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.