MgT 1 BCr Squadron Tournament

Pre-Combat TACSIT, Disposition, and Order of Battle

Disclaimer: I tried to represent the forces involved as faithfully as possible, based on the standing orders submitted by each player. If I deviated from their intentions at any point, I do apologize.

Player Blue’s forces work for a mercenary company in the employment of a trading guild. The trading guild is conducting recovery operations on a small moonlet of the outermost gas giant in the Schlachtfeld system. The exact nature of recovery is top secret and has not been disclosed to the mercenaries. The mercenary company’s orders to the Captains of Lost Prophets and Chasing Prophets are to defend the guild’s operations to the death and eliminate any interlopers, no exceptions. Unusually severe orders for mercenaries, but this contract is exceptionally lucrative.

Player Red’s forces are a patrol detachment of the militaristic pocket empire Barcelona. The Schlachtfeld system is claimed and interdicted, but not colonized, by Barcelona. The orders to the captains of Matador and Torero are to patrol Schlachtfeld’s outer system and capture or kill any intruders in Barcelonan space.

Having topped of over the moonlet, Blue forces are conducting a wide patrol sweep of the gas giant’s system. Two fighters from each carrier are already deployed at game start and are flying close escort near the carriers.

Having arrived insystem and refueled via gas giant skimming, Red forces are also conducting a patrol sweep.

The encounter occurs between the gas giant and moonlet. All geographic features (gas giant, moonlet, other planetary bodies) are considered to be “off the map” and thus out of play.

All sensor systems are presumed to be in passive mode and all transponders assumed to be off.

Game Notes: All dice rolls were made with electronic dice roller at RPOL website.

Blue Forces

Lost Prophets (Blue reference point)

Lancer 1 (10,000km ahead of LP)
Lancer 2 (10,000km ahead of LP)
Lancers 3-8 (onboard LP)
Small Boat 1001A (onboard LP)

Chasing Prophets (1000km abeam LP)

Crusader 1 (10,000km ahead of CP)
Crusader 2 (10,000km ahead of CP)
Crusaders 3-8 (onboard Chasing Prophets)
Small Boat 1007A (onboard Chasing Prophets)

Red Forces

Matador (Red reference point)

Torero (1000km abeam Matador)
 
Pre-Combat (Round 0)

Blue Forces

Lost Prophets (Blue reference point)
Sensor roll (0 + 2 skill = +2 DM): 4+2 = fail

Lancer 1 (10,000km ahead of LP)
Sensor roll (0 + 2 skill = +2 DM): 6+2 = effect 0, Range roll: 6 (3,000km)

Lancer 2 (10,000km ahead of LP)
Sensor roll (0 + 2 skill = +2 DM): 8+2 = effect 2, Range roll: 4 (4,000km)

Lancers 3-8 (onboard LP)
Small Boat 1001A (onboard LP)

Chasing Prophets (1000km abeam LP)
Sensor roll (0 + 2 skill = +2 DM): 8+2 = effect 2, Range roll: 5 (5,000km)

Crusader 1 (10,000km ahead of CP)
Sensor roll (0 + 2 skill = +2 DM): 7+2 = effect 1, Range roll: 4 (4,000km)

Crusader 2 (10,000km ahead of CP)
Sensor roll (0 + 2 skill = +2 DM): 3+2 = fail

Crusaders 3-8 (onboard CP)
Small Boat 1007A (onboard CP)

Red Forces

Matador (Red reference point)
Sensor roll (+2 + 2 skill = +4 DM): 7+4 = effect 3, Range roll: 5 (25,000km)

Torero (1000km abeam Matador)
Sensor roll (+2 + 2 skill = +4 DM): 8+4 = effect 4, Range roll: 4 (20,000km)


Synopsis: Matador has detected Lost Prophets and Chasing Prophets at a range of 25,000km. The Blue fighters are only 15,000km from the Red frigates, but are not detected due to their stealth coating. No Blue forces detect the Red frigates, therefore Blue is considered surprised in Round 1.

 
Combat Round 1

Blue to Red reference point range: 25,000km (Long range)

Blue Crews: normal watches manned only (surprised)
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 9+2 = +3
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 6+2 = 0

Blue Forces

Lost Prophets (Blue reference point)
Initiative: 9+3 (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: none (surprised)
Reactions: none (surprised)
Coax Power/Overdrive Thrust: insufficient manning
Repairs: Maneuver: roll 7+2 = 9, +2 Thrust, Fuel Leak: roll 7+2 = 9, stopped
Sensor Lock: none (not manned)
Electronic Warfare: defeat missiles, roll 8 +2 -2 = 8, determine missiles not smart
Leadership: roll 5 + 2 = no effect
Crew Change Positions: go to battle stations, 1 marine to sickbay

Lancer 1 (10,000km ahead of LP)
Initiative: 9+3 (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: none (surprised)
Reactions: none (surprised)

Lancer 2 (10,000km ahead of LP)
Initiative: 4+3 (2 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: none (surprised)
Reactions: none (surprised)

Lancers 3-8 (onboard LP)
Small Boat 1001A (onboard LP)

Chasing Prophets (1000km abeam LP)
Initiative: 6+3 (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: none (surprised)
Reactions: none (surprised)
Coax Power/Overdrive Thrust: insufficient
Repairs: maneuver: roll 7+2 = 9, +1 thrust, Weapons Mount #3: roll 10+2 = fully operational
Sensor Lock: none (not manned)
Electronic Warfare: defeat missiles: roll 2 +2 -2 = 2
Crew Change Positions: go to battle stations

Crusader 1 (10,000km ahead of CP)
Initiative: 9+3 (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: none (surprised)
Reactions: none (surprised)

Crusader 2 (10,000km ahead of CP)
Initiative: 6+3 (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: none (surprised)
Reactions: none (surprised)

Crusaders 3-8 (onboard CP)
Small Boat 1007A (onboard CP)

Red Forces

Matador (Red reference point)
Initiative: 7 (2 reactions)
Maneuver: Thrust 2 (closing), Line-Up-Shot: 3+2 = fail, effect -3 = -2 to all weapons rolls
Combat Actions: Fire all weapons at Lost Prophets
PAW Bay: roll 7 +2 (skill) -2 (bad pilot) +0 (range) = 7, miss
PAW Barbette 1: roll 11 +2 (skill) -2 (bad pilot) +0 (range) = 11, hit
Damage: roll 13, 3 single hits: Hull -1, Maneuver x2 (armored bulk, -1 thrust)
Radiation Crew Hit: roll 6, 70 – 50 for vacc suit = 20 rads to #14(laser gunner) crewmember
PAW Barbette 2: roll 11 +2 (skill) -2 (bad pilot) +0 (range) = 11, hit
Damage: roll 16, 3 single hits: turret #2 (armored bulkhead), Hull -1, Fuel (4 ton/hr leak)
Radiation Crew Hit: roll 9, 110 – 50 for vacc suit = 60 rads to #29(marine) crewmember
BL 1: roll 5 +2 (skill) -2 (bad pilot) -1 (range) = 4, miss
BL 2: roll 7 +2 (skill) -2 (bad pilot) -1 (range) = 6, miss
BL 3: roll 12 +2 (skill) -2 (bad pilot) -1 (range) = 11, hit
Damage: 6, 2 single hits: Maneuver (-1 thust), Hull -1
BL 4: roll 9 +2 (skill) -2 (bad pilot) -1 (range) = 8, hit
Damage: 2, 1 single hit: Sensors (armored bulkhead)
BL 5: roll 7 +2 (skill) -2 (bad pilot) -1 (range) = 6, miss
Vampire M1: roll +2 (skill) -2 (bad pilot) = 4 (10+ to hit, Thrust 8)
Vampire M2: roll +2 (skill) -2 (bad pilot) = 7 (9+ to hit, Thrust 8)
Vampire M3: roll +2 (skill) -2 (bad pilot) = 4 (10+ to hit, Thrust 8)
Vampire M4: roll +2 (skill) -2 (bad pilot) = 10 (7+ to hit, Thrust 8)
Vampire M5: roll +2 (skill) -2 (bad pilot) = 6 (10+ to hit, Thrust 8)
Reactions: none
Coax Power/Overdrive Thrust: 6/9 = fail
Repairs: none
Sensor Lock: roll 10 + 2 = lock achieved
Electronic Warfare: none
Leadership: roll 5 +2 = no effect
Crew Change Positions: none

Torero (1000km abeam Matador)
Initiative: 8 (2 reactions)
Maneuver: Thrust 2 (closing), Line-Up-Shot: 6+2 = success effect 0, no effect
Combat Actions: Fire all weapons at Chasing Prophets
PAW Bay: roll 12 +2 (skill) +0 (pilot) +0 (range) = 14, hit
Damage: roll 43, 2 triple hits: Hull -6
Radiation Crew Hit: 6, 90 – 50 for vacc suit = 40 rads to #3(2nd pilot) crewmember
PAW Barbette 1: roll 10 +2 (skill) +0 (pilot) +0 (range) = 12, hit
Damage: roll 19, 2 single hits, 1 double hit: Fuel (5 tons/hr leak), Hull -1, Maneuver (arm.bulk., -1 thrust)
Radiation Crew Hit: 7, 70 – 50 for vacc suit = 20 rads to #28(marine) crewmember
PAW Barbette 2: roll 6 +2 (skill) +0 (pilot) +0 (range) = 8, hit
Damage: roll 22, 2 double hits: Fixed Mount #3 (arm. Bulk., -2 to hit), Hull -2
Radiation Crew Hit: 5, 40 rads to one crewmember, <50 for vacc suit = no effect
BL 1: roll 7 +2 (skill) +0 (pilot) -1 (range) = 8, hit
Damage: roll 2, 1 single hit: Hull -1
BL 2: roll 5 +2 (skill) +0 (pilot) -1 (range) = 6, miss
BL 3: roll 6 +2 (skill) +0 (pilot) -1 (range) = 7, miss
BL 4: roll 6 +2 (skill) +0 (pilot) -1 (range) = 7, miss
BL 5: roll 9 +2 (skill) +0 (pilot) -1 (range) = 10, hit
Damage: roll 5, 2 single hits: #2 Fixed Mount (armored bulkhead), Hull -1
Vampire T1: roll 10 +2 (skill) +0 (pilot) = 12 (7+ to hit, Thrust 8)
Vampire T2: roll 4 +2 (skill) +0 (pilot) = 6 (10+ to hit, Thrust 8)
Vampire T3: roll 9 +2 (skill) +0 (pilot) = 11 (7+ to hit, Thrust 8)
Vampire T4: roll 9 +2 (skill) +0 (pilot) = 11 (7+ to hit, Thrust 8)
Vampire T5: roll 6 +2 (skill) +0 (pilot) = 8 (8+ to hit, Thrust 8)
Reactions: none
Coax Power/Overdrive Thrust: 8/8 = success
Repairs: none
Sensor Lock: 11 + 2 = lock achieved
Electronic Warfare: none
Crew Change Positions: none

Game Note: First a note on Referee rules interpretation. Although the rules don’t specifically address what happens when only one side detects the other, I reason that the sudden, completely unexpected arrival of weapons moving at the speed of light, quite literally bolts out of the black, counts as surprise. I realize other referees may interpret differently.

Synopsis: Since the fighters are undetected, Red only has Lost Prophets and Chasing Prophets available as targets. Per Red Standing Orders, fire is divided between the two targets. Red aggressively attacks the carriers.

Energy weapons fire rips into Lost Prophets and Chasing Prophets. Thanks to some egregious piloting by her pilot, Matador’s main battery narrowly misses Lost Prophets. Secondary batteries do, however, achieve several hits. The armored bulkheads protecting Lost Prophets’ maneuver drives and sensors collapse and the hull is breached in several places. Additionally, the maneuver drive is temporarily reduced to less than fifty percent output and a small fuel leak is detected. Swift action by the engineer and damage controlman on watch, however, restore the maneuver drive to full function and stop the fuel leak in short order. Less than one half ton of fuel is lost in the leak. One marine has to be ordered to sickbay when her radiation counter shows sixty rads received.

Chasing Prophets is hit more severely. Her hull is nearly completely shredded. Armored bulkheads protecting #2 and #3 fixed mounts, and the maneuver drives, are compromised. The maneuver drives sputter and one weapons mount is knocked out of alignment, but swift action by watch personnel quickly corrects both problems. Bleeding fuel Chasing Prophets maintains her position in the formation.

