Starship Skirmish: PROMOTIONS

>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.

Other urls found in this thread:

youtu.be/3kWwwh541_o
twitter.com/SFWRedditGifs

After this thread, the skirmish goes on hiatus for 3 to 5 weeks due to IRL stuff.
When I come back, it will reappear on Veeky Forums on Saturday, 1pm GMT, as always.

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:
Point Defense guns now can protect other ships in 0-1 hex range
More weapons added
Missiles weaker and cheaper
DIY Railguns limited to 1 per ship
Shield emitters 2

[C&C]: The mission is to assassinate a high-standing executive of Masters Organic Foods Inc. Fortunately, she is currently on her private yacht far away from any kind of law enforcement. Unfortunately, said yacht has armor of a light cruiser and half the armament of one. It also may have escorts.

You have 230 credits to design your ship for this mission. Or you can choose the sample ship below:

[Sparrow class] Ship name here
HP 13 | AP 4 | Thrust 1/2
Thresholds 10/7/4
Systems:
Heavy Turbolaser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Charge to strafe
Light Pulse Laser (FPA) To hit 7/6/5 Dmg 4/2/1 Direct fire, Strafe
Bascinet PdG To hit 6 Dmg 1 Point defense

do we get any extra cash for participating in previous missions?

Not right now but I'll give it a thought.
Do yoy think the budget for this mission is too low?

not really, but with 230 we won't be able to buy any of the big ships

This just is a mission for smaller ships.

[Swallow class] BlueShift
HP 9 | AP 4 | Thrust 1/1 | Shield 4/4
Systems:
Heavy Turbolaser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Charge to strafe
2xShield emitter 2

lets try with a scout ship first

This mission could be difficult for a single ship, so I' d like to wait for more players (no more than an hour though), if you don't mind.

I see you have no shield generator on your ship. Emitters can't work by themselves.
Also, please choose a name.

Thanks.
You forgot to remove shields from the ship stats though.

[Swallow class] BlueShift
HP 9 | AP 4 | Thrust 1/1
Systems:
Heavy Turbolaser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Charge to strafe
2xBascinet PD chaingun To hit 6 Dmg 1

You have enough money for a Heavy Pulse Laser, by the way. It's strictly better than a turbolaser.

good call, I'll switch it

[Swallow class] BlueShift
HP 9 | AP 4 | Thrust 1/1
Systems:
Heavy Pulse Laser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Strafe
2xBascinet PD chaingun To hit 6 Dmg 1

The wait is over. Let's see if I can fudge the difficulty for a single player.

Deployment complete. Your designation is [1] BlueLeader

[C&C]: Target sighted. Doesn't seem suspicious yet.
Oh, sensor scan results are in. This really is a light cruiser hull, though thanlfully gutted.

Target:
HP 41 | AP 7 | Thrust 1/3 | Shields 6/6 (recharge 1) | Size mod +1
Thresholds 37/33/29/25/21/18/14/10/7/4
Systems:
Light Pulse Laser (FPSA) To hit 7/6/5 Dmg 4/2/1 Direct fire, Strafe
Bascinet PdG x2 To hit 6 Dmg 1 Point defense, Strafe
Ancile shield generator
Shield emitter 2 x3

I'm sure I can kite it to death, but that would take me 50ish turns
Well for now I'll move 1 hex closer to it

All is quiet in space because there's no air

Say what are my chances to ram the other ship scram my ship's power generator and fly away in a vaccsuit?

Ramming in space is really difficult, and crossing deep space in a vacsuit is ill advised.

Then lets talk "This is BlueShift, from the Local Star's Space Patrol, we got reports of a smuggler rig around this sector, please lower your shields so we can scan your cargo"

>Let's see if I can fudge the difficulty for a single player.

I'm late again. Damn it.

You can join in, actually. Nothing by the way of combat has happened yet.

[Male voice]: Uh, BlueShift, this is Star Princess. We are a recreational vessel, we have no
[Female voice]: How dare you take me for a smuggler! Do you know who I am!? You all will be fired tomorrow evening! No, before noon! Your families will be fired! And then you'll be banned from soup kitchens!

