Sample space fight using the rules as in the first post, staring at long range (12.000km
Opponents
Free Trader FancyFree
Thrust: 1, no software, Turret (Sandcaster, Pulse Laser, Pulse Laser)
Hull 4, Structure 4, Armour 4
Commander: Lucien (Tactics (naval) 5, Leadership 3, Mechanic 2)
Pilot: Aiken (Pilot 3, Sensors 4)
Gunner: Erik (Gunner 3, Mechanic 2)
Damage Control: Robert (Mechanic 6)
Vessel B: Pirate
Thrust 2, Fire Control 1, Turret 1 (Beam Laser, Missile), Turret 2 (Beam Laser, Missile), Basic Civilian Sensors
Hull 4, Structure 4, Armour 4
Commander: A (Engineer (Jump Drive) 2, Leadership 3)
Pilot: B (Pilot 3)
Gunner 1: C Gunner 2
Gunner 2: D Gunner 2
Sensors: E: Sensors 2, Mechanic 3
Initiative
Pirates: roll 10; result 11 (three reactions allowed)
FancyFree: Tactics roll 8 +5 = 13, Effect 5; roll 9, result 14 (four reactions allowed)
ROUND 01
FancyFree
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 3 +2(Pilot) = 5, fail by effect 3, DM+0!
First pulse laser: Roll 11 +3(Gunner) -2(Range) = 12, hit with effect 4 ! Damage roll 5 +4 (Effect) -4 (Armour) = 5, two single hits !
Second pulse laser: Roll 7 +3(Gunner) -2(Range) = 8, hit with effect 0 ! Damage roll 4 -4 (Armour) = 0, no damage !
Hit rolls 10 (Manoeuvre Drive, Thrust of Pirate reduced to 1) and 3 (Sensors, all sensor rolls DM-2)
Ship Action Phase:
Aiken tries to get a sensor lock on the pirate vessel: roll 8 +4(Sensors) = 12, success !
Lucien changes position to Damage Control
Pirate
Manoeuvre Phase:
Due to the damage on its drive, the pirate vessel cannot apply thrust this round
Combat Phase:
No thrust applied.
Both gunners fire at the FancyFree. The free trader reacts by both firing sand (roll 7 +3(Gunner) =10, success) and by trying to dodge (roll 12 +3(Pilot) =15, success with 7 effect; DM-4).
Turret 1: Beam Laser 11 +2(Gunner) +1(FireControl) -4(Dodge) -1(Range) -2(multiple action) = 7, miss ! Missile Launch roll 8 +1(firecontrol) +2(Gunner) -2 (multiple action) = 9, Missile 01 will impact on 7+
Turret 2: Beam Laser 2 +2(Gunner) -1(Range) -2 (multiple action) = 1, miss ! Missile Launch roll 7 +2(Gunner) -2 (multiple action = 7, Missile 02 will impact on 9+
Ship Action Phase:
The pirate engineer changes position from sensors to damage control.
ROUND 02
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 5 +2(Pilot) = 7, fail, DM -1!
First pulse laser: Roll 12 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 13, hit with effect 5 ! Damage roll 2 +5 (Effect) -4 (Armour) = 3, one single hit !
Second pulse laser: Roll 8 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 9, hit with effect 1 ! Damage roll 2 +1(effect) -4 (Armour) = -1, no damage !
Hit roll 5 (fuel, leakage of 5tons per hour)
Ship Action Phase:
No Action
Missile 01 (7+) applies 5 thrust towards FancyFree (5 remaining to get to medium range)
Missile 02 (9+) applies 5 thrust towards FancyFree (5 remaining to get to medium range)
Pirate
Manoeuvre Phase:
Due to the damage on its drive, the pirate vessel cannot apply thrust this round
Combat Phase:
No thrust applied.
Both gunners fire at the FancyFree. The free trader reacts by both firing sand (roll 9 +3(Gunner) =12, success) and by trying to dodge (roll 8 +3(Pilot) =11, success, DM-3).
