>What is this about? This is a kind of strategy game where you control a space ship, battle space enemies and hopefully don't get turned into space debris. In space.
>How can I join? It's simple: - Choose a name for yourself and your ship - Put it into your trip - Read the rules - Design your ship (or take a sample one provided a few posts below) - Copy the stats of your ship into the bottom of your posts.
Liam Anderson
It has been thousands of years since humans discovered FTL. In that time humanity settled a corner of the Galaxy, discovered no non-human sapient species and managed to become an ancient precursor civilization to itself at least a few times. Right now humanity is pretty divided, with states ranging from 4-5 systems to a single orbital habitat, and low-level space warfare is ubiquitous. This is where you come in.
Benjamin Garcia
>Changelog: [spoilers]Bigger hulls added More weapons added Fractional system size Missile launchers and magazines made smaller and cheaper DIY Railgun made smaller Shield generator made smaller[/spoilers]
Other changes are postponed until I see how bigger ships perform.
John Campbell
[C&C]: I'll let the client explain this one.
[Lorenz Castro]: I am the manager of Anna Sugimiya, a singer very popular in these parts. If you haven't heard of her, it's okay; that's why you were hired, actually. Anyway, some time ago Ms. Sugimiya had announced her upcoming marriage, which didn't sit well with some of her fans. Apparently they're aggravated by the fact she's "not pure" anymore. We have received death threats, and recently a word reached me about multiple purchases of armed ships financed by sales of cartoon porn featuring the likeness of Ms. Sugimiya. I've planted some rumors that should lure the potential attackers out. Your job is to dispose of them.
[C&C]: Well, you've heard the man. One thing to add is that apparently this singer has a lot of fans among military personnel, so you might not be facing amateurs. Good luck.
Aaron Gonzalez
You have 640 credits to design your ship for this mission. Or you can choose the sample ship below:
[Falcon class] Ship name here HP 41 | AP 7 | Thrust 1/3 | Shields 4/4 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 BDMD-H (F) Charge, Projectile 2 Dual MTL (FPA, FSA) To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe 3 Dual Bascinet PdG To hit 6 Dmg 1 Point defense Triple Gae Bolg missile To hit 4/5/6/6 Dmg 4 at all ranges Seeker, Blast, 1 ammo Ancile shield gen 4 Shield emitter 1
Christopher Barnes
The plan is to deploy up to 2 hexes from the deployment point A and wait for enemies to show up.
Carson Miller
Protip, remove blast from missiles or make it do only +1 damage per point your attack beat the target number
Brody Howard
I want to see how the current stats work in this mission first.
Bentley Ramirez
Fair enough I just saw the new rules
Asher Bennett
Why do you have 8 shields if you have 10 emitters? Also having 4 generators will not help you recharge faster.
Parker Carter
[Falcon class] HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 4) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: DUAL Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile 2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360º Ancile shield gen 7 Shield emitter 1
Juan Anderson
Recharge should be 1 only
Jaxson Johnson
Is your Heavy Pulse Laser dual mount or two single ones? The (FP,FS) bit points to the latter
Levi Mitchell
Right, should be two different mounts
Luis Campbell
Ok, ship accepted. Your designation is [1]Pat Harding.
Do you mind waiting a bit in case more people join?
Jace Rivera
Yo, I might join on this in a little bit, just trying to figure out the rules on making ships. Hold my spot.
Benjamin Roberts
yeah no problem I have the time
Nathaniel Moore
Welcome! Feel free to ask if something is confusing.
Grayson Nelson
I see that systems have a cost, is there an upper limit of cost to each hull, or is this a budgeting system? In short, how many guns can I strap to the front of my ship and get away with it?
Logan Butler
Never mind, I see the credit limit now. I just skipped past most of your text and read the slides. Shows me.
Nicholas Rogers
[Kestrel Class] HP 33 | AP 7 | Thrust 1/2 | Shields 8/8 (Recharge 2) Thresholds 29/25/21/17/13/10/7/4 Systems: 2 Ancile Shield Generator 8 Shield Emitter 1 2 BDMD-H Mass Driver (Front) [Charge, Projectile] 2 Dual Bascinet PD Chaingun [To hit 6 Dmg 1 Point defense] 4 Dual MTL (2 port/2 starboard) [To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe]
Brandon Davis
More generators do not make for faster recharge. I should make it clearer in the next verison.
Jack Robinson
Please add short range jumps and fighters. I need my sudden shoot-and-scoot tactics man. I needs them!
Hunter Martin
Fighters are in the plans, but short range jumps are somewhat less likely. Do you play Eve Online, perchance?
Cameron Green
Nope. I always wanted to. But I'm a little too late now. Star Citizen it is then!
