Starship Skirmish: This belongs in a museum!

>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 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:
Seeking weapons can't aim
More hulls
Shield generators 2

Other urls found in this thread:

docs.google.com/document/d/1kIfAEId3VPOG4889bMav1oLWdcYKvHNk7evqrAu6FUI/edit?usp=sharing
twitter.com/AnonBabble

[C&C]: Your mission is to escort an archeological expedition to a recently discovered fragment of a Precursor space habitat. Unfortunately, treasure hunters usually move faster than academic bureaucracy, so expect combat.
Deploy in the range of 2 hexes of the expedition's ship (on the right) with the speed of 1.

Note: the habitat fragment is surrounded by debris. It functions just like a dust field. Namely:
- Attacks have -1 to hit per debris hex they go through
- A ship entering a debris hex with speed over 1 suffers an attack that hits on 5- (plus size mod) and deals 1d10 + speed + size mod damage.

You have 360 credits to design your ship for this mission. Or you can choose the sample ship below:

[Cormorant class] Ship name here
HP 26 | AP 6 | Thrust 1/3
Thresholds 23/19/16/13/10/7/4
Systems:
DIY Kit Railgun size 1 To hit 4/7/5/2 Dmg 12 at all ranges Projectile, Charge, Forward only
Dual medium turbolaser FPSA To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe
Dual Bascinet PdG To hit 6 Dmg 1 Point defense

By the way, the rules are now contained in an easy to navigate Google Doc: docs.google.com/document/d/1kIfAEId3VPOG4889bMav1oLWdcYKvHNk7evqrAu6FUI/edit?usp=sharing

[Cormorant class] Złom
HP 26 | AP 6 | Thrust 1/3
Thresholds 23/19/16/13/10/7/4
Systems:
Heavy pulse laser | To hit 7/6/5/3 Dmg 8/4/2/1 | Direct fire, Strafe | Port and Starboard
Parashu missile | To hit 4/6/7 Dmg 3 at all ranges | Seeker, Blast | Forward
Light Turbolaser | To hit 7/6 Dmg 2/1 | Direct fire, Charge to strafe | Forward
Dual Bascinet PD chaingun | To hit 6 Dmg 1 Point defense, Direct fire, Charge to strafe

Welcome! Where would you like to deploy?

on 6.

Done. Your designation is [1] Złom. Now let's wait and see if we'll got another player.

>Ok, we've waited enough. Let's begin!

[Client]: Here it is! Look, it's enormous!
[C&C]: Be careful. There's several suspicious signatures among the debris. It may be a particularly gnarly piece of junk, or it may be a particularly unscrupulous antique hunter. Keep your eyes open.
[Client]: I knew this was too good to be true. Let's hope it's just junk.

Let's increase speed.

To 2 or to 3? You have AP for 2 Move actions.

2

[C&C]: Maybe it's really just junk...

[Client]: We're no fighters, you know. I don't know shit about combat, so I'll rely on you, if you don't mind. What should we do?

For now, let's maintain speed.

[C&C]: It wasn't junk. Well, that was bound to happen, wasn't it?
[Black archeologist]: Stop shooting you fuck, we had to begin with threats.
[Client]: Ohshitohshitohsitidonwannadie!

>Złom: 18 HP left, heavy pulse lazer destroyed. A really unfortunate hit.

On both sides?

It's the same system, so yes.

[C&C]: Here's the results of the sensor scans. Both hostiles are identical.

Gun ship
HP 17 AP 5 Thrust 1/3
Thresholds 14/10/7/4
Systems:
2 BDMD-H (F) To hit 4/7/5/2 Dmg 8 at all ranges Charge, Projectile
Bascinet PdG To hit 6 Dmg 1 Point defense, Strafe

Looks intresting. Can I join?

[Cormorant class]-Hyperspace Dreaming
HP 26 | AP 6 | Thrust 1/3
Thresholds 23/19/16/13/10/7/4
Systems:
DIY Kit Railgun size 1 To hit 4/7/5/2 Dmg 12 at all ranges Projectile, Charge, Forward only
Dual medium turbolaser FPSA To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe
Dual Bascinet PdG To hit 6 Dmg 1 Point defense

Welcome! Your desiknation is [2] Kestrel. Where do you want to deploy?

Rolled 3, 8 = 11 (2d10)

"Client stop"
Złom changes direction to 4, repair HPL, Launch Parashu at target 1.
Is it maximum 1 roll per turn for repair?