On both Blue ships, crews race to battle stations and fighter pilots scramble to get their craft launched. Sensor operators on the Blue ships cross-fix the location of their attackers and determine the wave of missiles inbound are not smart missiles. Their motherships having survived the Red ambush, the still undetected fighter pilots already in space plot a counter-ambush…
 
Combat Round 2

Blue to Red reference point range: 21,000km (Long range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 3+2 = -3
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 6+2 = 0

Blue Forces

Lost Prophets (Blue reference point):
Status: Hull-3, Maneuver –ab, #2 Turret –ab, sensors -ab
Crew: #14 (laser gunner) – 20 rads, #29 (marine) – 60 rads

Initiative: 4-3 (1 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: Fire all weapons at Matador
PAW #1-1: roll 6 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 5, miss
PAW #1-2: roll 11 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 10, hit
Damage: 12 -12 armor = no effect
Radiation Crew Hit: 4 – 12 armor = no effect
PAW #1-3: roll 6 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 5, miss
PAW #2-1: roll 4 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 3, miss
PAW #2-2: roll 7 +2 (skill) -1 (evade) +0 (range) = 8, hit
Damage: 10 -12 armor = no effect
Radiation Crew Hit: 3 – 12 armor = no effect
PAW #2-3: roll 10 +2 (skill) -1 (evade) +0 (range) = 11, hit
Damage: 17 – 12 armor = 5, 2 single hits: Armor -1, Hull -1
Radiation Crew Hit: 3 – 12 armor = no effect
PAW #3-1: roll 11 +2 (skill) -1 (evade) +0 (range) = 12, hit
Damage: 18 – 12 armor = 6, 2 single hits: Maneuver (armored bulkhead destroyed), Hull-1
Radiation Crew Hit: 6 – 12 armor = no effect
PAW #3-2: roll 4 +2 (skill) -1 (evade) +0 (range) = 5, miss
PAW #3-3: roll 6 +2 (skill) -1 (evade) +0 (range) = 7, miss
BL 1-1: roll 8 +2 (skill) -1 (evade) -1 (range) = 8, hit
Damage: 5 – 12 armor -3 sand = no effect
BL 1-2: roll 3 +2 (skill) -1 (evade) -1 (range) = 3, miss, -1d6 due to sand
BL 1-3: roll 4 +2 (skill) -1 (evade) -1 (range) = 4, miss, -1d6 due to sand
BL 2-1: roll 8 +2 (skill) -1 (evade) -1 (range) = 8, hit
Damage: 1 – 12 armor -4 sand = no effect
BL 2-2: roll 12 +2 (skill) -1 (evade) -1 (range) = 12, hit
Damage: 2 -12 armor -3 sand = no effect
BL 2-3: roll 5 +2 (skill) -1 (evade) -1 (range) = 5, miss
Reactions: 1 maneuver dodge (5+2 fail), 2 evade program dodges
Coax Power/Overdrive Thrust: not attempted due to disabled maneuver
Repairs: maneuver: 7, -1 Thrust, maneuver: 7, fully operational, sensors: 7, repaired
Sensor Lock: not attempted due to disabled sensors
Electronic Warfare: not attempted due to disabled sensors
Leadership: roll 5 + 2 = no effect
Crew Change Positions: 1 marine remains in sickbay

Lancer 1 (12,000km ahead of LP)
Initiative: 7-3 (1 reaction)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 8 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 9, hit
Damage: 9 – 12 armor = no effect
Reactions: none

Lancer 2 (12,000km ahead of LP)
Initiative: 8-3 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 9 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 10, hit
Damage: 8 – 12 armor = no effect
Reactions: none

Lancers 3-8 (onboard LP – launching this turn)
Small Boat 1001A (onboard LP – launching turn six)

Chasing Prophets (1000km ahead, 1000km abeam LP)
Status: Hull -11, Fuel (5 tons/hr leak), Maneuver –ab, #2 and #3 Fixed mount -ab
Crew: #3 (2nd Pilot) – 40 rads, #28 (marine) – 20 rads

Initiative: 6-3 (1 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: fire all weapons at Torero
PAW #1-1: roll 11 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 10, hit
Damage: 10 -12 armor = no effect
Radiation Crew Hit: 6 -12 armor = no effect
PAW #1-2: roll 3 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 2, miss
PAW #1-3: roll 8 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 7, miss
PAW #2-1: roll 5 +2 (skill) -1 (evade) +0 (range) = 6, miss
PAW #2-2: roll 6 +2 (skill) -1 (evade) +0 (range) = 7, miss
PAW #2-3: roll 8 +2 (skill) -1 (evade) +0 (range) = 9, hit
Damage: 16 -12 armor = 4, 1 single hit: Armor -1
Radiation Crew Hit: 5 -12 armor = no effect
PAW #3-1: roll 7 +2 (skill) -1 (evade) +0 (range) = 8, hit
Damage: 13 -12 armor = 1, 1 single hit: Hull -1
Radiation Crew Hit: 6 -12 armor = no effect
PAW #3-2: roll 11 +2 (skill) -1 (evade) +0 (range) = 12, hit
Damage: 4 -12 armor = no effect
Radiation Crew Hit: 4 – 12 armor = no effect
PAW #3-3: roll 12 +2 (skill) -1 (evade) +0 (range) = 13, hit
Damage: 9 -12 armor = no effect
Radiation Crew Hit: 9 – 12 armor = no effect
BL 1-1: roll 2 +2 (skill) -1 (evade) -1 (range) = 2, miss
BL 1-2: roll 12 +2 (skill) -1 (evade) -1 (range) = 12, hit
Damage: 1 -12 armor = no effect
BL 1-3: roll 2 +2 (skill) -1 (evade) -1 (range) = 2, miss
BL 2-1: roll 4 +2 (skill) -1 (evade) -1 (range) = 4, miss
BL 2-2: roll 3 +2 (skill) -1 (evade) -1 (range) = 3, miss
BL 2-3: roll 5 +2 (skill) -1 (evade) -1 (range) = 5, miss
Reactions: 1 maneuver dodge (12+2, success), 2 evade program dodges
Coax Power/Overdrive Thrust: not attempted due to disabled maneuver
Repairs: maneuver: 12+2, fully operational, maneuver: n/a
Sensor Lock: roll 7+2 opposed 7+2 = 0, fail
Electronic Warfare: break Torero Sensor lock roll 2+2, fail
Crew Change Positions: 1 marine to sickbay

Crusader 1 (11,000km ahead of CP)
Initiative: 8-3 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Torero
Pulse Laser: roll 10 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 11, hit
Damage: 8 – 12 armor = no effect
Reactions: none

Crusader 2 (11,000km ahead of CP)
Initiative: 10-3 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Torero
Pulse Laser: roll 9 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 10, hit
Damage: 5 – 12 armor = no effect
Reactions: none

Crusaders 3-8 (onboard CP – launching this turn)
Small Boat 1007A (onboard CP – launching turn six)

Red Forces

Matador (Red reference point)
Initiative: 10 (3 reactions)
Maneuver: Thrust 1 (closing),
Combat Actions: Fire all weapons at Lost Prophets
PAW Bay: roll 7 +2 (skill) +1(sensor lock) -1 (evade) -2(dodge) +0 (range) = 7, miss
PAW Barbette 1: roll 4 +2 (skill) +1 (sensor lock) -1 (evade) -2(dodge) +0 (range) = 4, miss
PAW Barbette 2: roll 6 +2 (skill) +1 (sensor lock) -1 (evade) +0 (range) = 8, hit
Damage: 18, 2 single hits, 1 double hit: Maneuver drive (disabled), Hull -1
Radiation Crew Hit: 4, no effect
BL 1: roll 8 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 9, hit
Damage: 6, 2 single hits: Hull -1, Sensors (-2 all rolls)
BL 2: roll 4 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 5, miss
BL 3: roll 9 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 10, hit
Damage: 6, 2 single hits: Hull -1, Sensors (disabled)
BL 4: roll 6 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 7, miss
BL 5: roll 4 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 5, miss
Vampire M1: (reach target round 3)(10+ to hit, Thrust 8)
Vampire M2: (reach target round 3)(9+ to hit, Thrust 8)
Vampire M3: (reach target round 3(10+ to hit, Thrust 8)
Vampire M4: (reach target round 3)(7+ to hit, Thrust 8)
Vampire M5: (reach target round 3)(10+ to hit, Thrust 8)
Vampire M6: roll 10 +2 (skill) -1 (evade) = 11 (7+ to hit, Thrust 8)
Vampire M7: roll 3 +2 (skill) -1 (evade) = 4 (10+ to hit, Thrust 8)
Vampire M8: roll 4 +2 (skill) -1 (evade) = 5 (10+ to hit, Thrust 8)
Vampire M9: roll 11 +2 (skill) -1 (evade) = 12 (7+ to hit, Thrust 8)
Vampire M10: roll 5 +2 (skill) -1 (evade) = 6 (10+ to hit, Thrust 8)
Reactions: 2 maneuver dodges (6+2, 8+2, succ), 2 evade program dodges, launch sand (10+2)
Coax Power/Overdrive Thrust: 9/8 = success
Repairs: none
Sensor Lock: lock achieved
Electronic Warfare: none
Leadership: roll 7+2 = +1 to Round 3 initiative
Crew Change Positions: none

Torero (1000km abeam Matador)
Initiative: 2 (1 reactions)
Maneuver: Thrust 3 (closing),
Combat Actions: Fire all weapons at Chasing Prophets
PAW Bay: roll 8 +2 (skill) +1(sensor lock) -1 (evade) -2(dodge) +0 (range) = 8, hit
Damage: 37, triple hit, double hit: Maneuver (disabled), Hull -1, Hold (50% destroyed)
Radiation Crew Hit: 7, 30 – 50 for vacc suit = no effect
PAW Barbette 1: roll 6 +2 (skill) +1 (sensor lock) -1 (evade) -2(dodge) +0 (range) = 6, miss
PAW Barbette 2: roll 9 +2 (skill) +1 (sensor lock) -1 (evade) -2 (dodge) +0 (range) = 9, hit
Damage: 15, 3 single hits: Structure -1, Hold x2 (completely destroyed)
Radiation Crew Hit: 8, 40 – 50 for vacc suit = no effect
BL 1: roll 10 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 11, hit
Damage: 1, 1 single hit: Crew, 10 – 9 damage to #25 (marine) Crewmember
BL 2: roll 8 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 9, hit
Damage: 1, 1 single hit: Power Plant (armored bulkhead destroyed)
BL 3: roll 8 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 9, hit
Damage: 3, 1 single hit: Structure -1
BL 4: roll 4 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 5, miss
BL 5: roll 9 +2 (skill) +1 (sensor lock) -1 (evade) -1 (range) = 10, hit
Damage: 2, 1 single hit: Bridge (armored bulkhead destroyed)
Vampire T1: (reach target round 3)(7+ to hit, Thrust 8)
Vampire T2: (reach target round 3)(10+ to hit, Thrust 8)
Vampire T3: (reach target round 3)(7+ to hit, Thrust 8)
Vampire T4: (reach target round 3)(7+ to hit, Thrust 8)
Vampire T5: (reach target round 3)(8+ to hit, Thrust 8)
Vampire T6: roll 8 +2 (skill) -1 (evade) = 9 (7+ to hit, Thrust 8)
Vampire T7: roll 6 +2 (skill) -1 (evade) = 7 (9+ to hit, Thrust 8)
Vampire T8: roll 10 +2 (skill) -1 (evade) = 11 (7+ to hit, Thrust 8)
Vampire T9: roll 9 +2 (skill) -1 (evade) = 10 (7+ to hit, Thrust 8)
Vampire T10: roll 7 +2 (skill) -1 (evade) = 8 (8+ to hit, Thrust 8)
Reactions: 1 maneuver dodge (8+2, succ), 2 evade program dodges
Coax Power/Overdrive Thrust: 8/9 = success
Repairs: none
Sensor Lock: maintain sensors lock: 5+2 opposed 2+2 = 3, success
Electronic Warfare: break Chasing Prophets sensor lock: roll 7+2
Crew Change Positions: none

Game Note: The poor tactics roll by Blue this turn made budgeting their reactions a tough. With limited reactions available, it was either dodge or launch sand. Given the punch of Red’s PAW bays and barbettes, I decided dodging them was a higher priority than the lasers.

Synopsis: Closure rate between the fleets is reduced as both sides place an emphasis on dodging and evasion. The surprise achieved by Red continues to have a slight effect this round as Red gunners have the benefit of a sensor lock, which Blue does not have.

The Particle Accelerator Weapons on Lost Prophets and Chasing Prophets score several hits, but the effects are mostly shrugged off by the thick armor on the Barcelonan frigates. Each frigate does suffer some armor damage, and some other minor damage, from the particle accelerator barrage, which enables the mercenary fighters to pose a viable threat, at least in theory. Every fighter flying hits its’ target, but none of the lasers penetrates armor.

Lost Prophets successfully evades Matador’s main battery again. The carrier does take some damage from secondary weapons, knocking the maneuver drive and sensors offline. The dedicated damage control efforts of Lost Prophet’s crew are able to quickly restore maneuver control and sensor capabilities. Lost Prophets’ sensor operator’s quick restoral of his systems is especially important, as defense against Matador’s rapidly nearing first wave of missiles would be impossible without sensor control.

Torero hammers Chasing Prophets again. Her hull completely wrecked, Chasing Prophets suffers expensive damage to her structural integrity. The armored bulkheads protecting the powerplant and bridge are ablated, but the crucial hit is the complete destruction of Chasing Prophets’ hold and the six fighters of Crusader squadron still preparing to launch inside. Whether the fighters are actually destroyed or are just trapped in the wreckage of Chasing Prophets’ hangar bay is outside the scope of this game. The practical effect is that Blue is denied the services of six of her sixteen fighters. The remaining six fighters of Lancer squadron launch, as do both ship’s boats.
 