Luis Phillips
i think they are build in so that when one is damaged you still recharge your shield. did the same when i was toying around with building a ship
also why are missiles still so expensive ? or are they so OP ? was trying to build something with magazines ... its nearly impossible to make something like a missile cruiser
much less something with a rail gun and missiles
Kevin Lee
also, since size is the most limiting factor (at the moment)... putting in 2 DIY Kit Railguns offers more than making a single one bigger, except i get something wrong ?
Aaron Garcia
the thing with missiles is that they do absurd damage, 4 extra per point over the target number you still need an action to recharge and other to aim(if you want to aim) per gun so a bigger one would be more efficient
Carter Flores
>i think they are build in so that when one is damaged you still recharge your shield. A backup generator is a nice thing to have, but it doesn't give you recharge 2 as in >>also why are missiles still so expensive ? The rules are still in the balancing stage. We'll see how they perform.
Only if you are limited by capacity, which is not guaranteed
By the way, user, are you planning on joining?
Owen Miller
well i still need to clean up my apartment and want to go out drinking tonight, but i leave you the Falcon i build
[Falcon class] Decimator HP 41 | AP 7 | Thrust 1/3 | Shield 4/4 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Ancile Shield Generators 4 Shield Emitter 1 3 Bascinet PD Guns To hit 6 Dmg 1 2 DIY Kit Railgun (F) To hit 4/7/5/2 Dmg 12 3 Laser Cannon (F,P,S) To hit 6/5/3 Dmg 8/4/2 3 Gae Blog Missile Tubes (A) To hit 4/5/6/6 Dmg 4
leaves me at 0 money and 0 space
Caleb White
>you still need an action to recharge and other to aim(if you want to aim) per gun so a bigger one would be more efficient
on the other hand i can charge both at the start of the game and than have one shooting and the other relaoding/charging so my ship can shoot an endless stream of railgun rounds
Chase Hughes
I'm not sure if this means you'll participate or not, but I'll deploy you anyway.
Nobody specified where to deploy them but the deployment zone isn't that big anyway.
Map incoming!
Julian Butler
well thanks, i'd like to be in the direction 2, 2 fields away from a please
Ryder Lopez
"Fleet standing by, ready for punch." "Fleet, you are green for subspace punch, repeat, green for subspace punch. Good luck out there boys." "Many thanks Control, we'll bring back some souvenirs for you. Fleet out."
3... 2... 1... Punch.
Ryan Phillips
Attention, hostiles incoming!
I'm detecting three distinct ship type among the enemy. Scan results attached.
Missile ship HP 9 AP 4 Thrust 1/1 Thresholds 7/4 Systems: Quad Parashu missile To hit 4/5/6/6 Dmg 4 at all ranges Seeker, Blast, 1 ammo LTL (FPS) To hit 7/6 Dmg 2/1 Direct fire, Charge to strafe
Strafer ship HP 13 AP 4 Thrust 1/2 Thresholds 10/7/4 Systems: Dual HTL (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Charge to strafe Bascinet PdG To hit 6 Dmg 1 Point defense
Gun ship HP 17 AP 5 Thrust 1/3 Thresholds 14/10/7/4 Systems: 2 BDMD-H (F) Charge, Projectile Bascinet PdG To hit 6 Dmg 1 Point defense
Isaac Flores
Sorry, data got corrupted. Real missile ship stats below
Missile ship HP 9 AP 4 Thrust 1/1 Thresholds 7/4 Systems: Quad Parashu missile To hit 4/6/7 Dmg 4 at all ranges Seeker, Blast, 1 ammo LTL (FPS) To hit 7/6 Dmg 2/1 Direct fire, Charge to strafe
Kayden Collins
Caelia moving to intercept those strafers. Turn to 5 and set speed at 2. Begin charging the Mass drivers.
Kayden Adams
>turn towards [2] >Aim >Fire Railgun 2 hexes [5] of M2 >recharge railgun >Burn 1
[Falcon class] Dream Chaser IIIb HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile 2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360º Ancile shield gen 7 Shield emitter 1
Nicholas Hughes
Rolled 8 (1d10)
Adrian Taylor
Rolled 7, 1 = 8 (2d10)
"I'll take care of these missile ships. I would be greatfull if some one could keep an eye on these Gun Ships."
>1st AP speed up to 2 in direction 2 >2nd AP aim at M2 >3rd AP aim at M1 >4th AP fire Railgun 1 at the M2 >5th AP fire railgun 2 at M1 >6th AP recharge Railgun 1 >7th AP recarge Railgun 2
[i hope i messed nothing up here?]
