Starship Skirmish: Love, Hate and One Step

>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.

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.

>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.

[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.

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

The plan is to deploy up to 2 hexes from the deployment point A and wait for enemies to show up.

Protip, remove blast from missiles or make it do only +1 damage per point your attack beat the target number

I want to see how the current stats work in this mission first.

Fair enough I just saw the new rules

Why do you have 8 shields if you have 10 emitters?
Also having 4 generators will not help you recharge faster.

[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

Recharge should be 1 only

Is your Heavy Pulse Laser dual mount or two single ones? The (FP,FS) bit points to the latter

Right, should be two different mounts

Ok, ship accepted. Your designation is [1]Pat Harding.

Do you mind waiting a bit in case more people join?

Yo, I might join on this in a little bit, just trying to figure out the rules on making ships.
Hold my spot.

yeah no problem I have the time

Welcome! Feel free to ask if something is confusing.

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?

Never mind, I see the credit limit now.
I just skipped past most of your text and read the slides. Shows me.

[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]

More generators do not make for faster recharge.
I should make it clearer in the next verison.

Please add short range jumps and fighters.
I need my sudden shoot-and-scoot tactics man.
I needs them!

Fighters are in the plans, but short range jumps are somewhat less likely.
Do you play Eve Online, perchance?

Nope. I always wanted to. But I'm a little too late now.
Star Citizen it is then!

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

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 ?

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

>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?

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

>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

I'm not sure if this means you'll participate or not, but I'll deploy you anyway.

Personnel list:
[1]Pat Harding
[2]HMNZSS Caelia
[3]Decimator

Nobody specified where to deploy them but the deployment zone isn't that big anyway.

Map incoming!

well thanks, i'd like to be in the direction 2, 2 fields away from a please

"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.

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

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

Caelia moving to intercept those strafers.
Turn to 5 and set speed at 2.
Begin charging the Mass drivers.

>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

Rolled 8 (1d10)

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

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.

oh okay ...
but 2 aim actions for 2 seperate guns is okay ?

Yes.

>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.

Quick question, is friendly fire a thing?
Can I accidentally shoot my comrades, and can enemies shoot theirs?

Damage report on the Decimator:

>One missile destroyed
>One Pd gun destroyed
>One shield generator damaged
>One laser damaged

No, space is too big for that. You can also freely enter hexes where other ships are present.

Rolled 8, 7, 7 = 22 (3d10)

my luck and test games ~_~

>1st AP: missile1 @ MP 3
>2nd AP: missile 2 @ MP 1
>3rd AP: chargerail gun1
>4th AP: shoot railgun 2 at M2
>5th AP: charge shield (1)
>6th AP: repair Laser Cannon
>7th AP: Change PD gun to Ship to Ship mode

Rolled 5 (1d10)

repair roll

Rolled 6 (1d10)

>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

Maintain current heading, speed up 1.
Fire Massdriver 1 2 hexes [2] of S1.
Fire Massdriver 2 3 hexes [2] of S1

Rolled 3 (1d10)

and the other gun

Rolled 2 (1d10)

First Massdriver roll

[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

Rolled 7 (1d10)

Second Massdriver roll

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 ?

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 ?

Pd guns attack the missiles that attack the ship they're on. Without using AP, yes.

and when they switch mode ?

overdrive? you can overdrive your engine and move twice, but you might destroy it
Also what happens if you overshot and leave the map?

you can spend an action to switch any PDs to direct fire, or any direct fire weapon to PD mode

i know that, but would they still shoot automaticly at any ship in range ?

No, in Ship-To-Ship mode they fire like any other weapon

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.

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.

Full broadside with my medium turbolaser ports on S1 and S3
Begin recharging massdrivers
Repair damaged PdG

(Lotta rolling coming up)

Rolled 8 (1d10)

Starboard MTL port 1

Rolled 2 (1d10)

Starboard MTL port 2

Rolled 10 (1d10)

Port MTL port 1

Rolled 1 (1d10)

Port MTL port 2

Rolled 5 (1d10)

Repair check

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

You're one AP short if you want the broadside to be with charged turbolasers. Mounts take 1 AP to charge per gun.

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.

Rolled 10 (1d10)

Wow...

>6AP to get up to speed
>shoot las can @ m2

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

Thats me

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.

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.

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.

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

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.

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

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

you really need to buy a 2nd engine

and by you I mean me

Going a little skitzo there mate?
The black getting to your head?

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.

I'll assume you wanted to fire after that second aim

yes

But who did you want to fire at? S2 has been destroyed already.

my bad I wanted to fire at s1

OK. Now we're just waiting for Spart.

Shots are fired and mostly miss, HMNZSS Umbral Star arrives to help and Pat shoots at a weaponless retreating enemy.

Rolled 1, 7 = 8 (2d10)

Turn to bearing [1] and fire up to impulse 2.
Fire starboard MTL batteries at S1
Rollerino.

Your MTLs are dual, so you need two more rolls.

Rolled 9, 1 = 10 (2d10)

Herp derp. I knew that.

It looks like the participation has petered out.

Anyway, Pat loses the FP heavy pulse laser.

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

Broadside on S1 -4AP

4 AP for a broadside?
And what are MAC guns?