That's okay C&C, we'll pick him up.

What? You thought I was lost in a nebulae cloud, forever drifting in space? Funny story actually. So, what happened was...

Put me on approach from BlueLeader's position
>Accelerate to 2
>Charge 2x

==Kessler Syndrome==
Rook Class
AP 5 HP 17
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

Light Gauss Gun [F] *C
Light Gauss Gun [F] *C
Light Gauss Gun [F]
Light Gauss Gun [F]

Good to see you well! Your designation is [2] Gently Recommends

you have some big guns but i'd use two heavy gauss instead they are more efficient
"Star Princess this is BlueShift, you have 5 Local time units to lower your shield so we can scan your cargo, I repeat you have 5 local time units to lower your shield so we can scan your cargo or we will call for reinforcements from the Local Star Defence Force" btw this is all bullshit, I'll also accelerate once

Probably, but I'm not made of space credits. I had to pay a fortune to flood the radioactive stuff I soaked up floating in a nebulae flushed.

And also? This vintage admiral hat didn't come cheap.

>230-160 = 70
>70-38-38 = -6
>Two H. Gauss was my first desire, but there's not enough design credit to get them this time.

maybe one big two smalls?don't know but you won't be able to use 4 guns on the same turn unless they are all in the same mount

[Sparrow class] Firebird
HP 13 | AP 4 | Thrust 1/2
Thresholds 10/7/4
Systems:
BDMD-H Mass Driver (F) | To hit 4/5/5/2 Dmg 8 at all ranges | Projectile, Charge
Light Pulse Laser (P, S) To hit 7/6/5 Dmg 4/2/1 Direct fire, Strafe

Ancile shield Generator
Shield Emitter 1

Oh RIGHT, the *mounting*. I always forget you can do that. My weapons guy is as exasperated as you imagine.

Let me just update those specs real quick, C&C. Turns out the last two light guns were actually one big gun.

Curtesy of rookie Spooks duct tape and Rookie Jones' tech school electrical wire splicing.

==Kessler Syndrome==
Rook Class
AP 5 HP 17
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
Light Gauss Gun [F] *C
>Mount 2
Heavy Gauss Gun [F]

[Female voice]: No, it's you who have 1 local time unit to fuck the fuck off!
[Male voice in the background]: "Fuck the fuck off"? Can you even say that?

Course plugged in, moving into attack position
[Accelerate once]

Rolled 2 + 2 (1d10 + 2)

"Roger Space Princess, Kessler Syndrome we just found some bandits, proceed with tactical bombardment"
I'll aim my gun and fire

[Swallow class] BlueShift
HP 9 | AP 4 | Thrust 1/1
Systems:
Heavy Pulse Laser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Strafe
2xBascinet PD chaingun To hit 6 Dmg 1

well that was a -2 instead of a +2, -1 from aiming -1 because the other ship is a bigass cruiser

Rolled 10, 9, 7 = 26 (3d10)

And now this is the part where - normally - my cunning and smarts would pay off. As it happens, I shall instead rely on superior firepower.

Are we still trying to be sneakyabout this? Because I'm fairly confident this will give away our disguise.

"Hello! This is Gently, of the Gently Recommends. In this case, we recommend you find the nearest lifepod or generally safe crew compartment because we've been given a sizable sum to blow apart your ship.

Uh; no hard feelings as it were"

>Charge H. Gauss
>Aim [T]arget
>Fire Heavy Gauss at [T]arget (vs 5)
>Fire Light Gauss at 5 of [T]arget (vs 4)
>Fire Light Gauss at 2 of [T]arget if they move (vs 4)

==Kessler Syndrome==
Rook Class
AP 5 HP 17 Speed 2
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 2
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 3
Heavy Gauss Gun [F] *C
5 dmg 7/6/4/3

[Male voice]: Mayday, mayday, this is Star Princess, we're under attack by unidentified vessels. Leman, where the fuck are you!?

[Leman]: I was just returning, Cap!

[C&C]: This would be a good time to note that you were deployed right between the target and the closest jump gate. Watch out for the attempts to evade or break through though.