[Falcon class] Decimator HP 41 | AP 7 | Thrust 1/3 | Shield 4/4 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Ancile Shield Generators 4 Shield Emitter 1 3 Bascinet PD Guns To hit 6 Dmg 1 2 DIY Kit Railgun (F) To hit 4/7/5/2 Dmg 12 3 Laser Cannon (F,P,S) To hit 6/5/3 Dmg 8/4/2 3 Gae Blog Missile Tubes (A) To hit 4/5/6/6 Dmg 4
Brayden Anderson
You need 4 AP to speed up to 2. That's what 'Thrust 1/2' means.
Also you charge weapons before firing, not after, though this won't influence this turn.
Henry White
oh okay ... but 2 aim actions for 2 seperate guns is okay ?
Liam Mitchell
Yes.
Jace Baker
>C&C forgot that Falcon has thrust 1/3, so Spat would have to spend 6 AP to accelerate to speed 2 >As a compromise, Spat accelerates to 1, shoots one railgun and charges the other.
The missile ships fire all their combat load at once. Caelia moves out of range in time, and Pat's Pd guns make a short work of the missiles. But Spart is not so lucky; even though one missile is shot down and two others miss, the last one hits hard. >0 shields, 17 HP left. Those were rolls of 10, 10, 1, wtf.
Spart's railgun shot passes far to the aft of the target, which accelerated too far from its predicted position. Pat leads his shot correctly but misses anyway. The gunships also miss.
Ethan Brown
Quick question, is friendly fire a thing? Can I accidentally shoot my comrades, and can enemies shoot theirs?
>Aim HPL1 at m1 >fire >Aim HPL2 at m3 >fire >turn [1] >burn
[Falcon class] Dream Chaser IIIb HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile 2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360º Ancile shield gen 7 Shield emitter 1
Lincoln Watson
Maintain current heading, speed up 1. Fire Massdriver 1 2 hexes [2] of S1. Fire Massdriver 2 3 hexes [2] of S1
Kevin Moore
Rolled 3 (1d10)
and the other gun
Lincoln Myers
Rolled 2 (1d10)
First Massdriver roll
William Kelly
[Falcon class] Decimator HP 41 | AP 7 | Thrust 1/3 | Shield 4/4 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Ancile Shield Generators (1 damaged) 4 Shield Emitter 1 (current Shield Power 1 / 25%) 2 Bascinet PD Guns To hit 6 Dmg 1 (Ship2Ship mode) 2 DIY Kit Railgun (F) To hit 4/7/5/2 Dmg 12 3 Laser Cannon (F,P,S) To hit 6/5/3 Dmg 8/4/2 0 Gae Blog Missile Tubes (A) To hit 4/5/6/6 Dmg 4
Lincoln Robinson
Rolled 7 (1d10)
Second Massdriver roll
Isaiah Baker
so do the Pointdefense guns attack everything in the hex next to the ship and in hex of the ship itself automatic without using an AP ?
Sebastian Clark
also how comes the M1 and M3 can move 4 hexes with the 1/1 movement AND shoot missiles when they have only 4 AP ?
Asher Williams
Pd guns attack the missiles that attack the ship they're on. Without using AP, yes.
Josiah Richardson
and when they switch mode ?
Nicholas Ramirez
overdrive? you can overdrive your engine and move twice, but you might destroy it Also what happens if you overshot and leave the map?
Daniel Anderson
you can spend an action to switch any PDs to direct fire, or any direct fire weapon to PD mode
Hunter Nelson
i know that, but would they still shoot automaticly at any ship in range ?
Gavin Thompson
No, in Ship-To-Ship mode they fire like any other weapon
James Rogers
The map will adjust itself to the ships' positions to some extent, but if they are too far from each other some of them will leave combat.
Blake Nguyen
The gunships catch Spart in a crossfire, managing to destroy his intact shield generator. Spart's missiles miss, while his railgun shot fails to predict target's acceleration. >Shields 0, HP 8. Shield generator destroyed. Laser cannon repaired.
Caelia is caught in a hail of turbolaser fire >Shields 0, HP 17, 1 PdG destroyed, 1 damaged.
Pat leaves his opponent in a sorry state with 1 HP.