Combat Round 3

Blue to Red reference point range: 22,000km (Long range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 8+2 = +2
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 6+2 = 0

Blue Forces

Lost Prophets (Blue reference point):
Status: Hull-6, Maneuver –ab, #2 Turret –ab, sensors -ab
Crew: #14 (laser gunner) – 20 rads, #29 (marine) – 60 rads

Initiative: 10+2 (3 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: Fire all weapons at Matador
PAW #1-1: roll 3 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 2, miss
PAW #1-2: roll 6 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 5, miss
PAW #1-3: roll 12 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 11, hit
Damage: 13 -11 armor = 2, 1 single hit: Sensors (armored bulkhead destroyed)
Radiation Crew Hit: 9 -11 armor = no effect
PAW #2-1: roll 4 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 3, miss
PAW #2-2: roll 9 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 8, hit
Damage: 6 -11 armor = no effect
Radiation Crew Hit: 8 -11 armor = no effect
PAW #2-3: roll 4 +2 (skill) -1 (evade) +0 (range) = 5, miss
PAW #3-1: roll 3 +2 (skill) -1 (evade) +0 (range) = 4, miss
PAW #3-2: roll 5 +2 (skill) -1 (evade) +0 (range) = 6, miss
PAW #3-3: roll 7 +2 (skill) -1 (evade) +0 (range) = 8, hit
Damage: 7 -11 armor = no effect
Radiation Crew Hit: 11 -11 armor = no effect
BL 1-1: point defense: roll 4 +2 (skill) = 6, fail
BL 1-2: point defense
BL 1-3: point defense
BL 2-1: point defense: roll +2(skill) -2 (cum) = 6, fail
BL 2-2: point defense: roll 7 +2(skill) -1 (cum) = 8, M4 destroyed
BL 2-3: point defense: roll 6 +2 (skill) = 8, M5 destroyed
Reactions: 1 maneuver dodge (10+2, success), 2 evade program dodges, point defense from M1 up (+2), point defense from M5 down (+2)
Coax Power/Overdrive Thrust: 7/8 fail
Repairs: none
Sensor Lock: roll 4+2 = fail
Electronic Warfare: break Matador sensor lock: roll 11+2 opposed 7+2 = succeed
Leadership: 7+2 = +1 to round 4 initiative
Crew Change Positions: 1 marine remains in sickbay

Lancer 1 (18,000km ahead of LP)
Initiative: 3+2 (2 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 7, miss -1d6 sand
Reactions: 2 maneuver dodge (4+2, 8+2, 1x succ)

Lancer 2 (18,000km ahead of LP)
Initiative: 8+2-2 (2 reactions) burn 2 initiative to add 1 reaction in round 4
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 8 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit -1d6 sand
Damage: 8 – 11 armor = no effect
Reactions: 2 maneuver dodge (5+2, 6+2, 1x succ)

Lancer 3 (0km alongside LP)
Initiative: 6+2 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 11 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 11, hit -1d6 sand
Damage: 3 – 11 armor = no effect
Reactions: none

Lancer 4 (0km alongside LP)
Initiative: 6+2 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 11 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 11, hit -1d6 sand
Damage: 10 – 11 armor = no effect
Reactions: none

Lancer 5 (0km alongside LP)
Initiative: 7+2 (3 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 10 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 10, hit -1d6 sand
Damage: 9 – 11 armor = no effect
Reactions: none

Lancer 6 (0km alongside LP)
Initiative: 7+2 (3 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 4 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 4, miss
Reactions: none

Lancer 7 (0km alongside LP)
Initiative: 4+2 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 9 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 9, hit
Damage: 7 – 11 armor = no effect
Reactions: none

Lancer 8 (0km alongside LP)
Initiative: 6+2 (2 reactions)
Maneuver: Thrust 6 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 7, miss
Reactions: none

Small Boat 1001A (launching turn six)

Chasing Prophets (1000km abeam LP)
Status: Hull -12, Structure -2, Hold destroyed, Fuel (5 tons/hr leak), Maneuver –ab, Powerplant – ab, Bridge – ab, #2 and #3 Fixed mount -ab
Crew: #3 (2nd Pilot) – 40 rads, #25(marine) – 9pts, #28 (marine) – 20 rads

Initiative: 8+2 (3 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: fire all weapons at Matador
PAW #1-1: roll 8 +2 (skill) -1 (evade) +0 (range) = 9, hit
Damage: 6 -11 armor = no effect
Radiation Crew Hit: 6 -11 armor = no effect
PAW #1-2: roll 7 +2 (skill) -1 (evade) +0 (range) = 8, hit
Damage: 10 -11 armor = no effect
Radiation Crew Hit: 8 -11 armor = no effect
PAW #1-3: roll 6 +2 (skill) -1 (evade) +0 (range) = 7, miss
PAW #2-1: roll 8 +2 (skill) -1 (evade) +0 (range) = 9, hit
Damage: 11 -11 armor = no effect
Radiation Crew Hit: 4 -11 armor = no effect
PAW #2-2: roll 7 +2 (skill) -1 (evade) +0 (range) = 8, hit
Damage: 15 -11 armor = 4, 1 single hit: fuel (1 ton/hour leak)
Radiation Crew Hit: 11 -11 armor = no effect
PAW #2-3: roll 3 +2 (skill) -1 (evade) +0 (range) = 4, miss
PAW #3-1: roll 6 +2 (skill) -1 (evade) +0 (range) = 7, miss
PAW #3-2: roll 2 +2 (skill) -1 (evade) +0 (range) = 3, miss
PAW #3-3: roll 8 +2 (skill) -1 (evade) +0 (range) = 9, hit
Damage: 12 -11 armor = 1, 1 single hit: Hull -1
Radiation Crew Hit: 8 -11 armor = no effect
BL 1-1: point defense: roll 8 +2 (skill) = 10, T1 destroyed
BL 1-2: point defense: roll 3 +2(skill) -1 (cum) = 4, fail
BL 1-3: point defense
BL 2-1: point defense: roll 6 +2(skill) -2 (cum) = 6, fail
BL 2-2: point defense: roll 9 +2(skill) -1 (cum) = 10, T4 destroyed
BL 2-3: point defense: roll 12 +2 (skill) = 14, T5 destroyed
Reactions: 1 maneuver dodge (9+2, success), 2 evade program dodges, point defense T1 up (+2), point defense from T5 down (+2)
Coax Power/Overdrive Thrust: not attempted due to wounded engineer
Repairs: Powerplant (11+2, fully operational), Fuel (8+2, sealed), Bridge (9+2, fully operational)
Sensor Lock: roll 9+2 = sensor lock on Matador achieved
Electronic Warfare: break Torero Sensor lock roll 10+2, opposed 11+2 = fail
Crew Change Positions: 1 marine remains in sickbay, 2nd engineer to sickbay

Crusader 1 (17,000km ahead of CP)
Initiative: 5+2 (2 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit
Damage: 5 – 11 armor = no effect
Reactions: 2 maneuver dodge (10+2, 6+2, 2x success)

Crusader 2 (17,000km ahead of CP)
Initiative: 10+2 (3 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 3 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 4, miss
Reactions: 2 maneuver dodge (2+2, 4+2, fail)

Crusaders 3-8 (OOC)
Small Boat 1007A (launching turn six)

Red Forces

Matador (Red reference point)
Status: Armor -1, Hull -2, Maneuver - ab

Initiative: 7+1 leadership +1 extra thrust (3 reactions)
Maneuver: Thrust 0 (closing),
Combat Actions: Fire bay weapon at Lost Prophets, barbettes at Lancers 3 and 4, BL 1-3 at Lancer 1, BL 4-5 at Lancer 2, Vampires M11-13 at Lancer 1, Vampires 14-15 at Lancer 2
PAW Bay: roll 5 +2 (skill) +1(sensor lock) -1 (evade) -2(dodge) +0 (range) = 5, miss
PAW Barbette 1: roll 10 +2 (skill) +0 (range) = 12, hit
Damage: 18 -2 armor = 16, 3 single hits: Armor -1, Structure -2 (craft destroyed)
Radiation Crew Hit: 5 -2 armor = no effect
PAW Barbette 2: roll 7 +2 (skill) +0 (range) = 9, hit
Damage: 16 -2 armor = 14, 3 single hits: Sensors (-2 to hit), Structure -2 (craft destroyed)
Radiation Crew Hit: 4 -2 armor = no effect
BL 1: roll 10 +2 (skill) -2(dodge) 0 (range) = 10, hit
Damage: 2 -5 armor = no effect
BL 2: roll 11 +2 (skill) 0 (range) = 13, hit
Damage: 1 -5 armor = no effect
BL 3: roll 9 +2 (skill) 0 (range) = 11, hit
Damage: 5 -5 armor = no effect
BL 4: roll 11 +2 (skill) -2(dodge) 0 (range) = 11, hit
Damage: 2 -5 armor = no effect
BL 5: roll 6 +2 (skill) 0 (range) = 8, hit
Damage: 3 -5 armor = no effect
Vampire M1: (reach target)(10+ to hit, Thrust 8) = 3, miss
Vampire M2: (reach target)(9+ to hit, Thrust 8) = 9, hit
Damage: 1 x 1 = 1, 1 single hit: Hull -1
Vampire M3: (reach target)(10+ to hit, Thrust 8) = 6, miss
Vampire M4: (reach target)(7+ to hit, Thrust 8) = destroyed by point defense
Vampire M5: (reach target)(10+ to hit, Thrust 8) = destroyed by point defense
Vampire M6: (reach target round 4) (7+ to hit, Thrust 8)
Vampire M7: (reach target round 4) (10+ to hit, Thrust 8)
Vampire M8: (reach target round 4) (10+ to hit, Thrust 8)
Vampire M9: (reach target round 4) (7+ to hit, Thrust 8)
Vampire M10: (reach target round 4) (10+ to hit, Thrust 8)
Vampire M11: (reach target round 4), roll 11 +2 (skill) = (7+ to hit, Thrust 8)
Vampire M12: (reach target round 4), roll 6 +2 (skill) = (8+ to hit, Thrust 8)
Vampire M13: (reach target round 4), roll 6 +2 (skill) = (8+ to hit, Thrust 8)
Vampire M14: (reach target round 4), roll 8 +2 (skill) = (7+ to hit, Thrust 8)
Vampire M15: (reach target round 4), roll 9 +2 (skill) = (7+ to hit, Thrust 8)
Reactions: 3 maneuver dodges (8+2, 10+2, 6+2, 3 x succ), 2 evade program dodges, launch sand (7+2)
Coax Power/Overdrive Thrust: 6/9 = fail
Repairs: fuel leak (4+2, fail)
Sensor Lock: maintain lock, roll 7+2, opposed 11+2, fail, sensor lock lost
Electronic Warfare: defeat LP lock 4+2, fail
Leadership: roll 8+2 = +2 to Round 4 initiative
Crew Change Positions: none

Torero (2000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 5+1 leadership +1 extra thrust (2 reactions)
Maneuver: Thrust 0 (closing),
Combat Actions: Fire all particle weapons at Chasing Prophets, BL 1-3 at Crusader 1, BL 4-5 at Crusader 2, Vampires T11-13 at Crusader 1, Vampires T14-15 at Crusader 2
PAW Bay: roll 3 +2 (skill) +1(sensor lock) -1 (evade) -2(dodge) +0 (range) = 3, miss
PAW Barbette 1: roll 4 +2 (skill) +1 (sensor lock) -1 (evade) -2(dodge) +0 (range) = 4,miss
PAW Barbette 2: roll 8 +2 (skill) +1 (sensor lock) -1 (evade) -2 (dodge) +0 (range) = 8,hit
Damage: 19, 2 single hits, 1 double hit: Structure -2, Powerplant (damaged, crew rad hit)
Radiation Crew Hit: 7, 50 rads – 50 vacc = no effect
Powerplant Radiation Crew Hit: 10, 150 – 50 vacc = 100 rads to #7(2nd Engineer) Crew
BL 1: roll 9 +2 (skill) -2(dodge) 0 (range) = 9, hit
Damage: 3 -5 armor = no effect
BL 2: roll 6 +2 (skill) -2(dodge) 0 (range) = 6, miss
BL 3: roll 6 +2 (skill) 0 (range) = 8, hit
Damage: 5 -5 armor = no effect
BL 4: roll 8 +2 (skill) 0 (range) = 10, hit
Damage: 5 -5 armor = no effect
BL 5: roll 4 +2 (skill) 0 (range) = 6, miss
Vampire T1: (reach target)(7+ to hit, Thrust 8) = destroyed by point defense
Vampire T2: (reach target)(10+ to hit, Thrust 8) = 6, miss
Vampire T3: (reach target)(7+ to hit, Thrust 8) = 8, hit
Damage: 1 x 3 = 3, 1 single hit: Bridge (crew hit)
Bridge Crew Hit: 6 points to #1 (Captain) Crewmember
Vampire T4: (reach target)(7+ to hit, Thrust 8) = destroyed by point defense
Vampire T5: (reach target)(8+ to hit, Thrust 8) = destroyed by point defense
Vampire T6: (reach target round 4) (7+ to hit, Thrust 8)
Vampire T7: (reach target round 4) (9+ to hit, Thrust 8)
Vampire T8: (reach target round 4) (7+ to hit, Thrust 8)
Vampire T9: (reach target round 4) (7+ to hit, Thrust 8)
Vampire T10: (reach target round 4) (8+ to hit, Thrust 8)
Vampire T11: (reach target round 4), roll 9 +2 (skill) = 11 (7+ to hit, Thrust 8)
Vampire T12: (reach target round 4), roll 7 +2 (skill) = 9 (7+ to hit, Thrust 8)
Vampire T13: (reach target round 4), roll 2 +2 (skill) = 4 (10+ to hit, Thrust 8)
Vampire T14: (reach target round 4), roll 7 +2 (skill) = 9 (7+ to hit, Thrust 8)
Vampire T15: (reach target round 4), roll 11 +2 (skill) = 13 (7+ to hit, Thrust 8)
Reactions: 3 maneuver dodge (10+2, 2+2, 7+2, 2x succ), 2 evade program dodges, launch sand (not required)
Coax Power/Overdrive Thrust: 2/7 = fail
Repairs: none
Sensor Lock: maintain sensor lock on CP: roll 11+2, opposed 10+2 = success
Electronic Warfare: break Chasing Prophets sensor lock: roll 5+2 = fail
Crew Change Positions: none

Game Notes: The rules don’t restrict the number of repairs which may be attempted on a given system during combat, but I think I’ll probably impose a house rule in future games.

High Guard states a normal hangar requires five turns to launch craft and a full hangar stores a craft for quick launch. For this game I interpreted “quick launch as one round.

Synopsis: Free of their mothership, Lancers 3 through 8 streak towards the enemy. In a desperate move, Blue concentrates all fire on Matador. Although hit over a dozen times by particle beams and pulse lasers, Matador’s armor proves exceedingly tough and the ship takes only minor damage.