Rolled 10 - 2 (1d10 - 2)

>Aim at [T]arget
>fire at [T]arget
>point my nose to 6
>accelerate twice

[Swallow class] BlueShift
HP 9 | AP 4 | Thrust 1/1
Systems:
Heavy Pulse Laser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Strafe
2xBascinet PD chaingun To hit 6 Dmg 1

Rolled 9 + 2 (1d10 + 2)

youtu.be/3kWwwh541_o
"Enemy contact on 10 o'clock. We'll handle them if necessary."

>Charge Mass Driver
>Aim at T
>Fire Mass Driver at T's current location.

Also.


Are ships equipped with reverse thrust engines? if we need to slow down, do we need to turn 180 degrees or that's not necessary?

>Are ships equipped with reverse thrust engines? if we need to slow down, do we need to turn 180 degrees or that's not necessary?
You'll have to turn around, yes.

Rolled 10, 1, 4 = 15 (3d10)

"And now things are getting lively. This isn't much like the old lasers setup we used to have. Let's see if we can't work out the kinks. So they're getting reinforcements?

This'll slow 'em down! And if nothing else, let's just keep up the barrage. I'm not sure I'm much good at fighting these sort of objects in space"

>Fire H. Gauss 44 of Leman (vs 3)
>Aim+fire Light Gauss 44 of Leman (vs4)
>Aim+fire Light Gauss at [T]arget (vs5)

==Kessler Syndrome==
Rook Class
AP 5 HP 17 Speed 2
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 2
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 3
Heavy Gauss Gun [F] *C
5 dmg 7/6/4/3

I still want to buy a second engine/set of thrusters

I have to note Leman will almost surely be out of your front arc.

It does feel more like port than forwards, but rookie Guns was being hopeful. Alas!

Override and turn it into a thrust in direction 5?
>3 AP to move 5

...

>Point nose at 1
>Aim at T
>Fire S Pulse lasers at T
>Charge Mass driver
[Sparrow class] Firebird
HP 13 | AP 4 | Thrust 1/2
Thresholds 10/7/4
Systems:
BDMD-H Mass Driver (F) | To hit 4/5/5/2 Dmg 8 at all ranges | Projectile, Charge
Light Pulse Laser (P, S) To hit 7/6/5 Dmg 4/2/1 Direct fire, Strafe

Ancile shield Generator
Shield Emitter 1
I can Charge a weapon on one turn and fire it with Charge's effect on the next one, right?

>I can Charge a weapon on one turn and fire it with Charge's effect on the next one, right?
Yes, you can.

Rolled 4 + 2 (1d10 + 2)

Forgot the roll to hit

>accelerate once more
>turn towards [3]
>Aim at [T]
>fire at [T] target number 7 I think

[Swallow class] BlueShift
HP 9 | AP 4 | Thrust 1/1
Systems:
Heavy Pulse Laser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Strafe
2xBascinet PD chaingun To hit 6 Dmg 1

Thanks, I seem to have miscalculated it

Rolled 6 (1d10)

No, it is I who miscalculated after all. You pointed your nose at 1, not at T.

Rolled 6 + 2 (1d10 + 2)

Also, why do I always add modifiers to my roll when I try to substract them? Test roll, ignore it...

Rolled 3, 4, 2 = 9 (3d10)

"Okay. Locked in and firing. I think. Space is confusing. I should have gone with the lasers, like the salesman set. Astromechanical inertial movement is hard"

>My Speed should be 1, I was trying to slow down!
>Rotate to face 1
>Aim+Fire H. Gauss 66 of [T]arget (vs 6)
>Aim+Fire L. Gauss 666 of [T]arget (vs 6)
>Fire L. Gauss 666 of [T]arget (vs 6)

==Kessler Syndrome==
Rook Class
AP 5 HP 17 Speed 1
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 2
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 3
Heavy Gauss Gun [F] *C
5 dmg 7/6/4/3

Rolled 4 + 3 (1d10 + 3)

The hell... Either I'm retarded or there's something I don't know about the dice roller.

Rolled 2 + 3 (1d10 + 3)

It's the roller, it seems.