You can make as many repair attempts per turn as you're willing to spend AP. But your HPL was destroyed, not just damaged. It can't be repaired now.

Is it possible to deplay fron the south?

Yes, of course. Just give me a bit more precise position and I'll deploy you at the start of the turn.

Well then, can deploy from the middle of the southern boder, flying in towards direction 6 at speed 1?

[C&C]: Remember, to even have a chance to hit with a projectile they have to predict your location. Try to throw off their aim!

>Złom: 10 HP, empty missile hardpoint destroyed
>Enemy 1: 5 HP, point defense gun destroyed, one of the main guns damaged
>Kestrel deployed

Also,does FPSA mean Front-pointing-sideways-also, or does it mean sometning else? You can mount things on ships equal to it's capacity for size, right? Thes this mean there are three dual medium turbolasers, one for front and each side?

Pardon if I'm wrong, rules are hard to get used to.

FPSA means Fore-Port-Starboard-Aft, and it's a single turret that can rotate in the specified directions.

"Greetings! I arrived just in time did I?"

>Accelerate 2 in direction of 1 (6AP)

[Cormorant class]-Hyperspace Dreaming
HP 26 | AP 6 | Thrust 1/3
Thresholds 23/19/16/13/10/7/4
Systems:
DIY Kit Railgun size 1 To hit 4/7/5/2 Dmg 12 at all ranges Projectile, Charge, Forward only
Dual medium turbolaser FPSA To hit 7/6/5 Dmg 4/2/1 Direct fire, Charge to strafe
Dual Bascinet PdG To hit 6 Dmg 1 Point defense

Ah, I see, thanks. I couldn't find the meaning for it, so I was confused.

Also, from my action in , I now move 3 tiles each turn, right? (1 in direction 6 and 2 in direction 1)

And also collide with the debris field if I don't do further action. I'm aware of this if it's true.

> I now move 3 tiles each turn, right? (1 in direction 6 and 2 in direction 1)
Thet's exactly right

Direction 5, raise speed to 3, switch point defence to direct fire. I can only shoot direct fire at direction before turn?

You shoot from the position and direction at the start of the turn, yes. But point defence guns can fire in any direction anyway if you're worried about it.

Also, I have to mention that you have speed of 3 right now. And if you turn to 5, you'll strike the debris field.

The flight plan I just filed with the agency lists me, my men, C&C here but only one of you! First one to talk gets to stay on my aircraft!

I just realised-

What? What is this?

Who paid you to grab C&C?

Anyway I just realized that I got my name all wrong. So I removed my previous name and added the shipname instead. Is his right?

Me? Grab? C&C? Pay?
What? I'm confused.

Tell me about Złom! Why does he wear the mask? A lot of loyalty, for a hired gun!

Any way is fine really.

At least you can talk. Who are you?

Stop, just who are you?
If you want to join, you can load up a prefab ship in .

Mask? Loyalty? I literally just joined in, I don't even know that guy.

I'm a guy.

Oh okay.
Oh and also, I copy pasted the prefab because I didn't quite get how shipbuilding worked, and seeing now that I learbed and can equip a ship myself...

Can I rebuild the ship? I want to fit it with a DIY railgun with 2 Bascinet PD chainguns if I can.

>DIY railgun with 2 Bascinet PD chainguns
Shoot, I meant DIY railgun with two extensions(6+6×2) and two chaiguns (1×2) which totals at 20, so it should fit in, right?

>Can I rebuild the ship?
It's a bit too late now! Sorry. You can joint in next week though and build whatever ship you like.
There'll be new toys too.

I'm not sure I did what Złom wanted, but hey.

Well that's good to hear.
...did I miss something, or did the next turn dodn't come yet?

>I was too late to join
are you running this next week again OP?

Yes, the next run will be next Saturday around 1PM UST

Look here!
(I was waiting for Złom to reply)

Rolled 5, 3 = 8 (2d10)

Oh wait here it is
>propulsion 3
>fire DIY railgun at beetween enemy 1 and 2
>Fire DIY railgun at the space 1 tile, direction 2 of enemy 1
>charge Dual Medium Turbolaser

"Moving in to engage, weapons hot!"