Lost Prophets once again dodges Matador’s main battery. The carrier is hit by one multi-warhead missile, but the damage is laughably weak. Matador’s particle barbettes catch Lancer 3 and Lancer 4, obliterating both the small craft. They are the first craft to be destroyed in flight during the battle. Five laser hits are scored on Lancers 1 and 2, but the fighters’ reflective undercoating proves invaluable as they shrug off Matador’s beam lasers.

Torero scours Crusaders 1 and 2 with beam laser fire, which simply rolls off the fighter’s reflective undercoat. Chasing Prophets finally catches a break by dodging Torero’s main battery and one of her particle barbettes. Relief is short lived, however, as the other barbette and a multi-warhead missile slam in to the hapless carrier. The missile strike inflicts little damage, but does wound the Captain of Chasing Prophets. Severe damage to the ship’s powerplant releases deadly radiation which wounds the Second Engineer. Damage control teams leap in to action to restore the powerplant to full operation and patch the bridge. They also stop the minor fuel leak received earlier in the battle.
 
Combat Round 4

Blue to Red reference point range: 24,000km (Long range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 9+2 = +3
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 5+2 = -1

Blue Forces

Lost Prophets (Blue reference point):
Status: Hull-7, Maneuver –ab, #2 Turret –ab, sensors -ab
Crew: #14 (laser gunner) – 20 rads, #29 (marine) – 60 rads

Initiative: 11 +3 +1 leadership (4 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: Fire all weapons at Matador
PAW #1-1: roll 12 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 11, hit
Damage: 13 -11 armor = 2, 1 single hit: Hull -1
Radiation Crew Hit: 5 -11 armor = no effect
PAW #1-2: roll 6 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 5, miss
PAW #1-3: roll 8 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 7, miss
PAW #2-1: roll 4 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 3, miss
PAW #2-2: roll 8 +2 (skill) -1 (evade) +0 (range) = 9, hit
Damage: 7 -11 armor = no effect
Radiation Crew Hit: 10 -11 armor = no effect
PAW #2-3: roll 2 +2 (skill) -1 (evade) +0 (range) = 3, miss
PAW #3-1: roll 9 +2 (skill) -1 (evade) +0 (range) = 10, hit
Damage: 12 -11 armor = 1, 1 single hit: Armor -1
Radiation Crew Hit: 5 -11 armor = no effect
PAW #3-2: roll 5 +2 (skill) -1 (evade) +0 (range) = 6, miss
PAW #3-3: roll 5 +2 (skill) -1 (evade) +0 (range) = 6, miss
BL 1-1: point defense: roll 10 +2 (skill) = 12, M6 destroyed
BL 1-2: point defense: roll 11 +2 (skill) -1 (cum) = 12, M7 destroyed
BL 1-3: point defense: roll 7 +2 (skill) –2 (cum) = 7, fail
BL 2-1: point defense: roll 3 +2(skill) -2 (cum) = 3, fail
BL 2-2: point defense: roll 11 +2(skill) -1 (cum) = 12, M9 destroyed
BL 2-3: point defense: roll 10 +2 (skill) = 12, M10 destroyed
Reactions: 1 maneuver dodge (6+2, success), 2 evade program dodges, point defense from M6 up (+2), point defense from M10 down (+2), launch sand (12+2)
Coax Power/Overdrive Thrust: / = not attempted due to engineer wounded
Repairs: maneuver (10+2, success), fuel (2+2, fail), sensors (6+2, success)
Sensor Lock: roll 6+2, opposed 9+2 = fail
Electronic Warfare: oppose Matador sensor lock: roll 11+2 opposed 5+2 = succeed
Leadership: 8+2 = +2 to round 5 initiative – comms jammed by Torero
Crew Change Positions: 1 marine remains in sickbay, 2nd engineer to sickbay

Lancer 1 (24,000km ahead of LP, adjacent range to Matador)
Initiative: 12 +3 +1 leadership (4 reactions)
Maneuver: Thrust 2 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 8 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 9, hit
Damage: 6-11 armor = no effect
Reactions: 4 maneuver dodge (8+2, 6+2, 7+2, 12+2, 4x succ)

Lancer 2 (24,000km ahead of LP, adjacent range to Matador)
Initiative: 3+3 +1 leadership (2+1 reactions) burned 2 initiative to add 1 reaction in round 4
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 5 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 6, miss
Reactions: 3 maneuver dodge (8+2, 7+2, 5+2, 2x succ)

Lancer 3 (destroyed)
Lancer 4 (destroyed)

Lancer 5 (8,000km ahead of LP)
Initiative: 6+3 +1 leadership (3 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 6 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 6, miss
Reactions: 2 maneuver dodges

Lancer 6 (8,000km ahead of LP)
Initiative: 6+3 +1 leadership (3 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 7, miss
Reactions: 2 maneuver dodges

Lancer 7 (8,000km ahead of LP)
Initiative: 7+3 +1 leadership (3 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 7, miss
Reactions: 2 maneuver dodges

Lancer 8 (8,000km ahead of LP)
Initiative: 9+3 +1 leadership (4 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 11 +2(skill) +2 (FC/2) -2(PL) -2 (range) = 11, hit
Damage: 4 – 11 armor = no effect
Reactions: 2 maneuver dodges

Small Boat 1001A (launching turn six)

Chasing Prophets (1000km abeam LP)
Status: Hull -12, Structure -4, Hold destroyed, Maneuver –ab, Powerplant – ab, Bridge – ab, #2 and #3 Fixed mount -ab
Crew: #1 (Captain) -6 points, #3 (2nd Pilot) – 40 rads, #7(2nd Engineer) – 100rads, #25(marine) – 9pts, #28 (marine) – 20 rads

Initiative: 8+3 +1 leadership (3 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: fire all weapons at Matador
PAW #1-1: roll 9 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 10 -11 armor = no effect
Radiation Crew Hit: 6 -11 armor = no effect
PAW #1-2: roll 8 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 11 -11 armor = no effect
Radiation Crew Hit: 5 -11 armor = no effect
PAW #1-3: roll 9 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 14 -11 armor = 3, 1 single hit: Fuel (10% fuel destroyed)
Radiation Crew Hit: 5 -11 armor = no effect
PAW #2-1: roll 8 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 8 -11 armor = no effect
Radiation Crew Hit: 6 -11 armor = no effect
PAW #2-2: roll 4 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
PAW #2-3: roll 7 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 16 -11 armor = 5, 2 single hits: Maneuver (-1 Thrust), Armor -1
Radiation Crew Hit: 4 -11 armor = no effect
PAW #3-1: roll 9 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 6 -11 armor = no effect
Radiation Crew Hit: 9 -11 armor = no effect
PAW #3-2: roll 7 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 12 -11 armor = 1, 1 single hit: Hull -1
Radiation Crew Hit: 8 -11 armor = no effect
PAW #3-3: roll 9 +2 (skill) +1(sensor lock) -1 (evade) +0 (range) =
Damage: 12 -11 armor = 1, 1 single hit: Fuel (armored bulkhead destroyed)
Radiation Crew Hit: 2 -11 armor = no effect
BL 1-1: point defense: roll 2 +2 (skill) = fail
BL 1-2: point defense:
BL 1-3: point defense
BL 2-1: point defense:
BL 2-2: point defense: roll 6 +2(skill) -1 (cum) = 7, fail
BL 2-3: point defense: roll 7 +2 (skill) = 9, T10 destroyed
Reactions: 1 maneuver dodge (3+2, fail), 2 evade program dodges, point defense T6 up (+2), point defense from T10 down (+2)
Coax Power/Overdrive Thrust: not attempted due to wounded engineer
Repairs:
Sensor Lock:
Electronic Warfare:
Crew Change Positions: 2nd engineer and 2 marines remain in sickbay

Crusader 1 (23,000km ahead of CP, short range to Matador)
Initiative: 5+3 +1 leadership (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 6 +2(skill) +2 (FC/2) -2(PL) 0 (range) = 8, hit
Damage: 5 –11 armor = no effect
Reactions: 3 maneuver dodge (8+2, 7+2, 6+2, 3x success)

Crusader 2 (23,000km ahead of CP, short range to Matador)
Initiative: 7+3 +1 leadership (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) 0 (range) = 9, hit
Damage: 9 –11 armor = no effect
Reactions: 3 maneuver dodge (9+2, 5+2, 7+2, 2x success)

Crusaders 3-8 (OOC)
Small Boat 1007A (launching turn six)

Red Forces

Matador (Red reference point)
Status: Armor -1, Hull -3, Fuel leak (1 ton/hour), Sensor - ab Maneuver - ab

Initiative: 5-1 +2 leadership (2 reactions)
Maneuver: Thrust 1 (closing),
Combat Actions: Fire all PAW and laser weapons at LP, Vampires M11-13 at Lancer 1, Vampires 14-15 at Lancer 2, Vampires M16-18 at Lancer 5, Vampires M19-20 at Lancer 6
PAW Bay: roll 9 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 8, hit
Damage: 36, triple hit, double hit: Hull -4, bridge (armored bulkhead destroyed)
Radiation Crew Hit: 4 = no effect
PAW Barbette 1: roll 9 +2 (skill) -1(evade) -2(dodge) +0 (range) = 8, hit
Damage: 15, 3 single hits: fuel (6 tons/hour leak), maneuver (-1 thrust), sensors (-2)
Radiation Crew Hit: 9, 160 – 50 vacc = 110 rads to #7 (2nd engineer) Crewmember
PAW Barbette 2: roll 6 +2 (skill) -1(evade) -2(dodge) +0 (range) = 5, miss
BL 1: roll 9 +2 (skill) -1(evade) -1 (range) = 9, hit
Damage: 3 -6 sand = no effect
BL 2: roll 6 +2 (skill) -1(evade) -1 (range) = 6, miss -1d6 sand
BL 3: roll 6 +2 (skill) -1(evade) -1 (range) = 6, miss
BL 4: roll 12 +2 (skill) -1(evade) -1 (range) = 12, hit
Damage: 4, 1 single hit: Hull -1
BL 5: roll 4 +2 (skill) -1(evade) -1 (range) = 4, miss
Vampire M6: (reach target) (7+ to hit, Thrust 8) – destroyed by point defense
Vampire M7: (reach target) (10+ to hit, Thrust 8) – destroyed by point defense
Vampire M8: (reach target) (10+ to hit, Thrust 8) = 2, miss
Vampire M9: (reach target) (7+ to hit, Thrust 8) – destroyed by point defense
Vampire M10: (reach target) (10+ to hit, Thrust 8) – destroyed by point defense
Vampire M11: (reach target)(7+ to hit, Thrust 8) 8 -2(dodge) = 6, miss
Vampire M12: (reach target)(8+ to hit, Thrust 8) 7 -2(dodge) = 5, miss
Vampire M13: (reach target)(8+ to hit, Thrust 8) 5 -2(dodge) = 3, miss
Vampire M14: (reach target)(7+ to hit, Thrust 8) 7 -2(dodge) = 5, miss
Vampire M15: (reach target)(7+ to hit, Thrust 8) 4 -2(dodge) = 2, miss
Vampire M16: (reach target round 6), roll 4 +2 (skill) = 6 (10+ to hit, Thrust 8)
Vampire M17: (reach target round 6), roll 8 +2 (skill) = 10 (7+ to hit, Thrust 8)
Vampire M18: (reach target round 6), roll 9 +2 (skill) = 11 (7+ to hit, Thrust 8)
Vampire M19: (reach target round 6), roll 6 +2 (skill) = 8 (8+ to hit, Thrust 8)
Vampire M20: (reach target round 6), roll 5 +2 (skill) = 7 (9+ to hit, Thrust 8)
Reactions: 2 maneuver dodges (6+2, 8+2, 2x succ), 2 evade program dodges,
Coax Power/Overdrive Thrust: 7/8 = fail
Repairs: fuel leak (4+2, fail)
Sensor Lock: sensor lock LP, roll 5+2, opposed 11+2, sensor lock fail
Electronic Warfare: defeat LP lock 9+2 opposed 6+2 = success
Leadership: roll 8+2 = +2 to Round 5 initiative
Crew Change Positions: none