Rolled 8 + 2 (1d10 + 2)

>My Speed should be 1, I was trying to slow down!
Sorry, my bad(

>Rotate to face 1
>Aim+Fire H. Gauss 66 of [T]arget (vs 6)
>Aim+Fire L. Gauss 666 of [T]arget (vs 6)
>Fire L. Gauss 666 of [T]arget (vs 6)
You'll move 3 hexes to 2 before firing, and at that position the hexes you want to fire at won't be in the same arc.

Or did you mean the projected target position?

If my speed is 1, I'll move 1 hex - 1x2, ending up exactly 2 of my current position.

Rotating to , targets are then in that firing arc.

Since I can't actually really know where the targets end up, movement and acceleration and all, I give targetting co-ordinates based on the map update. Their current position, I guess?

But your speed is 3. Sorry, I know I fucked up, but it's too late to change now.
You can hit the hexes you want if you turn to 6 though.

Right.

I've completely lost track of things with the rolling and the back and forth.

Rotate to 6, miss the shots, and then I'll see where everything ends up next turn.

[Target]: Leman! Kill them! Kill them all!

Rolled 6 (1d10)

>burn 3 times
>turn towards leman
>fire at leman
(if I can shoot from where I end my turn, if I have to shoot from my starting position I'll burn twice then aim and fire

[Swallow class] BlueShift
HP 7/9 | AP 4 | Thrust 1/1
Systems:
Heavy Pulse Laser (F) To hit 7/6/5/3 Dmg 8/4/2/1 Direct fire, Strafe
2xBascinet PD chaingun To hit 6 Dmg 1

Rolled 8, 6 = 14 (2d10)

>Overdrive 5 to SLOW DOWN
>Aim and Fire H. Gauss at Leman vs 4

==Kessler Syndrome==
Rook Class
AP 5 HP 17 Speed 3
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 2
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 3
Heavy Gauss Gun [F] *C
5 dmg 7/6/4/3

"Fire coordinates layed in - attacking the marked location."

>Fire Port Pulse Laser at Target
>Rotate to 5 Direction
>Fire Mass Driver at a designated location
>Fire Starboard Pulse Laser at Leman
Rotate to 6 Direction

[Sparrow class] Firebird
HP 13 | AP 4 | Thrust 1/2
Thresholds 10/7/4
Systems:
BDMD-H Mass Driver (F) | To hit 4/5/5/2 Dmg 8 at all ranges | Projectile, Charge
Light Pulse Laser (P, S) To hit 7/6/5 Dmg 4/2/1 Direct fire, Strafe

Ancile shield Generator
Shield Emitter 1

Rolled 3 - 1 (1d10 - 1)

Forgot rolls and the marked spot

Rolled 1, 9 - 1 = 9 (2d10 - 1)

I said rolls,dammit.

Direct fire weapons shoot from your starting position.

Can I still shoot after accelerating?

If you turn to 5 Leman's projected position will be outside your front arc

No, sorry. But in your current situation you're actually in a good position to shoot from your starting location.

How did you get the roller to display negative modifiers?

You need to add a negative number.
So, like this, for example

>dice+1d10+-2

>BlueLeader: destroyed
>Firebird: 0 shields, 10 HP left
>Target: 0 shields, 27 HP left, laser destroyed
>Leman: 3 HP left, lasers destroyed

>Forgot the map

I'm space dust now, I f you need reinforcements I can join with other ship

Rolled 4 (1d10)

"Taking flak. Target is retreating. Pursuing."

>Restore shield
>Overdrive
>Charge mass driver

You're welcome to rejoin

Rolled 3 (1d10)

It's a jolly sort of chase now, I guess.

>Overdrive 5
>Charge Weapons x2

==Kessler Syndrome==
Rook Class
AP 5 HP 17 Speed 1
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 2
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 3
Heavy Gauss Gun [F] *C
5 dmg 7/6/4/3

>deploying
C&C wish me luck

[Swallow class] DreamChaser III.C
HP 9/9 | AP 4 | Thrust 1/1
Systems:
4xParashu Missile Mount To hit 4/6/7 Dmg 3 Seeker Blast
Light Gauss Gun (A) To hit 7/6/4/3 Dmg 2

Good luck!