Did not. I'm not sure if I understand how it works, but i moved 4 hexes right now with speed 3?
Direction 1.[End position is 6 next to current position of hostile 1]

Wait wait. You can only fire a particular weapon once per turn. Also, DIY railgun requires charging before firing.

Wait what
Shoot I knew I was forgetting something while I was writing this
hold on letme fix this

Here:

>propulsion 3
>charge DIY railgun
>Fire railgun at the locasion between enemy 1 and 2
>charge Dual medium turbolaser

Oh and I forgot during this panicked reply, do I use the roles in or should I roll again?

I had you accelerate once in direction 5, so your speed became 4

>Direction 1
Is this your action for the turn?
To end up 6 next to current position of hostile 1, you'd have to accelerate 4 times to 1 and 3 times to 2 if you take your current speed into account. I would try and dodge the debris by accelerating 3 times to 2 (with overdrive) in this situation.

I'll just take your first roll
Also remember that dual MTL takes 2 charges (one per weapon)

I have no idea what's going on, let's star with why did my speed became 4?

Because I thought "Direction 5, raise speed to 3" means you wanted to accelerate to 5, so I accelerated you once.
I admit that was a wild guess.

Direction 5 means turn ship to 5 on that chart in lower right, raise speed to 3 means raise speed to 3.

That's how I interpreted it. But your speed already was 3, so I was confused.

I just checked and my ship never turned where I wanted to and seems to accelerate by itself.
Like here, it's like it moved 2 forward and then turned and I didn't raise speed.

Damn.
That was "changes direction to 4", not "accelerates to 4"
Damn. I messed up.

All I can do to atone is to save you from the debris field damage. Or I can give you a turn of overdrive with no roll so you can get you closer to where you wanted to be. Please choose.

Do I lose some speed if I change direction?

Turning by itself does not change your speed. You have to accelerate in the new direction to gradually change it.

I have no idea what you just said.

Then it seems I had no idea what you asked me.

So what I meant was that in space, ships continue on they way regardless of where their nose points. To change your speed and/or couse, you need to rotate to some direction and then accelerate. In the game this is represented by two-part movement - first your ship moves where its current speed and course takes it, and then the acceleration actions you ordered are applied to obtain the final location of your ship. The line between this final location and the ship's position at the start of the turn becomes your new course and speed.

If that's not what you actually asked about, I'm sorry.
Just tell me where you want to be at the end of the turn and I will make the necessary accelerations.

Now I understand, add this to rules.

So, what will your actions for the turn be?

Just kill me, because after all it look like I still don't understand or you don't abide your rules.

What exactly don't you understand?

Here
I was at speed 2 facing 4, how did I end up where I did?

In you were at speed 2 facing 5.
After I mistakenly had you accelerate once to direction 4, so you were now at speed 3 facing 4.
Then, after I was confused by , I turned you to direction 5 and accelerated once more.

But if I was at speed 3 shouldn;t I move 3 hexes before turning?

You moved 2 hexes to 5 and 1 to 4, which comes up to a speed of 3 hexes

but here is
> first your ship moves where its current speed and course takes it
but here i move 1 then turn.

As I've said, in space your course doesn't change when you point your nose in another direction. So even though your ship's nose pointed to 4, its course was still to 5 and a bit to 4

The red line in the picture is your old course and speed. The blue line is the acceleration action.

Why was my course between 4 and 5, if I wanted to change direction from 5 to 2 where would nose of my ship be?

To change course from 5 to 2, you'd need to rotate to 2 then accelerate. First you'd be effectively braking until you come to stop, and then you'd start flying in the direction 2.

If you rotated to 2 but didn't accelerate, you'd be still flying to 5 with the same speed.

k, why was my course between 4 and 5, if my diregtion changed from 5 to 4 and accelerated?

Before that acceleration, your end-of-turn position was 2 hexes to 5 of your start-of-turn position, so your course, which is the line between the start and end positions, was strictly to 5. After the acceleration, your end-of-turn position shifted one hex to 4, so your course started to point a bit to 4.

To make your course point strictly to 4, you'd have to accelerate 2 hexes to 2 to brake, and then accelerate to 4. Or first accelerate to 4 and then 2 hexes to 2.

It has just occured to me this discussion has been going on for 2 hours already. Poor Kestrel has probably bailed already.

Is there someone still alive here?

No one, it seems...

Well, I'll run again next Saturday around 1 PM UST. If you read this, feel free to join.

Sorry, it seems that I fell asleep. I apologize.