Turret 1: Beam Laser 4 +2(Gunner) +1(FireControl) -3(Dodge) -1(Range) -2(multiple action) = 2, miss ! Missile Launch roll 7 +1(fire control) +2(Gunner) -2 (multiple action) = 8, Missile 03 will impact on 8+
Turret 2: Beam Laser 7 +2(Gunner) -1(Range) -2 (multiple action = 6, miss ! Missile Launch roll 9 +2(Gunner) -2 (multiple action) = 9, Missile 04 will impact on 7+
Ship Action Phase:
The pirate engineer tries to repair the sensor system 4 +3(Mechanic) = 7, no hits repaired !
ROUND 03
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 11 +2(Pilot) = 13, success, DM-3 !
First pulse laser: Roll 3 +3(Gunner) -2(Range) +1(Sensor lock) -3(Dodge) = 2, miss ! Second pulse laser: Roll 9 +3(Gunner) -2(Range) +1(Sensor lock) -3(Dodge) = 8, hit with effect 0 ! Damage roll 5 +0 (Effect) -4 (Armour) = 1, one single hit !
Hit roll 10 (Manoeuvre drive, second hit, thrust 1)
Ship Action Phase:
No Action
Missile 01 (7+) applies 5 thrust towards FancyFree (will impact next round)
Missile 02 (9+) applies 5 thrust towards FancyFree (will impact next round)
Missile 03 (8+) applies 5 thrust towards FancyFree (5 remaining to get to medium range)
Missile 04 (7+) applies 5 thrust towards FancyFree (5 remaining to get to medium range)
Pirate
Manoeuvre Phase:
Due to the damage on its drive, the pirate vessel cannot apply thrust this round
Combat Phase:
No thrust applied.
Both gunners fire (this time only the beam lasers) at the FancyFree. The free trader reacts by both firing sand (roll 10 +3(Gunner) =13, success) and by trying to dodge (roll 10 +3(Pilot) =13, success, DM-3).
Turret 1: Beam Laser 12 +2(Gunner) +1(FireControl) -3(Dodge) -1(Range) = 11, hit with effect 3 ! Damage 6 +3(effect) -4(Armour) -4(sand) = 1, one single hit ! Hit 12 (hull, hull 3)
Turret 2: Beam Laser 5 +2(Gunner) -1(Range) = 6, miss !
Ship Action Phase:
The pirate engineer tries to repair the sensor system 5 +3(Mechanic) = 8, one hit repaired ! Sensors no longer at DM-2
ROUND 04
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 6 +2(Pilot) = 8, success, DM-2 !
First pulse laser: Roll 10 +3(Gunner) -2(Range) +1(Sensor lock) -2(Dodge) = 10, hit with effect 2 ! Damage roll 6 +2 (Effect) -4 (Armour) = 4, one single hit ! Hit roll 7 (Armour, Armour 3)
Second pulse laser: Roll 8 +3(Gunner) -2(Range) +1(Sensor lock) -2(Dodge) = 8, hit with effect 0 ! Damage roll 2 +0 (Effect) -4 (Armour) = -2, no damage !
Ship Action Phase:
No Action
Missile 01 (7+) and Missile 02 (9+) are about to impact. FancyFree reacts with point defence. Roll 11 +3(gunner) -1(range close) =13, missile 01 destroyed ! Roll 4 +3(gunner) -1(second shot) -1(range close) = 5, missile 02 is not destroyed ! Hit roll 3, missile 02 does not impact.
Missile 03 (8+) applies 5 thrust towards FancyFree (will impact next round)
Missile 04 (7+) applies 5 thrust towards FancyFree (will impact next round)
Pirate
Manoeuvre Phase:
Due to the damage on its drive, the pirate vessel cannot apply thrust this round
Combat Phase:
No thrust applied.
Both gunners fire (this time only the beam lasers) at the FancyFree. The free trader reacts by both firing sand (roll 5 +3(Gunner) =8, success) and by trying to dodge (roll 7 +3(Pilot) =10, success, DM-3).
Turret 1: Beam Laser 9 +2(Gunner) +1(FireControl) -3(Dodge) -1(Range) = 8, hit with effect 0 ! Damage 9 +0(effect) -4(Armour) -2(sand) = 3, one single hit ! Hit 11 (Sensors, sensor checks at DM-2)
Turret 2: Beam Laser 4 +2(Gunner) -1(Range) = 5, miss !