Torero (2000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 11-1 +2 leadership (3 reactions)
Maneuver: Thrust 0 (closing),
Combat Actions: Fire all Paw and lasers at Chasing Prophets, Vampires T11-13 at Crusader 1, Vampires T14-15 at Crusader 2, Vampires T16-18 at Lancer 7, Vampires T19-20 at Lancer 8
PAW Bay: roll 8 +2 (skill) +1(sensor lock) -1 (evade) -2(dodge) +0 (range) = 8, hit
Damage: 41, 2 triple hits: Structure -6
Radiation Crew Hit: 2 = no effect
PAW Barbette 1: roll 9 +2 (skill) +1 (sensor lock) -1 (evade) -2(dodge) +0 (range) = 9, hit
Damage: 18, 2 single hits, double hit: Structure -3, Crew - 11 points to #18 (fighter pilot)
Radiation Crew Hit: 2 = no effect
PAW Barbette 2: roll 4 +2 (skill) +1 (sensor lock) -1 (evade) +0 (range) = 4, miss
BL 1: roll 9 +2 (skill) +1(sensor lock) -1(evade) -1 (range) = 10, hit
Damage: 4, 1 single hit: Turret #2 (armored bulkhead destroyed)
BL 2: roll 6 +2 (skill) +1(sensor lock) -1(evade) -1 (range) = 7, miss
BL 3: roll 11 +2 (skill) +1(sensor lock) -1(evade) -1 (range) = 12, hit
Damage: 2, 1 single hit: Maneuver drive (-1 thrust)
BL 4: roll 9 +2 (skill) +1(sensor lock) -1(evade) -1 (range) = 10, hit
Damage: 2, 1 single hit: Structure -1
BL 5: roll 5 +2 (skill) +1(sensor lock) -1(evade) -1 (range) = 6, miss
Vampire T6: (reach target) (7+ to hit, Thrust 8) -1 (evade) = 6, miss
Vampire T7: (reach target) (9+ to hit, Thrust 8) -1 (evade) = 7, miss
Vampire T8: (reach target) (7+ to hit, Thrust 8) -1 (evade) = 7, hit
Damage: 6 x 6,6,6,3,1,5 = 10 single hits: Structure -4, Maneuver (disabled), Fuel (5 tons/hour leak), Powerplant (damaged), Fixed Mount #1 (armored bulkhead destroyed, -2 hit)
Vampire T9: (reach target) (7+ to hit, Thrust 8) -1 (evade) = 5, miss
Vampire T10: (reach target) (8+ to hit, Thrust 8) – destroyed by point defense
Vampire T11: (reach target) (7+ to hit, Thrust 8) -2(dodge) = 7, hit
Damage: 3 x 1, 3, 5 -2 armor = no effect, 1, 3, 2 single hits: Armor -1, maneuver (-1 Thrust)
Vampire T12: (reach target) (7+ to hit, Thrust 8) -2(dodge) = 0, miss
Vampire T13: (reach target) (10+ to hit, Thrust 8) -2(dodge) = 0, miss
Vampire T14: (reach target) (7+ to hit, Thrust 8) -2(dodge) = 5, miss
Vampire T15: (reach target) (7+ to hit, Thrust 8) -2(dodge) = 4, miss
Vampire T16: (reach target round 6), roll 3 +2 (skill) = 5 (10+ to hit, Thrust 8)
Vampire T17: (reach target round 6), roll 7 +2 (skill) = 9 (7+ to hit, Thrust 8)
Vampire T18: (reach target round 6), roll 7 +2 (skill) = 9 (7+ to hit, Thrust 8)
Vampire T19: (reach target round 6), roll 5 +2 (skill) = 7 (9+ to hit, Thrust 8)
Vampire T20: (reach target round 6), roll 12 +2 (skill) = 14 (6+ to hit, Thrust 8)
Reactions: 3 maneuver dodge (+2, +2, +2, x succ), 2 evade program dodges
Coax Power/Overdrive Thrust: / =
Repairs: none
Sensor Lock: achieve sensor lock on LP: roll 3+2 = fail
Electronic Warfare: jam Lost Prophets comms: roll 7+2 = success
Crew Change Positions: none

Game Notes: Red’s designs included an armored bulkhead protecting the maneuver fuel, but not the jump fuel. I decided that armored bulkhead would absorb the third fuel hit rather than the first.

Synopsis: In a bold move, Lancers 1 and 2 close Matador to adjacent range. Although it has a slight, negative effect on their lasers, such tight quarters significantly complicate the targeting solutions of Matador’s particle barbettes. Crusaders 1 and 2 close Matador to 1000km, perfect range for their pulse lasers. Having decided the fighters pose only a marginal threat, Red concentrates fir on the carriers.

Blue scores their heaviest hits yet. Eight particle beams and four pulse laser blasts scorch Matador’s egg shaped frame. Chunks of armor a gouged off, the hull damaged, and maneuver functioning reduced. The most serious hits, however, are to Matador’s fuel system. Only the armored bulkhead protecting her maneuver fuel keeps Matador from being knocked out of combat entirely. Damage control efforts on Matador fail to staunch the loss of fuel, leaving Matador extremely vulnerable to having her fuel tanks destroyed.

As the blows rain in, Matador’s weapons lance out in fury. Matador’s missiles are laughably ineffective. Her main battery and one particle barbette, however, do moderately heavy damage. Lost Prophets’ hull is in tatters, and her sensors, maneuver drive, and fuel system hit. Being a second engineer in the Blue force is fraught with danger as Lost Prophets’ second is disabled by radiation. Damage control teams restore Lost Prophets’ maneuver drive and sensors to full operation.

Torero’s missile fire is somewhat more effective than her sister ship. Three warheads detonate near Crusader 1, damaging the fighter’s armor and drives. All six warheads from missile T8 hit Chasing Prophets, causing ten hits. The explosions stagger Chasing Prophets, but it is Torero’s main battery that delivers the coup de grace. Chasing Prophets is utterly destroyed.

The loss of Chasing Prophets may signal the beginning of the end for Blue.
 
Combat Round 5

Blue to Red reference point range: 25,000km (Long range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 8+2 = +2
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 5+2 = -1

Blue Forces

Lost Prophets (Blue reference point):
Status: Hull-12, Maneuver –ab, Fuel (6 tons/hour leak), #2 Turret –ab, sensors –ab, Bridge -ab
Crew: #7(2nd engineer) – 110 rads, #14 (laser gunner) – 20 rads, #29 (marine) – 60 rads

Initiative: 5 +2 +2 leadership (3 reactions)
Maneuver: Thrust 2 (opening)
Combat Actions: Fire all weapons at Matador
PAW #1-1: roll 8 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 9, hit
Damage: 8 -9 armor = no effect
Radiation Crew Hit 4 -9 armor = no effect
PAW #1-2: roll 7 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 8, hit
Damage: 6 -9 armor = no effect
Radiation Crew Hit 12 -9 armor = no effect
PAW #1-3: roll 3 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 4, miss
PAW #2-1: roll 9 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 10, hit
Damage: 7 -9 armor = no effect
Radiation Crew Hit 6 -9 armor = no effect
PAW #2-2: roll 6 +2 (skill) -1 (evade) +0 (range) = 7, miss
PAW #2-3: roll 6 +2 (skill) -1 (evade) +0 (range) = 7, miss
PAW #3-1: roll 12 +2 (skill) -1 (evade) +0 (range) = 12, hit
Damage: 11 -9 armor = 2, 1 single hit: maneuver (-1 Thrust)
Radiation Crew Hit 8 -9 armor = no effect
PAW #3-2: roll 9 +2 (skill) -1 (evade) +0 (range) = 10, hit
Damage: 16 -9 armor = 7, 2 single hits: Sensors (-2), Maneuver (disabled)
Radiation Crew Hit 6 -9 armor = no effect
PAW #3-3: roll 9 +2 (skill) -1 (evade) +0 (range) = 10, hit
Damage: 10 -9 armor = 1, 1 single hit: Sensors (disabled)
Radiation Crew Hit 6 -9 armor = no effect
BL 1-1: roll 11 +2 (skill) -1 (evade) -1 (range) = 9, hit
Damage: 3 -9 armor = no effect
BL 1-2: roll 9 +2 (skill) -1 (evade) -1 (range) = 9, hit
Damage: 3 -9 armor = no effect
BL 1-3: roll 7 +2 (skill) -1 (evade) -1 (range) = 7, miss
BL 2-1: roll 7 +2 (skill) -1 (evade) -1 (range) = 7, miss
BL 2-2: roll 2 +2 (skill) -1 (evade) -1 (range) = 2, miss
BL 2-3: roll 2 +2 (skill) -1 (evade) -1 (range) = 2, miss
Reactions: 1 maneuver dodge (10+2, succ), 2 evade program dodges, launch sand (9+2)
Coax Power/Overdrive Thrust: / = not attempted due to engineer wounded, maneuver out
Repairs: maneuver (4+2, failed), fuel(10+2, leak stopped), sensors (6+2, -2 to hit)
Sensor Lock: no roll due to sensors disabled
Electronic Warfare: oppose Torero comms jamming: roll 7+2 opposed 8+2 = fail
Leadership: 6+2 = +0 to round 6 initiative – comms jammed by Torero
Crew Change Positions: 2nd enginner, 1 marine remain in sickbay

Lancer 1 (25,000km ahead of LP, adjacent range to Matador)
Initiative: 9+2 (3 reactions)
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 12 +2(skill) +2 (FC/2) -1(evade) -2(PL) -1 (range) = 12, hit
Damage:4 -9 armor = no effect
Reactions: 3 maneuver dodge (4+2, 12+2, 8+2, 2 x succ)

Lancer 2 (25,000km ahead of LP, adjacent range to Matador)
Initiative: 11+2 (4 reactions)
Maneuver: Thrust 2 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 4 +2(skill) +2 (FC/2) -1(evade) -2(PL) -1 (range) = 4, miss
Reactions: 4 maneuver dodge (+2, +2, +2, +2, x succ)

Lancer 3 (destroyed)
Lancer 4 (destroyed)

Lancer 5 (14,000km ahead of LP)
Initiative: 8+2 (3 reactions)
Maneuver: Thrust 5 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 9 +2(skill) +2 (FC/2) -1(evade) -2(PL) -2 (range) = 8, hit
Damage: 3 -9 armor = no effect
Reactions: 1 maneuver dodges

Lancer 6 (14,000km ahead of LP)
Initiative: 9+2 (3 reactions)
Maneuver: Thrust 5 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 11 +2(skill) +2 (FC/2) -1(evade) -2(PL) -2 (range) = 10, hit
Damage: 11 -9 armor = 2, 1 single hit: Armor -1
Reactions: 1 maneuver dodges

Lancer 7 (14,000km ahead of LP)
Initiative: 7+2 (3 reactions)
Maneuver: Thrust 5 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 4 +2(skill) +2 (FC/2) -1(evade) -2(PL) -2 (range) = 3, miss
Reactions: 1 maneuver dodges

Lancer 8 (14,000km ahead of LP)
Initiative: 5+2 (2 reactions)
Maneuver: Thrust 5 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 11 +2(skill) +2 (FC/2) -1(evade) -2(PL) -2 (range) = 10, hit
Damage: 10 –9 armor = 1, 1 single hit: Hull -1
Reactions: 1 maneuver dodges

Small Boat 1001A (launching turn six)

Chasing Prophets (destroyed)

Crusader 1 (23,000km ahead of LP, adjacent range to Matador)
Status: Armor -1, Maneuver (-1 Thrust)

Initiative: 11+2 (4 reactions)
Maneuver: Thrust 2 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 5 +2(skill) +2 (FC/2) -1(evade) -2(PL) -1 (range) = 5, miss
Reactions: 4 maneuver dodge (+2, +2, +2, x success)

Crusader 2 (25,000km ahead of LP, adjacent range to Matador)
Initiative: 8+2 (3 reactions)
Maneuver: Thrust 3 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -1(evade) -2(PL) -1 (range) = 7, miss
Reactions: 3 maneuver dodge (+2, +2, +2, x success)

Crusaders 3-8 (destroyed)
Small Boat 1007A (destroyed)

Red Forces

Matador (Red reference point)
Status: Armor -3, Hull -5, Fuel (1 ton/hour leak, 10% destroyed, ab), Sensor - ab Maneuver – ab, Thrust -1

Initiative: 5-1 +2 leadership (2 reactions)
Maneuver: Thrust 0 (closing),
Combat Actions: Fire all PAW and laser weapons at LP, Vampires M16-18 at Lancer 5, Vampires M19-20 at Lancer 6, Vampires M21-22 at Lancer 5, Vampires M23-25 at Lancer 6
PAW Bay: roll 8 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 7, miss
PAW Barbette 1: roll 6 +2 (skill) -1(evade) -2(dodge) +0 (range) = 5, miss
PAW Barbette 2: roll 4 +2 (skill) -1(evade) +0 (range) = 3, miss
BL 1: roll 9 +2 (skill) -1(evade) -1 (range) = 9, hit -1d6 sand
Damage: 6 -4 sand = 2, 1 single hit: Structure -1
BL 2: roll 4 +2 (skill) -1(evade) -1 (range) = 4, miss -1d6 sand
BL 3: roll 7 +2 (skill) -1(evade) -1 (range) = 7, miss
BL 4: roll 2 +2 (skill) -1(evade) -1 (range) = 2, miss
BL 5: roll 11 +2 (skill) -1(evade) -1 (range) = 11, hit
Damage: 2, 1 single hit: Maneuver (-1 Thrust)
Vampire M16: (reach target round 6) (10+ to hit, Thrust 8)
Vampire M17: (reach target round 6) (7+ to hit, Thrust 8)
Vampire M18: (reach target round 6) (7+ to hit, Thrust 8)
Vampire M19: (reach target round 6) (8+ to hit, Thrust 8)
Vampire M20: (reach target round 6) (9+ to hit, Thrust 8)
Vampire M21: (reach target round 7), roll 10 +2 (skill) = 12 (7+ to hit, Thrust 8)
Vampire M22: (reach target round 7), roll 11 +2 (skill) = 13 (7+ to hit, Thrust 8)
Vampire M23: (reach target round 7), roll 9 +2 (skill) = 11 (7+ to hit, Thrust 8)
Vampire M24: (reach target round 7), roll 6 +2 (skill) = 8 (8+ to hit, Thrust 8)
Vampire M25: (reach target round 7), roll 7 +2 (skill) = 9 (7+ to hit, Thrust 8)
Reactions: 2 maneuver dodges (10+2, 6+2, 2x succ), 2 evade program dodges,
Coax Power/Overdrive Thrust: no roll, maneuver drive disabled
Repairs: maneuver(3+2, failed), sensors (8+2, fully operational)
Sensor Lock: no roll, sensors disabled
Electronic Warfare: no roll, sensors disabled
Leadership: roll 9+2 = +3 to Round 6 initiative
Crew Change Positions: none