Logan Sanders
Full broadside with my medium turbolaser ports on S1 and S3 Begin recharging massdrivers Repair damaged PdG
(Lotta rolling coming up)
Jayden Phillips
Rolled 8 (1d10)
Starboard MTL port 1
Grayson Johnson
Rolled 2 (1d10)
Starboard MTL port 2
Dominic Allen
Rolled 10 (1d10)
Port MTL port 1
Justin Foster
Rolled 1 (1d10)
Port MTL port 2
Joshua Ramirez
Rolled 5 (1d10)
Repair check
Christian Rogers
Rolled 6, 4, 1 = 11 (3d10)
>Aim both HPL at S2 -2AP >fire both HPL -2AP >Turn towards[1] >charge railgun -1AP >Aim at G2 >fire at its expected position(which should be [4] [5] after the inertia and also 6 hexs from me)
[Falcon class] Dream Chaser IIIb HP 41 | AP 7 | Thrust 1/3 | Shields 7/7 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile 2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360º Ancile shield gen 7 Shield emitter 1
Daniel Garcia
You're one AP short if you want the broadside to be with charged turbolasers. Mounts take 1 AP to charge per gun.
Aiden Sanders
I didn't want to charge them. I'm recharging my massdrivers.
Here's my math: Broadside: 4 AP (2 guns on starboard 2 guns on port) Recharge each MAC gun 2 AP Repair PdG 1 AP =7 AP in total.
Henry Lopez
Rolled 10 (1d10)
Wow...
>6AP to get up to speed >shoot las can @ m2
Gabriel Green
The barely holding together missile ship speeds away, but not before taking a potshot at Pat. Pat's shots find their targets as well. >Pat: 1 shield 41 HP >S2: obliterated >G2: mass driver destroyed
Caelia and three enemy ships exchange a hail of fire. Unfortunately, the enemy has more firepower... >Caelia: destroyed >S1: HTL destroyed >S3: HTL damaged
Spart decides he'd rather drink with friends and accelerates to leave the battle, handily deceiving enemy gunners. >6 HP left, shield generator destroyed
Matthew Rodriguez
Thats me
Oliver Clark
Sorry I didn't wait for you. But I did practically the same actions for you, and your shot missed, so the end result is the same.
Colton Lee
Well, sum' bitch. Oh well. GG boys. I'm definitely gonna bring this up with my gamin group next time we meet. Probably gonna homebrew the shit out of this.
Mason Williams
Thanks for playing! These rules themselves are based on Voidstriker (which is available for free since not long ago), so you might as well go to the source.
Ryder Powell
Rolled 3, 3, 9 = 15 (3d10)
you could roll another ship, maybe if C&Cis ok with that can I use more than 1 AP to regen shields? say I spend 3 AP to regen 3 shields
Jonathan Taylor
C&C is ok with that
>can I use more than 1 AP to regen shields? >say I spend 3 AP to regen 3 shields Of course. That was the intention.
Dominic Wood
Rolled 8, 3, 9 = 20 (3d10)
>turn [5] >Aim S3 >fire >Aim S2 >overdrive >Burn
[Falcon class] Dream Chaser IIIb HP 41 | AP 7 | Thrust 1/3 | Shields 1/7 (recharge 1) Thresholds 37/33/29/25/21/18/14/10/7/4 Systems: 2 Heavy Pulse laser (FP,FS) HIT 7/6/5/3 DMG 8/4/2/1 strafe, directfire DIY Kit Railgun HIT 4/7/5/2 DMG 12 charge, projectile 2 Dual Bascinet PdG To hit 6 Dmg 1 Point defense 360º Ancile shield gen 7 Shield emitter 1
Jaxson Hernandez
Another go? Yes please!
I'll probably just go with a ship of the same class though. Just for ease of everyone's time.
Callsign is now HMNZSS Umbral Star
Jack Wood
you really need to buy a 2nd engine
Grayson Myers
and by you I mean me
Jacob Nguyen
Going a little skitzo there mate? The black getting to your head?
Landon Reed
So far i had 3-4 oneshot games,where some People,wanted,to Test rules and stuff. Most of the time I got shot down within the first few turns or did jack shit at all.
Austin Clark
I'll assume you wanted to fire after that second aim
Charles Collins
yes
Henry Evans
But who did you want to fire at? S2 has been destroyed already.
Joshua Rodriguez
my bad I wanted to fire at s1
Jason Cook
OK. Now we're just waiting for Spart.
Luke White
Shots are fired and mostly miss, HMNZSS Umbral Star arrives to help and Pat shoots at a weaponless retreating enemy.
Zachary Gonzalez
Rolled 1, 7 = 8 (2d10)
Turn to bearing [1] and fire up to impulse 2. Fire starboard MTL batteries at S1 Rollerino.
Bentley Perry
Your MTLs are dual, so you need two more rolls.
Parker Miller
Rolled 9, 1 = 10 (2d10)
Herp derp. I knew that.
Chase Scott
It looks like the participation has petered out.
Anyway, Pat loses the FP heavy pulse laser.
Levi Adams
Rolled 6, 2, 1, 10 = 19 (4d10)
Sonovabitch. I hate it when shit like this happens.
Maintain current heading and speed. Charge up the MAC guns -2 AP