Ship Action Phase:
The pirate engineer tries to repair the manoeuvre drive 8 +3(Mechanic) = 11, two hits repaired !
The pirate still suffers from a single fuel hit and from a single armour hit
ROUND 05
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 3 +2(Pilot) = 5, fail, DM+0 !
First pulse laser: Roll 6 +3(Gunner) -2(Range) +1(Sensor lock) = 8, hit with effect 0 ! Damage roll 3 +0 (Effect) -3 (Armour) = 0, no damage
Second pulse laser: Roll 8 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 9, hit with effect 1 ! Damage roll 4 +1 (Effect) -3 (Armour) = 2, single hit ! Hit 7 (Armour, Armour 2)
Ship Action Phase:
FancyFree suffers from a hull hit and a single sensor hit. Robert tries to repair the sensor system: 7 +6(mechanic) = 13, sensor system repaired !
Missile 03 (8+) and Missile 04(7+) are about to impact.
FancyFree reacts with point defence. Roll 11 +3(gunner) -1(range close) =13, missile 03 destroyed ! Roll 3 +3(gunner) -1(second shot) -1(range close) = 4, missile 04 is not destroyed ! Hit roll 7, missile 04 impacts with 0 effect ! Damage 4 +0(effect) -4(Amour) = 0, no damage !
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
The pirate uses 1 thrust to try to get into a favourable position for his gunners: 12 +2(pilot) = 14, effect 6, the gunners will get DM+2 !
Both gunners fire (all weapons) at the FancyFree. The free trader reacts by both firing sand (roll 11 +3(Gunner) =14, success) and by trying to dodge the first beam laser (roll 8 +3(Pilot) =11, success, DM-3).
Turret 1: Beam Laser 6 +2(Gunner) +1(FireControl) -3(Dodge) -1(Range) -2(multiple action) +2(pilot mod) = 5, miss ! Missile Launch : 7 +2(gunner) +1(Fire Control) +2(Pilot mod) -2(multiple action)= 10, missile 05 will hit on 7+
Turret 2: Beam Laser 3 +2(Gunner) -1(Range) -2(multiple action) +2(pilot mod) = 4, miss ! Missile Launch : 5 +2(gunner) +2(Pilot mod) -2(multiple action) = 7, missile 06 will hit on 9+
Ship Action Phase:
The pirate engineer tries to repair the fuel leak 6 +3(Mechanic) = 9, fuel leak repaired !
The pirate still suffers from 2 armour hits
ROUND 06
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 5 +2(Pilot) = 7, fail, DM-1 !
First pulse laser: Roll 7 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 8, hit with effect 0 ! Damage roll 1 +0 (Effect) -2 (Armour) = -1, no damage
Second pulse laser: Roll 8 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 9, hit with effect 1 ! Damage roll 6 +1 (Effect) -2 (Armour) = 5, two single hits ! Hit 4 (Manoeuvre Drive, Thrust 1) and 2 (Sensors, DM-2 Sensor checks)
Ship Action Phase:
FancyFree suffers from a hull hit.
Missile 05 (7+) applies 5 thrust towards FancyFree (will be in medium range after another 5 thrust)
Missile 06 (9+) applies 5 thrust towards FancyFree (will be in medium range after another 5 thrust)
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied
Both gunners fire (beam lasers only) at the FancyFree. The free trader reacts by both firing sand (roll 8 +3(Gunner) =11, success) and by trying to dodge the first beam laser (roll 5 +3(Pilot) =8, success).
Turret 1: Beam Laser 4 +2(Gunner) +1(FireControl) -2(Dodge) -1(Range) = 4, miss !
Turret 2: Beam Laser 5 +2(Gunner) -1(Range) = 6, miss !
Ship Action Phase:
The pirate engineer tries to repair the sensor hit 8 +3(Mechanic) = 11, sensor hit repaired !
The pirate still suffers from 2 armour hits and a single manoeuvre drive hit
ROUND 07
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 11 +2(Pilot) = 13, success, DM-3 !