Torero (1000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 8-1 +2 leadership (3 reactions)
Maneuver: Thrust 2 (closing),
Combat Actions: Fire all Paw and lasers at Lost Prophets, Vampires T16-18 at Lancer 7, Vampires T19-20 at Lancer 8, Vampires T21-22 at Lancer 7, Vampires T23-25 at Lancer 8
PAW Bay: roll 9 +2 (skill) -1 (evade) -2(dodge) +0 (range) = 8, hit
Damage: 38, triple hit, double hit, single hit: Hold(destroyed), Sensors(disabled), Structure -1
Radiation Crew Hit: 5, 70 -50 vacc = 20 rads to #14(laser gunner) crewmember
PAW Barbette 1: roll 7 +2 (skill) -1 (evade) +0 (range) = 8, hit
Damage: 15, 3 single hits: Structure -2, Maneuver (-1 Thrust)
Radiation Crew Hit: 7, 90 -50 vacc = 40 rads to #4(Astrogator) crewmember
PAW Barbette 2: roll 5 +2 (skill) -1 (evade) +0 (range) = 6, miss
BL 1: roll 10 +2 (skill) -1(evade) -1 (range) = 10, hit
Damage: 6, 2 single hits: Structure -1, #3 Fixed Mount (armored bulkhead destroyed)
BL 2: roll 10 +2 (skill) -1(evade) -1 (range) = 10, hit
Damage: 4, 1 single hit: Maneuver (disabled)
BL 3: roll 2 +2 (skill) -1(evade) -1 (range) = 2, miss
BL 4: roll 5 +2 (skill) -1(evade) -1 (range) = 5, miss
BL 5: roll 8 +2 (skill) -1(evade) -1 (range) = 8, hit
Damage: 5, 2 single hits: Structure -1, #1 Turret (armored bulkhead destroyed)
Vampire T16: (reach target round 6) (10+ to hit, Thrust 8)
Vampire T17: (reach target round 6) (7+ to hit, Thrust 8)
Vampire T18: (reach target round 6) (7+ to hit, Thrust 8)
Vampire T19: (reach target round 6) (9+ to hit, Thrust 8)
Vampire T20: (reach target round 6) (6+ to hit, Thrust 8)
Vampire T21: (reach target round 7), roll 8 +2 (skill) = 10 (7+ to hit, Thrust 8)
Vampire T22: (reach target round 7), roll 7 +2 (skill) = 9 (7+ to hit, Thrust 8)
Vampire T23: (reach target round 7), roll 10 +2 (skill) = 12 (7+ to hit, Thrust 8)
Vampire T24: (reach target round 7), roll 9 +2 (skill) = 11 (7+ to hit, Thrust 8)
Vampire T25: (reach target round 7), roll 6 +2 (skill) = 8 (8+ to hit, Thrust 8)
Reactions: 1 maneuver dodge (9+2, 1 x succ), 2 evade program dodges
Coax Power/Overdrive Thrust: 8/10 = success
Repairs: none
Sensor Lock: achieve sensor lock on LP: roll 4+2 = fail
Electronic Warfare: jam Lost Prophets comms: roll 8+2 opposed 7+2 = success
Crew Change Positions: none

Game Notes: Core rules state fixed mounts only fire one direction. I interpret this to mean loss of maneuver control means the ship can’t line fixed mounts up to shoot, but turrets can still slew and engage.

Synopsis: Four fighters now swarm around Matador. The other four are still at long range, but closing fast. Matador and Torero concentrate their fire on Lost Prophets.

The fighters finally penetrate Matador’s weakened armor, with Lancer 6 and Lancer 8 scoring hits on armor and hull respectively. Lost Prophets’ fire yields more immediate effects however, as hits from the #3 Weapons Mount disable Matador’s maneuver drive and knock out her sensors. The sensor operator on Matador is able to restore his sensor suite in short order, but the frigate drifts freely without maneuver control.

Matador does little to return the favor, but Torero hits Lost Prophets hard. Her salvos reduce the carrier’s structure by fifty percent, demolish the empty fighter bay, and disable her maneuvering control and sensors. Damage control restores sensors to fuzzy operation, but is unable to get her maneuver drives online. As Lost Prophets primary weapons are in fixed mounts, the loss of maneuver control robs her of her ability to engage with her particle beams until maneuver drives are restored.

Having already taken 20 rads earlier in the battle, Lost Prophets #1 turret gunner takes another dose. He remains at his post. With the ship having taken heavy damage and drifting, Lost Prophets Captain orders all non-essential personnel to the Ship’s Boat. The boat is minutes from launching. All wounded, marines, stewards, remaining flight deck personnel, and the medic stream to the hangar bay. The ship’s Chief Gunner barks at the sandcaster loader to go as well. The frightened youth hurriedly obeys. All bridge personnel, gunners, Chief engineer, damage controlmen, and the doctor remain onboard to try to save the ship.
 
Combat Round 6

Blue to Red reference point range: 27,000km (Very Long range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 9+2 = +3
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 7+2 = +1

Blue Forces

Lost Prophets (Blue reference point):
Status: Hull-12, Maneuver –ab (disabled), Structure -6, Hold (destroyed), #3 mount – ab, #1 Turret –ab, #2 Turret –ab, sensors –ab (-2 to hit), Bridge -ab
Crew: #4(Astrogator) – 40rads, #7(2nd engineer) – 110 rads, #14 (laser gunner) – 40 rads, #29 (marine) – 60 rads

Initiative: 7 +3 (3 reactions)
Maneuver: Thrust 0 (drive disabled)
Combat Actions: Fire all weapons at Matador
PAW #1-1: unable to target due to disabled drive
PAW #1-2: unable to target due to disabled drive
PAW #1-3: unable to target due to disabled drive
PAW #2-1: unable to target due to disabled drive
PAW #2-2: unable to target due to disabled drive
PAW #2-3: unable to target due to disabled drive
PAW #3-1: unable to target due to disabled drive
PAW #3-2: unable to target due to disabled drive
PAW #3-3: unable to target due to disabled drive
BL 1-1: roll 6 +2 (skill) +2(FC) -2(sensors) -2 (range) = 6, miss
BL 1-2: roll 5 +2 (skill) +2(FC) -2(sensors) -2 (range) = 5, miss
BL 1-3: roll 11 +2 (skill) +2(FC) -2(sensors) -2 (range) = 11, hit
Damage: 6 -8 armor = no effect
BL 2-1: roll 10 +2 (skill) +2(FC) -2(sensors) -2 (range) = 10, hit
Damage: 3 -8 armor = no effect
BL 2-2: roll 5 +2 (skill) +2(FC) -2(sensors) -2 (range) = 5, miss
BL 2-3: roll 6 +2 (skill) +2(FC) -2(sensors) -2 (range) = 6, miss
Reactions: launch sand (10+2)
Coax Power/Overdrive Thrust: / = not attempted due to engineer wounded, maneuver out
Repairs: maneuver
Sensor Lock: no roll due to sensors disabled
Electronic Warfare: oppose Torero comms jamming: roll 7+2 opposed 8+2 = fail
Leadership: +2 = +0 to round 6 initiative – comms jammed by Torero
Crew Change Positions: 2nd engineer, 1 marine remain in sickbay

Lancer 1 (27,000km ahead of LP, adjacent range to Matador)
Initiative:6 +3 +1 thrust (3 reactions)
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll +2(skill) +2 (FC/2) -2(PL) -1 (range) = 13, hit
Damage: 5 -8 armor = no effect
Reactions: 3 maneuver dodge (6+2, 5+2, 6+2, 2 x succ)
Leadership: 8+2 = 10, +2 to Round 7 initiative

Lancer 2 (27,000km ahead of LP, adjacent range to Matador)
Initiative: 5 +3 +1 thrust (3 reactions)
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit -1d6 sand
Damage: 10 -8 armor -6 sand = no effect
Reactions: 3 maneuver dodge (+2, +2, +2, x succ)

Lancer 3 (destroyed)
Lancer 4 (destroyed)

Lancer 5 (21,000km ahead of LP)
Initiative: 6 +3 +1 thrust (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 6 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 7, miss
Reactions: 3 maneuver dodges (11+2, 7+2, 9+2, 3 x succ)

Lancer 6 (21,000km ahead of LP)
Initiative: 9 +3 +1 thrust (4 reactions)
Maneuver: Thrust 2 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit
Damage: 8 -8 armor = no effect
Reactions: 4 maneuver dodges (2+2, 7+2, 7+2, 6+2, 3 x succ)

Lancer 7 (21,000km ahead of LP)
Initiative: 8 +3 +1 thrust (3 reactions)
Maneuver: Thrust 3 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 3 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 4, miss
Reactions: 3 maneuver dodges (8+2, 3+2, 5+2, 1 x succ)

Lancer 8 (21,000km ahead of LP)
Initiative: 4 +3 +1 thrust (2 reactions)
Maneuver: Thrust 4 (closing)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 5 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 6, miss
Damage: –8 armor =
Reactions: 2 maneuver dodges (4+2, 5+2, 0 x succ)

Small Boat 1001A (launching this turn)

Chasing Prophets (destroyed)

Crusader 1 (27,000km ahead of LP, adjacent range to Matador)
Status: Armor -1, Maneuver (-1 Thrust)

Initiative: 10 +3 +1 thrust (4 reactions) burn 2 initiative to add 1 reaction in round 7
Maneuver: Thrust 3 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit -1d6 sand
Damage: 10 -8 armor -3 sand = no effect
Reactions: 3 maneuver dodge (+2, +2, +2, x success)

Crusader 2 (27,000km ahead of LP, adjacent range to Matador)
Initiative: 2 +3 +1 thrust (2 reactions)
Maneuver: Thrust 4 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 9 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 10, hit -1d6 sand
Damage: 8 -8 armor -4 sand = no effect
Reactions: 2 maneuver dodge ( +2, +2, x success)

Crusaders 3-8 (destroyed)
Small Boat 1007A (destroyed)

Red Forces

Matador (Red reference point)
Status: Armor -4, Hull -6, Fuel (1 ton/hour leak, 10% destroyed, ab), Sensor - ab Maneuver – ab (disabled)

Initiative: 8 +1 +3 leadership (3 reactions)
Maneuver: Thrust 0 (drive disabled),
Combat Actions: Fire PAW bay at LP, PAW barbettes at Lancer 5 and 6, Beam lasers at Lancer 1, Vampires M16-18 at Lancer 5, Vampires M19-20 at Lancer 6, Vampires M21-22 at Lancer 5, Vampires M23-25 at Lancer 6
PAW Bay: roll 10 +2 (skill) +2 (FC) +0 (range) = 14, hit
Damage: 33, triple hit, double hit: Fuel (tanks destroyed), Sensors (destroyed)
Radiation Crew Hit:8, 70 –50 vacc = 20 rads to #11(sandcaster loader) crewmember
PAW Barbette 1: roll 9 +2 (skill) +2 (FC) -2(dodge) -1 (range) = 10, hit
Damage: 14 -2 armor = 12, double hit, armor -1, structure -1
Radiation Crew Hit: 10 -2 armor, 70 –50 vacc = 20 rads to pilot
PAW Barbette 2: roll 11 +2 (skill) +2 (FC) -2(dodge) -1 (range) = 12, hit
Damage: 16 -2 armor = 14, 3 single hits: armor -1, structure -1, maneuver (-1 thrust)
Radiation Crew Hit: 7 -2 armor, 110 –50 vacc = 60 rads to pilot
BL 1: roll 4 +2 (skill) +2(FC) +1(accurate) -2(dodge) -2 (range) = 5, miss
BL 2: roll 9 +2 (skill) +2(FC) +1(accurate) -2(dodge) -2 (range) = 10, hit
Damage: 1 -5 armor = no effect
BL 3: roll 3 +2 (skill) +2(FC) +1(accurate) -2 (range) = 6, miss
BL 4: roll 7 +2 (skill) +2(FC) +1(accurate) -2 (range) = 10, hit
Damage: 2 -5 armor = no effect
BL 5: roll 11 +2 (skill) +2(FC) +1(accurate) -2 (range) = 14, hit
Damage: 2 -5 armor = no effect
Vampire M16: (reach target round 6) (10+ to hit, Thrust 8) 8 -2(dodge) = 6, miss
Vampire M17: (reach target round 6) (7+ to hit, Thrust 8) 7 -2(dodge) = 5, miss
Vampire M18: (reach target round 6) (7+ to hit, Thrust 8) 8 = 8, hit
Damage: 6 warheads at 4,3,5,4,2,4 -2 armor = 5 single hits: Armor -1, Structure -2, Fuel leak, turret -2 to hit
Vampire M19: (reach target round 6) (8+ to hit, Thrust 8) 9 -2(dodge) = 7, miss
Vampire M20: (reach target round 6) (9+ to hit, Thrust 8) 4 -2(dodge) = 2, miss
Vampire M21: (reach target round 7) (7+ to hit, Thrust 8)
Vampire M22: (reach target round 7) (7+ to hit, Thrust 8)
Vampire M23: (reach target round 7) (7+ to hit, Thrust 8)
Vampire M24: (reach target round 7) (8+ to hit, Thrust 8)
Vampire M25: (reach target round 7) (7+ to hit, Thrust 8)
Reactions: launch sand (7+2, 7+2, 12+2)
Coax Power/Overdrive Thrust: no roll, maneuver drive disabled
Repairs: fuel (5+2, fail)
Sensor Lock: lock Lancer 1 7+2 = 9, success
Electronic Warfare: jam Blue comms 5+2 = fail
Leadership: roll 5+2 = -1 to Round 7 initiative
Crew Change Positions: none