Rolled 3, 8 = 11 (2d10)

>Overdrive x 2

If they leave the map we lose right?

Not as long as you can pursue them. The map will shift accordingly.

By the way, I'd like to reming you that missiles are targeted like projectiles and chase the target afterwards. I feel it may become relevant.

Rolled 3, 9, 4, 6 = 22 (4d10)

>turn towards [6]
>Burn Twice
>Aim missile racks at [T]arget
>Fire full salvo of 4

[Swallow class] DreamChaser III.C
HP 9/9 | AP 4 | Thrust 1/1
Systems:
4xParashu Missile Mount To hit 4/6/7 Dmg 3 Seeker Blast
Light Gauss Gun (A) To hit 7/6/4/3 Dmg 2

"Target is fleeing to the jumpgate. Kessler Syndrome, requesting your assistance, do you copy?.
DreamChaser, you're in time, don't let them pass through you".

Rolled 10 (1d10)

'Course I copy! And once again, it is I, melting my engine blocks to course correct in order to try and save the day. It's becoming a trite, repetitive habit of mine.

At least there's no asteroid fragments, nebulae or defensive railcannon platforms these parts.Drat though, even at full range I can't really get a shot in. This iron tub of metal and rust ain't exactly bult for going fast.

Well, third time is the charm.

Not sure we can really catch up to that crew now, we've overshot and they've built up a good lot of speed.

>Overdrive? Overdrive.
>Charges gun some more, completely useless as it is.


==Kessler Syndrome==
Rook Class
AP 5 HP 17 Speed 1
Threshold 14 / 10 / 7 / 4
Thrust 1 at 3
Cap 8 / 11

>Mount 1
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 2
Light Gauss Gun [F] *C
2 dmg 7/6/4/3
>Mount 3
Heavy Gauss Gun [F] *C
5 dmg 7/6/4/3

Well I guess it wasn't the charm so much as it is now very, very warm.

Ok guys, the jump gate requires the relative speed of 0 to jump, so the target will have to start braking right now. It gives you another... wow nice shot!

>Target: 12 HP left, PD guns destroyed

Rolled 10, 8 = 18 (2d10)

"Nice hit. keep pursuing".
>Overdrive x2

Rolled 7, 3 = 10 (2d10)

Hm. Since I'm busted at the first OD, can I replace the second one with 2 repair actions(just to be sure?)

Rolled 9, 6, 10, 5, 5 = 35 (5d10)

I suggest we stop pushing.

>All hands, repair engines.

You can, of course.

Rolled 3, 4, 9, 7 = 23 (4d10)

>Over drive x3 towards 5
>fire my aft gun

I really need to buy more engines

[Swallow class] DreamChaser III.C
HP 9/9 | AP 4 | Thrust 1/1
Systems:
4xParashu Missile Mount To hit 4/6/7 Dmg 3 Seeker Blast [Empty]
Light Gauss Gun (A) To hit 7/6/4/3 Dmg 2

...

Rolled 8, 1, 5 = 14 (3d10)

>repair
>repair
>Aim at target
>fire aft gun 66666 of target

[Swallow class] DreamChaser III.C
HP 9/9 | AP 4 | Thrust 1/1
Systems:
4xParashu Missile Mount To hit 4/6/7 Dmg 3 Seeker Blast [Empty]
Light Gauss Gun (A) To hit 7/6/4/3 Dmg 2

>66666 of target

Are you sure? I mean, how can the target even get there?

Rolled 2 (1d10)

"Target is within range. Firing."

>Thrust
>Aim Mass Driver
>Fire at the designated spot
[Sparrow class] Firebird
HP 13 | AP 4 | Thrust 1/2
Thresholds 10/7/4
Systems:
BDMD-H Mass Driver (F) | To hit 4/5/5/2 Dmg 8 at all ranges | Projectile, Charge
Light Pulse Laser (P, S) To hit 7/6/5 Dmg 4/2/1 Direct fire, Strafe

Ancile shield Generator
Shield Emitter 1