the hell out of this system? And did he have a duty to rescue the Romulans who had escaped the death of their ship?
***********************
This ends the Akira vs D'Deridex simulation. I think we've proved that Starfleet Attack Fighters can make the difference. Throughout the main part of the battle, the Star Runner had to deal with crippling blows from the wings of fighters rather than concentrate on Vanguard. Those blows depleted her shields away and she was helpless to deal with the big attack from Vanguard.
Also, random chance played a factor. If Star Runner had managed to get initiative on turn 11, she would have been able to reinforce her shields and get close enough to Vanguard to put some big hurt into the Federation ship. Unfortunately, with her SU's so depleted, Star Runner still wouldn't survive long.
Good game everyone. I enjoyed doing this and I hope you did too. Please let me know what you think.
'Commander Powers'
Marques, pick up the survivors and use them as hostages!
http://www.trekrpg.net/Board/ubb/wink.gif
Great Sim!
I had a blast, in spite of getting blasted. http://www.trekrpg.net/Board/ubb/smile.gif
------------------
Doug Odell
A very good game . . . to bad my character was running away in a pitiful little Type 7.
------------------
"See Everything; overlook a great deal; correct a little." -Pope John XXIII
This message has been removed on request by the
poster
Hehehehe.... I have pretty funny ideas about what to do with the survivors....
"Survivors? Where? By the way, it's time to perform that adjustment in the phaser arrays, right lieutenant?"...
Sorry, just kidding, hehehehehehe......
Ronaldo Marques
We'll never know how the game might have worked out otherwise, because: a) I had to keep us on track as a combat sim. and b) I ain't doin' this agin ferawile!!
Seriously, it has been quite an experience with a surprising amount of good roleplaying going on. I've enjoyed doing this even when my wife stomped up to the computer room door and said, "do you have any idea what time it is??!!!"
Turn 11 results should be done shortly...
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"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
Every one . . . if I haven't said it before I'll say it again, Good Game everyone, a pleasure and an honor it was to play with all of you, including our opponents.
The Normal play in the middle made for some very interesting RPGing . . . but I still have to wonder . . . what must be so important that someone is willing to go at war with a Allie over? Well if this becomes some long strung game . . . we may find out.
As far as the simulation goes it showed that an Akira and her Air Wing was a match to a much larger vessel, in the case a Romulan Warbird (I forget the class name off the top of my head)(Oh, what is the designation for a Romulan Naval Vessel?). However, we, the air crew, (I think) didn't use the manueverability of the Starfleet Attack Fighters to the best of their advantages . . . namely the manueverability.
Furthermore, it would be great if those fighters had better shields, but that wouldn't balance them out. And even without that they are like PT boats with 10 inch cannons.
Is it possible, 'CMDR Powers', that you can email me a standard version of the SAF, I mean using standard Last Unicorn Core book stats. If possible, may I use it in my own RPG?
As for the Romulans . . . can you imagine what a moving warbird would do to any SAFs in her way?
:-) ok, got to rest now, night.
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"See Everything; overlook a great deal; correct a little." -Pope John XXIII
You make some good points JALU3.
At the back of Space Dock is the section on converting Space Dock ships to regular LUGTrek ships. If you don't still have the SAF stats I can resend them to you and they will be very easy to convert. OTOH, DWSB is just about to pop up here (so they say) and you'll have them anyway.
As for the reason for the fight, you guys found part of it in the debris field from the Tactical Cube. Somebody has turned one of Planet 3's moons into a gigantic beam weapon that fires pure anti-protons- absolutely pure! The Romulans lost part of their away team investigating it. The 'doomsday machine' that Kirk ran into was just a prototype for this device. When the Romulans realized what they had found, they were forced to do anything to keep it in their hands only by Romulan SOP.
And there you have it. A reason for 'allies' to fight each other.
Of course, eventually the Federation and Romulans will be good friends...
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"The best diplomat I know is a fully charged phaser bank" -Montgomery Scott
Thanks to one and all involved in this sim. I for one, really enjoyed watching this play out.
Congrats to the fleeters for their victory, and better luck next time to the Romulans (well, maybe not. http://www.trekrpg.net/Board/ubb/wink.gif)