Torero (3000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 6 +1 +3 leadership (3 reactions)
Maneuver: Thrust 4 (closing),
Combat Actions: Fire PAW bay and lasers at Lost Prophets, PAW barbettes at Lancers 7 and 8, Vampires T16-18 at Lancer 7, Vampires T19-20 at Lancer 8, Vampires T21-22 at Lancer 7, Vampires T23-25 at Lancer 8
PAW Bay: roll 8 +2 (skill) +2 (FC) +0 (range) = 12, hit
Damage: 37, triple hit, double hit, single hit: Structure -6
Radiation Crew Hit: 7, 50 – 50 vacc = no effect
PAW Barbette 1: roll 9 +2 (skill) +2 (FC) -2(dodge) +0 (range) = 11, hit
Damage: 18 -2 armor = 16, 3 single hits: Structure -2, Fuel (20% destroyed)
Radiation Crew Hit: 8 -2 armor = 6, 60 – 50 vacc = 10 rads to pilot
PAW Barbette 2: roll 8 +2 (skill) +2 (FC) +0 (range) = 12, hit
Damage: 16 -2 armor = 14, 3 single hits: Structure -2, Sensors (disabled)
Radiation Crew Hit: 9 -2 armor, 50 – 50 vacc = no effect
BL 1: roll 9 +2 (skill) +2(FC) +1(accurate) -1 (range) = 13, hit -1d6 sand
Damage: 5 -6 sand = no effect
BL 2: roll 9 +2 (skill) +2(FC) +1(accurate) -1 (range) = 13, hit -1d6 sand
Damage: 5 –5 sand = no effect
BL 3: roll 6 +2 (skill) +2(FC) +1(accurate) -1 (range) = 10, hit
Damage: 2, 1 single hit: Powerplant (damaged)
BL 4: roll 6 +2 (skill) +2(FC) +1(accurate) -1 (range) = 10, hit
Damage: 4, 1 single hit: Structure -1
BL 5: roll 5 +2 (skill) +2(FC) +1(accurate) -1 (range) = 9, hit
Damage: 1, 1 single hit: Structure -1
Vampire T16: (reach target round 6) (10+ to hit, Thrust 8) 7 = 7, miss
Vampire T17: (reach target round 6) (7+ to hit, Thrust 8) 3 = 3, miss
Vampire T18: (reach target round 6) (7+ to hit, Thrust 8) 6 = 6, miss
Vampire T19: (reach target round 6) (9+ to hit, Thrust 8) 11 = 11, hit
Damage: 5 warheads at 5,1,2,3,3 -2 armor: 3 single hits: Armor -1, Structure -1, Sensors -2
Vampire T20: (reach target round 6) (6+ to hit, Thrust 8)4 = 4, miss
Vampire T21: (reach target round 7) (7+ to hit, Thrust 8)
Vampire T22: (reach target round 7) (7+ to hit, Thrust 8)
Vampire T23: (reach target round 7) (7+ to hit, Thrust 8)
Vampire T24: (reach target round 7) (7+ to hit, Thrust 8)
Vampire T25: (reach target round 7) (8+ to hit, Thrust 8)
Reactions: launch sand (+2)
Coax Power/Overdrive Thrust: 8/10 = success
Repairs: none
Sensor Lock: achieve sensor lock on small boat 1001A: roll 10+2 = success
Electronic Warfare: jam Blue comms: roll 10+2 = success
Crew Change Positions: none

Game Notes: I realized as I was preparing this round that I hadn’t applied the accurate weapon upgrade bonus to any of Red’s beam laser attacks. Red should have had five more beam laser hits in rounds one through five than they actually had. Oops.

Synopsis: With their maneuver drives disabled, Lost Prophets and Matador shift their computer programs to Fire Control. Taking a slight risk, Torero also shifts to Fire Control to try for a knock out blow against the remaining carrier.

The carrier’s beam lasers scratch at Matador’s armor, but are still too weak to do real damage. Five of the eight fighters hit, but sand blunts three shots and the remainder do not penetrate. Matador escapes the round unscathed.

Perhaps a little overconfident, and having already expended over fifty percent of their multi-warhead missile ordnance, the Red command orders all missiles to hold fire. Using their main batteries, and Torero’s lasers, to hammer Lost Prophets, the barbette gunners turn their attention to the fighters. Lancers 5 and 6 are destroyed by Matador’s particle barbettes. One of five missiles also hits home, further scattering Lancer 5 debris. Matador’s main battery finally hits, shattering Lost Prophets’ fuel tanks and destroying her sensor arrays.

Torero’s particle barbettes destroy Lancers 7 and 8 and the main battery hits the carrier as Red’s particle gunners have a banner round. One of five missiles hits the already disintegrating Lancer 8. Powerless and drifting, Lost Prophets finally disintegrates when hit by Torero’s bay weapon. Small Boat 1001A, carrying nearly half the carrier’s crew, narrowly avoids being caught in the destruction.

Round 6 is horrific for Blue as they lose Lost Prophets and four of the remaining eight fighters while not scoring a single hit on Red.

I considered ending the fight here, but here is the conclusion in all its’ foregone glory…
 
Combat Round 7

Blue to Red reference point range: 27,000km (Very Long range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 10+2 = +4
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 6+2 = 0

Blue Forces

Small Boat 1001A (Blue reference point):
Initiative: 5+4 +1 thrust (3 reactions)
Maneuver: Thrust 6 (fleeing)
Combat Actions: fire all weapons at Matador
Beam Laser: roll 8 +2(skill) -1 (range) = 9, hit
Damage: 2 -8 armor = no effect
Vampire B1: roll 7 +2(skill) = 9 (7+ to hit, Thrust 10)
Vampire B2: roll 4 +2(skill) = 6 (10+ to hit, Thrust 10)
Reactions: 2 evade dodges

Lancer 1 (27,000km ahead of 1001A, adjacent range to Matador)
Initiative: 9+4 +1 thrust (4 reactions) burn 2 initiative to add 1 reaction in round 8
Maneuver: Thrust 2 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 4 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 5, miss
Reactions: 4 maneuver dodge (10+2, 7+2, 8+2, 3 x succ)
Leadership: 10+2 = +4 to Round 8 initiative (jammed)

Lancer 2 (27,000km ahead of 1001A, adjacent range to Matador)
Initiative: 7 +4 +1 thrust (3 reactions)
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit
Damage: 8 -8 armor = no effect
Reactions: 3 maneuver dodge (8+2, 11+2, 6+2, 3 x succ)

Crusader 1 (27,000km ahead of 1001A, adjacent range to Matador)
Status: Armor -1, Maneuver (-1 Thrust)

Initiative: 11 +4 +1 thrust (3+1 reactions) burn 4 initiative to add 2 reaction in round 8
Maneuver: Thrust 1 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 11 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 12, hit -1d6 sand
Damage: 9 -8 armor -1 sand = no effect
Reactions: 4 maneuver dodge (11+2, 5+2, 4+2, 6+2, 2 x success)

Crusader 2 (27,000km ahead of 1001A, adjacent range to Matador)
Initiative: 4 +4 +1 thrust (3 reactions)
Maneuver: Thrust 4 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit -1d6 sand
Damage: 8 -8 armor -6 sand = no effect
Reactions: 3 maneuver dodge ( 7+2, 9+2, 8+2, 3 x success)

Red Forces

Matador (Red reference point)
Status: Armor -4, Hull -6, Fuel (1 ton/hour leak, 10% destroyed, ab), Sensor - ab Maneuver – ab (disabled)

Initiative: 10 -1 -1 leadership (2 reactions)
Maneuver: Thrust 0 (drive disabled),
Combat Actions: Fire PAW bay at Lancer 1, PAW barbettes at Lancer 2 and Crusader 1, Beam lasers at Crusader 2,
PAW Bay: roll 7 +2 (skill) +2 (FC) +1(sensor lock) -2(dodge) -3 (range) = 7, miss
PAW Barbette 1: roll 7 +2 (skill) +2 (FC) -2(dodge) -3 (range) = 6, miss
PAW Barbette 2: roll 9 +2 (skill) +2 (FC) -2(dodge) -3 (range) = 8, hit
Damage: 17 – 1 armor = 15, 3 single hits: Armor -1, turret (ab), Crew (6 points)
Radiation Crew Hit: 12 -1 armor = 10, 170 -50 vacc = 120 rads to the pilot (4 points)
BL 1: roll 3 +2 (skill) +2(FC) +1(accurate) -2(dodge) -2 (range) = 4, miss
BL 2: roll 4 +2 (skill) +2(FC) +1(accurate) -2(dodge) -2 (range) = 5, miss
BL 3: roll 8 +2 (skill) +2(FC) +1(accurate) -2(dodge) -2 (range) = 9, hit
Damage: 5 -5 armor = no effect
BL 4: roll 8 +2 (skill) +2(FC) +1(accurate) -2 (range) = 11, hit
Damage: 6 -5 armor = 1, 1 single hit: Sensors (ab destroyed)
BL 5: roll 9 +2 (skill) +2(FC) +1(accurate) -2 (range) = 12, hit
Damage: 2 -5 armor = no effect
Reactions: launch sand (6+2, 9+2)
Coax Power/Overdrive Thrust: no roll, maneuver drive disabled
Repairs: fuel (4+2, fail)
Sensor Lock: lock Lancer 1 in place, attempt to lock Lancer 2 11+2 = 13, success
Electronic Warfare: defeat smart missiles roll 8+2-2= 8, succ, roll 6+2-2-1 (cum) = fail
Leadership: roll 7+2 = +1 to Round 8 initiative
Crew Change Positions: none

Torero (7000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 6 -1 -1 leadership (1 reactions)
Maneuver: Thrust 4 (closing),
Combat Actions: Fire PAW and lasers at 1001A
PAW Bay: roll 5 +2 (skill) +2 (FC) +1 (sensor lock) -2(dodge) -1(evade) +0 (range) = 7, miss
PAW Barbette 1: roll 8 +2 (skill) +2 (FC) +1 (sensor lock) -2(dodge) -1(evade) +0 (range) = 10, hit
PAW Barbette 2: roll 8 +2 (skill) +2 (FC) +1 (sensor lock) -1(evade) +0 (range) = 12, hit
BL 1: roll 7 +2 (skill) +2(FC) +1(accurate) +1 (sensor lock) -1(evade) -1 (range) = 11, hit
BL 2: roll 6 +2 (skill) +2(FC) +1(accurate) +1 (sensor lock) -1(evade) -1 (range) = 10, hit
BL 3: roll 4 +2 (skill) +2(FC) +1(accurate) +1 (sensor lock) -1(evade) -1 (range) = 8, hit
BL 4: roll 6 +2 (skill) +2(FC) +1(accurate) +1 (sensor lock) -1(evade) -1 (range) = 10, hit
BL 5: roll 7 +2 (skill) +2(FC) +1(accurate) +1 (sensor lock) -1(evade) -1 (range) = 11, hit
Reactions: launch sand (+2)
Coax Power/Overdrive Thrust: / =
Repairs: none
Sensor Lock: achieve sensor lock on Crusader 2: roll 10+2 = success
Electronic Warfare: maintain jam on Blue comms
Crew Change Positions: none

Game Notes: As the remaining fighters buzz around Matador at less than 1000 meters range, I’m ruling Torero is powerless to help her sister ship.

Synopsis: In addition to providing the surviving Blue fighter pilots their best chance to avenge the deaths of their comrades, staying close to Matador also shields them from Torero’s guns.

Blue launches their first two missiles of the game, both from small boat 1001A. the fighters continue to be foiled by Matador’s tough armor and sand.

Crusader 1, previously damaged, amazingly survives a direct hit by a particle barbette. The pilot, however, is knocked unconscious. Crusader 2’s sensors are damaged by a beam laser hit. Matador’s sensor operator defeats one smart missile.

Torero hit small boat 1001A with two particle barbettes and five beam lasers, which qualifies as overkill for the tiny craft.
 
Combat Round 8

Blue to Red reference point range: <1km (Adjacent range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 3+2 = -3
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 7+2 = +1

Blue Forces

Vampire B2: (reach target round 9) (10+ to hit, Thrust 10)

Lancer 1 (adjacent range to Matador)
Initiative: 9 -3 +1 thrust (2+1 reactions) burn 2 initiative to add 1 reaction in round 9
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit
Damage: 2 -8 armor = no effect
Reactions: 4 maneuver dodge (8+2, 3+2, 8+2, 2 x succ)
Leadership: na

Lancer 2 (adjacent range to Matador)
Initiative: 7 -3 +1 thrust (2 reactions)
Maneuver: Thrust 4 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 5 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 6, miss
Damage: -8 armor = no effect
Reactions: 3 maneuver dodge (6+2, 7+2, 2 x succ)

Crusader 1 (drifting outbound 1000km from Matador)
Status: Armor -2, Maneuver (-1 Thrust), Weapons Mount - ab
Crew Status: Pilot unconscious (120 rads, -10 damage points)

Initiative: disabled
Maneuver: Thrust 1 (uncontrolled)
Combat Actions: fire all weapons at Matador
Pulse Laser: no roll
Reactions: none

Crusader 2 (adjacent range to Matador)
Status: Sensors - ab

Initiative: 8 -3 +1 thrust (2 reactions)
Maneuver: Thrust 4 (staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 7 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 8, hit -1d6 sand
Damage: 11 -8 armor -3 sand = no effect
Reactions: 2 maneuver dodge (5+2, 8+2, 1 x success)

Red Forces

Matador (Red reference point)
Status: Armor -4, Hull -6, Fuel (1 ton/hour leak, 10% destroyed, ab), Sensor - ab Maneuver – ab (disabled)