First pulse laser: Roll 12 +3(Gunner) -2(Range) +1(Sensor lock) -3(dodge)= 11, hit with effect 5 ! Damage roll 6 +5 (Effect) -2 (Armour) = 9, double hit ! Hit 12 (hull, Hull 2)
Second pulse laser: Roll 9 +3(Gunner) -2(Range) +1(Sensor lock) -3(dodge)= 8, hit with effect 0 ! Damage roll 6 +0 (Effect) -2 (Armour) = 4, single hit ! Hit 7 (Armour, Armour 1)
Ship Action Phase:
FancyFree suffers from a hull hit.
Missile 05 (7+) applies 5 thrust towards FancyFree (will impact next round)
Missile 06 (9+) applies 5 thrust towards FancyFree (will impact next round)
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied
Both gunners fire (beam lasers only) at the FancyFree. The free trader reacts by both firing sand (roll 5 +3(Gunner) =8, success) and by trying to dodge the first beam laser (roll 2 +3(Pilot) =5, fail, DM+0).
Turret 1: Beam Laser 9 +2(Gunner) +1(FireControl) -1(Range) = 11, effect 3 ! Damage 9 +3(Effect) -4(armour) -4(sand)= 4, single hit ! Hit 9 (Turret; attacks suffer DM-2)
Turret 2: Beam Laser 3 +2(Gunner) -1(Range) = 4, miss !
Ship Action Phase:
The pirate engineer tries to repair the drive hit 11 +3(Mechanic) = 14, drive hit repaired !
The pirate still suffers from 3 armour hits, 2 hull hits.
ROUND 08
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 3 +2(Pilot) = 5, fail, DM+0 !
First pulse laser: Roll 3 +3(Gunner) -2(Range) +1(Sensor lock) -2(turret hit)= 3, miss !
Second pulse laser: Roll 8 +3(Gunner) -2(Range) +1(Sensor lock) -2(turret hit)= 8, hit with effect 0 ! Damage roll 4 +0 (Effect) -1 (Armour) = 3, single hit ! Hit 10 (Manoeuvre Drive, Thrust 1)
Ship Action Phase:
Robert tries to repair the turret hit: 11 +6(mechanic), fully repaired
FancyFree suffers from a hull hit.
They will need to repair once they reach a spaceport: turret hit, sensor hit
Missile 05 (7+) and Missile 06 (9+) are about to impact. The free trader makes a point defence: 11 +3(Gunner) -1(range close) = 13, missile 05 destroyed ! 8 +3(Gunner) -1(second defence) -1(range close) =9, missile 06 destroyed !
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied
Both gunners fire (beam lasers only) at the FancyFree. The free trader reacts by both firing sand (roll 7 +3(Gunner) =10, success) and by trying to dodge the first beam laser (roll 10 +3(Pilot) =13, success, DM-3).
Turret 1: Beam Laser 9 +2(Gunner) +1(FireControl) -1(Range) -3(dodge) = 8, effect 0 ! Damage 8 +0(Effect) -4(armour) -5(sand)= -1, no damage
Turret 2: Beam Laser 10 +2(Gunner) -1(Range) = 11, hit with effect 3 ! Damage 7 +3(Effect) -4(armour) -4(sand)= 2, single hit ! Hit 11 (Sensors, DM-2 to sensor checks)
Ship Action Phase:
The pirate engineer tries again to repair the drive hit 11 +3(Mechanic) = 14, drive hit repaired !
The pirate still suffers from 3 armour hits, 2 hull hits.
ROUND 09
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 5 +2(Pilot) = 7, fail, DM-1 !
First pulse laser: Roll 10 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 11, hit with effect 3 !
Second pulse laser: Roll 10 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 11, hit with effect 3 !
Damage roll 4 +3 (Effect) -1 (Armour) = 6, two single hits ! Hit 10 (Manoeuvre Drive, Thrust 1) and 6 (Hull, hull 1)
Damage roll 3 +3 (Effect) -1 (Armour) = 5, two single hits ! Hit 10 (Manoeuvre Drive, Thrust 1, 2nd hit) and 3 (Sensors, sensor checks DM-2)
Ship Action Phase:
Robert tries to repair the turret hit: 11 +6(mechanic), fully repaired
FancyFree suffers from a hull hit.
They will need to repair once they reach a spaceport: turret hit, sensor hit
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied
Both gunners fire (beam lasers only) at the FancyFree. The free trader reacts by both firing sand (roll 5 +3(Gunner) =8, success) and by trying to dodge the first beam laser (roll 10 +3(Pilot) =13, success, DM-3).
Turret 1: Beam Laser 10 +2(Gunner) +1(FireControl) -1(Range) -3(dodge) = 9, effect 1 !
Turret 2: Beam Laser 8 +2(Gunner) -1(Range) = 9, effect 1 !
Damage 8+1(Effect) -4(armour) -3(sand) = 2, single hit ! Hit 4(Manoeuvre Drive, -1 Thrust)
Damage 7 +1(Effect) -4(armour) -4(sand) = 0, no damage !
Ship Action Phase:
The pirate engineer tries again to repair the drive hit 5 +3(Mechanic) = 8, one drive hit repaired !
The pirate still suffers from 3 armour hits, 3 hull hits, 1 sensor hit, 1 manoeuvre drive hit.
ROUND 10
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 5+2(Pilot) = 7, fail (DM-1)!
First pulse laser: Roll 11 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 12, hit with effect 4 !
Second pulse laser: Roll 12 +3(Gunner) -2(Range) +1(Sensor lock) -1(Dodge) = 13, hit with effect 5 !
Damage roll 4 +4 (Effect) -1 (Armour) = 7, two single hits ! Hit 5 (Fuel, 1 ton leakage per hour) and 5 (Fuel, 10% fuel destroyed, 2,4 tons fuel destroyed)
Damage roll 3 +5 (Effect) -1 (Armour) = 7, two single hits ! Hit 8 (Hull, Hull 0) and 11 (Sensors 2nd hit, no sensor checks allowed, no attacks allowed)
Ship Action Phase:
Robert tries to repair the drive hit: 6 +6(mechanic) = 12, fully repaired !
FancyFree suffers from 1 hull hit.
They will need to repair once they reach a spaceport: turret hit, sensor hit, manoeuvre drive hit
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied
No attacks possible due to second sensor hit
Ship Action Phase:
The pirate engineer tries again to repair the sensor hit 8 +3(Mechanic) = 11, two sensor hits repaired, sensors fully functional again !
The pirate commander plots a course to the Glisten system. Astrogation 8 +4(easy) -1(jump distance) -2(taking less time), success !
The pirate still suffers from 3 armour hits, 4 hull hits, 2 fuel hits, 1 manoeuvre drive hit.
ROUND 11
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied.
Erik shoots at the pirate vessel, which tries to dodge (apply 1 thrust). Dodge roll 9+2(Pilot) = 11, success, DM-3 !
First pulse laser: Roll 6 +3(Gunner) -2(Range) +1(Sensor lock) -3(Dodge) = 5, miss !
Second pulse laser: Roll 12 +3(Gunner) -2(Range) +1(Sensor lock) -3(Dodge)= 11, hit with effect 3 !
Damage roll 6 +3 (Effect) -1 (Armour) = 8 two single hits ! Hit 9 (Internal !; no Bay exists: structure damage, Structure 3) and 8 (Internal ! Structure, Structure 2)
Ship Action Phase:
Robert tries to repair the drive hit: 6 +6(mechanic) = 12, fully repaired !
FancyFree suffers from 1 hull hit.
They will need to repair once they reach a spaceport: turret hit, sensor hit, manoeuvre drive hit
Pirate
Manoeuvre Phase:
No thrust applied
Combat Phase:
No thrust applied
No attacks
Ship Action Phase:
The pirate engineer tries again to repair the drive hit 8 +3(Mechanic) = 11, drive repaired.
The commander desperately activates the jump drive 11 +2(Engineer) = 13, effect 5. Jump 7 +5(effect) -8(within 100D) = 4, inaccurate jump !
The pirate still suffers from 3 armour hits, 4 hull hits, 2 fuel hits.