Initiative: 4 +1 +1 leadership (2 reactions)
Maneuver: Thrust 0 (drive disabled),
Combat Actions: Fire PAW bay at Lancer 1, PAW barbettes at Lancer 2 and Crusader 2, Beam lasers at Crusader 2,
PAW Bay: roll 6 +2 (skill) +2 (FC) +1(sensor lock) -2(dodge) -3 (range) = 6, miss
PAW Barbette 1: roll 10 +2 (skill) +2 (FC) +1(sensor lock) -2(dodge) -3 (range) = 10, hit
Damage: 18 – 2 armor = 16, 3 single hits: Armor -1, Structure -1, Maneuver (ab destroyed)
Radiation Crew Hit: 9 – 2 armor = 7, 30 -50 vacc = no effect
PAW Barbette 2: roll 9 +2 (skill) +2 (FC) -2(dodge) -3 (range) = 8, hit
Damage: 16 – 2 armor = 14, 3 single hits: Armor -1, Structure -1, Fuel (leak)
Radiation Crew Hit: 10 -2 armor = 8, 80 – 50 vacc = 30 rads to pilot
BL 1: roll 8 +2 (skill) +2(FC) +1(accurate) -2(dodge) -2 (range) = 9, hit
Damage: 4 -5 armor = no effect
BL 2: roll 7 +2 (skill) +2(FC) +1(accurate) -2 (range) = 10, hit
Damage: 1 -5 armor = no effect
BL 3: roll 5 +2 (skill) +2(FC) +1(accurate) -2 (range) = 8, hit
Damage: 4 -5 armor = no effect
BL 4: roll 6 +2 (skill) +2(FC) +1(accurate) -2 (range) = 9, hit
Damage: 1 -5 armor = no effect
BL 5: roll 2 +2 (skill) +2(FC) +1(accurate) -2 (range) = 5, miss
Reactions: launch sand (8+2, 2+2)
Coax Power/Overdrive Thrust: no roll, maneuver drive disabled
Repairs: fuel (9+2, success)
Sensor Lock: lock Lancer 1 in place
Electronic Warfare: defeat smart missile roll 5+2-2= fail
Leadership: roll 6+2 = +0 to Round 9 initiative
Crew Change Positions: none

Torero (11,000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 10 +1 +1 leadership (1 reactions)
Maneuver: Thrust 3 (closing Crusader 1)
Combat Actions: none
PAW Bay: no roll
PAW Barbette 1: no roll
PAW Barbette 2: no roll
BL 1: no roll
BL 2: no roll
BL 3: no roll
BL 4: no roll
BL 5: no roll
Reactions: launch sand (+2)
Coax Power/Overdrive Thrust: / =
Repairs: none
Sensor Lock: achieve sensor lock on Crusader 2: roll 10+2 = success
Electronic Warfare: maintain jam on Blue comms
Crew Change Positions: none

Game Notes: With her pilot unconscious, I ruled Crusader 1 vectored in a random direction at her thrust from last turn (Thrust 1).

Synopsis: As Matador continues to swat at the three remaining fighters, Torero pursues the drifting Crusader 1 like a cop after a doughnut truck. Her intentions are to capture Crusader 1’s pilot, if alive, for intelligence value.

Matador’s armor and sand defy Blue lasers yet again. In response, Matador’s barbette gunners both score hits, destroying Lancer 2 and Crusader 2. Lancer 1 is the only fighter still active.

Damage control teams on Matador finally staunch the fuel leak, removing the frigate’s most crucial vulnerability.
 
Combat Round 9

Blue to Red reference point range: <1km (Adjacent range)

Blue Crews: Battle stations
Red Crews: Battle stations

Blue Tactics check(effect modifies initiative roll for each ship in the squadron): 5+2 = -1
Red Tactics check(effect modifies initiative roll for each ship in the squadron): 5+2 = -1

Blue Forces

Vampire B2: (reach target) (10+ to hit, Thrust 10) = destroyed by point defense

Lancer 1 (adjacent range to Matador)
Initiative: 5 -1 +1 thrust (2+1 reactions) burn 0 initiative to add 0 reaction in round 10
Maneuver: Thrust 3 (closing – staying close to target)
Combat Actions: fire all weapons at Matador
Pulse Laser: roll 5 +2(skill) +2 (FC/2) -2(PL) -1 (range) = 6, miss
Reactions: 3 maneuver dodge (4+2, 3+2, 8+2, 1 x succ)

Crusader 1 (drifting outbound 2000km from Matador)
Status: Armor -2, Maneuver (-1 Thrust), Weapons Mount - ab
Crew Status: Pilot unconscious (120 rads, -10 damage points)

Initiative: disabled
Maneuver: Thrust 1 (uncontrolled)
Combat Actions: fire all weapons at Matador
Pulse Laser: no roll
Reactions: none

Red Forces

Matador (Red reference point)
Status: Armor -4, Hull -6, Fuel (10% destroyed, ab), Sensor - ab Maneuver – ab (disabled)

Initiative: 10 -1 +0 leadership (3 reactions)
Maneuver: Thrust 0 (drive disabled),
Combat Actions: Fire PAW bay at Lancer 1, PAW barbettes at Lancer 2 and Crusader 2, Beam lasers at Crusader 2,
PAW Bay: roll 7 +2 (skill) +2 (FC) +1(sensor lock) -2(dodge) -3 (range) = 7, miss
PAW Barbette 1: roll 2 +2 (skill) +2 (FC) +1(sensor lock) -3 (range) = 4, miss
PAW Barbette 2: roll 9 +2 (skill) +2 (FC) +1(sensor lock) -3 (range) = 11, hit
Damage: 13 -2 armor: 11, double hit: Crew (7 points damage to pilot)
Radiation Crew Hit: 8 – 2 armor = 6, 80 – 50 vacc = 30 rads to pilot
BL 1: roll 8 +2 (skill) +2(FC) +1(accurate) -2 (range) = 9, hit
Damage: 4 -5 armor = no effect
BL 2: roll 10 +2 (skill) +2(FC) +1(accurate) -2 (range) = 13, hit
Damage: 4 -5 armor = no effect
BL 3: roll 7 +2 (skill) +2(FC) +1(accurate) -2 (range) = 10, hit
Damage: 3 -5 armor = no effect
BL 4: roll 8 +2 (skill) +2(FC) +1(accurate) -2 (range) = 11, hit
Damage: 4 -5 armor = no effect
BL 5: point defense roll 7 +2 (skill) = B2 destroyed
Reactions: Point defense (7+2), launch sand (4+2, 4+2)
Coax Power/Overdrive Thrust: no roll, maneuver drive disabled
Repairs: maneuver (7+2, success)
Sensor Lock: lock Lancer 1 in place
Electronic Warfare:
Leadership: roll 6+2 = +0 to Round 9 initiative
Crew Change Positions: none

Torero (8,000km ahead and 1000km abeam Matador)
Status: Armor -1, Hull -1

Initiative: 10 -1 +0 leadership (3 reactions)
Maneuver: Thrust 3 (closing Crusader 1)
Combat Actions: none
PAW Bay: no roll
PAW Barbette 1: no roll
PAW Barbette 2: no roll
BL 1: no roll
BL 2: no roll
BL 3: no roll
BL 4: no roll
BL 5: no roll
Reactions: none
Coax Power/Overdrive Thrust: / =
Repairs: none
Sensor Lock: achieve sensor lock on Lancer 1: roll +2 =
Electronic Warfare: none
Crew Change Positions: none

Game Notes: none

Synopsis: Faced with the full attention of an armored frigate, Lancer 1’s pilot is lucky to survive the round. She does, but is wounded by shrapnel when her craft is hit by a particle accelerator barbette. Unconscious, she is out of the fight and the battle is over.
 
Post Mortem

Narrative: With their noble sacrifice, the crews of Lost Prophets and Chasing Prophets accomplished their mission. By damaging Matador sufficiently to force the Barcelonans to stop for repairs, the mercenaries bought time for the trading guild to evacuate. Nevertheless, the losses to the mercenary company are staggering.

Game Notes: the Mongoose space combat system offers a lot of detail and flexibility. However, this is about the largest Mongoose space combat I’d care to run without resorting to the barrage rules in High Guard.

The tournament nature of this combat may have colored the outcome somewhat. For example, in a game situation, Blue may have jumped out of combat on Round 2 or 3 instead of standing to fight. Also, in a game the small boat probably would have been left alone to flee.

Design Analysis: The Blue player approached the tournament from a roleplaying perspective. His stated design goal was to take an “off the shelf” merchant design and make it combat viable. Insofar as his Q ships packed a lot of offense power, he succeeded. However, due to their thin skins, I think his ex-Liner Q-ship carriers proved too fragile to stand in the line of battle.

The top design story of the fight was armor, armor, armor. Able to effectively ignore all Blue’s weapons except the particle accelerators on Lost Prophets and Chasing Prophets, Red’s armor reduced the fighters to a mere nuisance. Had Blue’s fighters been upgraded to carry particle accelerator weapons, they may have proven more effective.

One last note on fighters: although able to pack a powerful offensive punch in Mongoose Traveller, the lack of Hull points make them vulnerable to being destroyed by relatively minor hits.

Like armor, armored bulkheads proved their worth in absorbing an impressive amount of damage on both sides during the fight.

Tactical Analysis: Both sides had lucky and unlucky streaks during the fight. I can’t really say one side won or lost due to chance. However, losing the sensor detection contest at the beginning of the battle put Blue forces on the defensive with the first shot. Had Blue detected Red prior to being detected, perhaps Blue could have had all fighters in space before shots were fired. Considering their relatively minor contribution to the fight, though, it is unlikely the extra fighters would have swayed the result.

The “lining up shots” piloting tactic in the core rules is a bit of a gamble. In my opinion, it should only be tried when the pilot is exceptionally good or when the odds of getting a hit are so slim as to warrant the risk.

Red’s standing orders called for distributing fire among targets on the premise of disabling as many foes as possible as quickly as possible. As events showed, every single combatant had full use of every single weapon onboard up to the moment they were destroyed. Based on this experience, massing fire to eliminate targets may have reduced the number of opposition batteries faster. The results of Blue’s concentrated fire on Matador seems to suggest massing fire is the most effective way to reduce an armored opponent.
 
Woa - that was majorly intense! 8)

Not sure I could have managed keeping track of that - that was quite an undertaking!

Far Trader's squadron did exceptionally well considering his off the shelf approach... where I custom designed and took advantage of every angle I could from the ground up.

Glad to see the big bay weapons were nice - when they hit - but not a show stopper to say the least.

The armour was, of course, the cincher - but it came at a very big cost - basically bankrupting the Red squadron from having fighter support and heavier point defense weapons.

The open ended nature of the tournament also meant Red squadron ships were equiped with expensive and space consuming Meson screens.

Even with all that armour and firepower - tactics and skill very definitely play a big role in MGT space combat. I particularly like this balance.

Octagon spent a lot of time and effort putting this together and keeping both our designs kosher... I know I learned a thing or two just from his design critiques, excellent attention to detail and well balanced approach.

Even with 'off-the-shelf' ships, I know Far Trader put some time into designing his squadron and it came out really nice.

Thanks a lot Octagon and Far Trader for the challenge and all that work - it was pretty awesome!

I hope others can gain from this and are inspired to join in future tourneys!

(Oops - edited because I originally had Free Trader instead of Far Trader - appologies!)
 
That was very exciting and now i wish i'd submitted a couple of ships, but having read some of the critiques i think i need to go back and re-evaluate my designs.

as a point though, having difficulty of working out the size of BP's ships; I cant seem to work out how the volume is 10,000 cubic meters as i make it over 20,000

Chef
 
The Chef said:
That was very exciting and now i wish i'd submitted a couple of ships, but having read some of the critiques i think i need to go back and re-evaluate my designs...
Well, I am glad Octagon basically talked me into it. Given I had not played out MGT's spaceship combat rules - and niether had a lot of other folks from the results of a prior poll - I was really interested in seeing how well it works.

To be fair to your existing designs, he made some very specific limits that made things more of a challenge. :)

The Chef said:
...as a point though, having difficulty of working out the size of BP's ships; I cant seem to work out how the volume is 10,000 cubic meters as i make it over 20,000
They are spheroid in shape, I suspect you are calculating volume by multiplying length x height x width... ;)

The formula for volume of a spheroid is basically the same as for a sphere, except replacing the radius cubed by the product of the three 'axis' radii (in this case the length/2 x height/2 x width/2).

So, the volume is 4 /3 x PI x (18m x 12m x 12m). Which is about 10,857 meters cubed, or 804 tons at 13.5 cubic meters each (the Traveller standard of 3m x 1.5m x 3m).
 
This was REALLY interesting to read!

As many of us assumed, missiles and lasers are worthless against armed opponents.

Particle beams and nuclear missiles, or torpedoes are the weapons to have until you can afford Meson guns.

Armor and Reinforced Structure... gotta remember that!
 
Rikki Tikki Traveller said:
As many of us assumed, missiles and lasers are worthless against armed opponents.
Edit that to heavily armoured opponents... ;)

And they did nibble away a bit. Additional player + computer skill would have made a big difference too... give a little more effect and a bunch of cheap missiles and lasers dealing a net damage of 1 still get a hit in each!

The armoured bulkheads really made a difference in survivability and are worth their weight in gold.
 
The Chef said:
hangs head in shame...
Nonsense! Was a perfectly legitimate mistake... nice to see someone was paying that much attention!

Its more fun calculating the interior volumes for deckplans and trying to keep things sanely on a 1.5m x 1.5m x 1.5m cell layout!
 
Well done Octagon for GM'ing the battle. Combat looked quite tough to GM because of the detail, but ideal as a RPG system.

The fighters performing badly, and the lower tech missiles and lasers have a poor effects mirrors CT High Guard and Book 2. I suspect if the designs were converted to CT, the result would be the same, which is a good thing. I think low tech fighters in MgT High Guard might do better than CT, as the flight rules and barrage rules should allow missiles to do damage higher armoured/higher tech level capital ships.

I like your use of detection rolls to determine if targets are spotted. I cannot find this covered in either High Guard or Core Rulebook, the latter stating automatically detected, and info based on range rather counters the -4 DM to detection for stealth coating.

Excellent thread, think I might have to run starship combat, as it looks really good fun.

So are you planning another one - think you would get more takers.
 
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