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Post by aramis on Jun 25, 2010 1:41:29 GMT -5
Seeing no roll for 36 hours for Grayson, Grayson Rolls loyalty to fire per orders: [dice=20]
Videni Roll: [dice=20] Grayson Roll to Hit: [dice=20] At 100,000km Lasers are 13- Torps are 7- Fireballs are 13-
So, paddy misses, and Videni hits, for 1d6x10: [dice=6]... 30 points. Screen roll 1d6 x10% [dice=6]=50% absorbed. 30-15=15 damage to power.
Grayson hits with the laser, doing 1d6x5 [dice=6]x5 = 15 points... and spending 5 EU.
Question for y'all: strict rules interpretation would be to treat damage as more power spent. If you'd rather, I'll use "damage goes direct to production, but spent energy isn't lost, while if unspent is less than damage, unspent is reduced"[rand=023373745744005977685788294621055343954513372228606607760322608625]
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Post by aramis on Jun 25, 2010 1:54:40 GMT -5
Oh, and Vork's roll to obey the orders to come about: 1d20 for loyalty 15 or less, +( Jaspar's CHA (15) ÷3 (different race)), but total being halved for what he THINKS is an illegal order. (It's merely highly questionable). [dice=20]... under the 10 needed.
The ship come about is on his Tech (11)... it's a high stress maneuver. On a fail, they will get to close and will suffer "stress". Once stressed, further failed Stresses will result in damage 1d3 damage. [dice=20]
Next round: FYI they can either fire or raise the cloak, and will remain attempting to close at 50KKM/R, and you're faced away and going 50KKM/R...[rand=14290097445871231178793619464599825892993821717774835407910547851]
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Post by apn on Jun 25, 2010 11:44:46 GMT -5
Apologies for the delay in posting actions/orders - feel free to roll for Grayson. His loyalty score (which is his highest stat) should cover most of what he does anyway - i.e. what the Captain orders. I will be away till Sunday. Was away the last couple of days because I was assaulted the other day and feeling rather fragile with cuts, bruises and a broken nose Don't heal as quick as I used to, so been wincing every time anyone looks at me funny in case they throw a punch for no reason like the last one...
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Post by Drohem on Jun 25, 2010 13:49:39 GMT -5
I'm by no means any expert on aerial, let alone, space combat maneuvers so I guess my maneuver attempt didn't come off right. I was under the impression that we were traveling toward each other from opposite directions, so my Immelmann turn was meant to put us behind, or near, the Videni ship like this traveling in the same direction: Also, shouldn't we get a second laser shot at the enemy for paying the 5 EUs since there are 2 lasers in a laser bank? I like your option for damage going to production first.
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Post by aramis on Jun 26, 2010 2:38:39 GMT -5
Not every immelman is to put you behind.... In CYAC, I often immelmaned to avoid closing while I had missiles outbound. And your animation has a small technical flaw; Immelman's maneuver puts the half-roll during the climb, so you're never inverted; the animation up shows a half-loop and half-roll. Just call it Vork being dense... APN: Whenever a player doesn't check in withing 36 hours (ignoring sat-sun), I'll drop them to NPC.... If they have a long-term bout of real life, I'll simply reassign them at the next opportunity. Dro: Whups, I forgot that bit about 2 lasers per bank each firing. Second shot: [dice=20] is a hit damage: 1d6x5 [dice=6]=20 Not quite enough to kill him... [rand=16739076250086848354672526683329050239012225034379585533064786702754]
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Post by Drohem on Jun 26, 2010 18:06:05 GMT -5
OK, just so I have a clear picture here of the situation: - We've spent 45 EU/damage so far.
- We estimate that they've spent 70 EU/damage so far.
- At the start of round 2, we're still 100,000 km from each other.
Does that look to be about right? I know that asking Mr. Johnson to shut down non-essential power system does nothing mechanically in relation to the game system. I did it for the fluff and story line. We'll just move closer to the Videni ship in round 2 and hold any fire for this round.
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Post by aramis on Jun 26, 2010 23:35:18 GMT -5
Ordering johnson to shut down non-essential systems might be good enough for a tech roll to get an extra point of power or two...
Let's see: LS=5, SLD=5, WF1=5, half shields=15, one bank fired =5; 15 damage. I count you at 50, not 45. They are LS=5, SLD=5, WF2=10, cloak=15, one fireball fired =5; 30 damage. 80 total.
Johnson makes a tech roll: [dice=20]... no joy.[rand=8104385683161366279999594367270490657321704633463205672188146913]
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Post by Drohem on Jun 27, 2010 10:55:19 GMT -5
Ah, I see. In post #51 you had the total of 25 and I went with that, but adding the numbers up in post #51 the total was 30. OK, so I'm trying to get a grip on the system and energy use here: If we've already spent 50 EUs (our limit), then, essentially, we cannot do anything else today that expends energy. I.e., we can only fire torpedoes for the rest of this combat then? Or, can we still fire lasers and expend energy (up to 99 EUs), but any further EUs spent, either energy or damage taken, will be permanently deducted from the ship's power pile? Can permanent EU reduction (i.e. EUs from power expenditure or damage in the range of 51-99) be repaired at a Starbase or shipyard? Sorry for pestering you with questions, but this the first time I'm playing this system and I don't want to make another stupid error like my Immelmann turn order.
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Post by apn on Jun 28, 2010 13:25:49 GMT -5
If I recall, that's the only way permanent (eating into the reserve) energy expenditure is restored (going back to starbase). If it gets us out of trouble I'm all for it, though it may affect if we can do the mission in time...
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Post by aramis on Jun 28, 2010 17:33:11 GMT -5
Official Rules as I understand them: The PPB rating (hereafter P) is a base line. Power Expenditure (E) and Damage (D) simply total through the day. At E+D>P, next days PPB (P') is reduced by the difference. E+D <= P: no effect (2*P)-10 > E+D > P: Reduction to PPB; P'=P-(E+D-P) (2*P)-5 > E+D > (2*P)-10: P'=P-(E+D-P) but also dead in space; no drive available. 2*P > E+D > 2*P -5: P'=P-(E+D-P) but also dead in space; no LS and no drive available. 2*P <= E+D: destroyed
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Post by aramis on Jun 28, 2010 17:48:00 GMT -5
So, "today's Numbers" E+D <50 = no effect 50 < E+D <= 90 damage to power 90 < E+D <= 95 damage to power, and immobilized 95 < E+D < 100 damage to power, immobilized and no LS E+D >= 100: BOOM!
Assuming you don't get hit again, and fire a second volley with the battery, tomorrow's numbers will be down 5 PPB... E+D < 45 no effect 45 < E+D <= 80 damage to power 80 < E+D <= 85 damage to power, and immobilized 85 < E+D < 90 damage to power, immobilized and no LS E+D >= 100: BOOM!
(Separated for a reason... Copying later!)
Also, given their 80 E+D: for them, tomorrow for the videni looks like: E+D <= 20: no effect 20 < E+D <= 30 damage to power 30 < E+D <= 35 damage to power, and immobilized 35 < E+D < 40 damage to power, immobilized and no LS E+D >= 40: BOOM!
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Post by aramis on Jun 28, 2010 18:12:46 GMT -5
Vork brings the ship about slowly, for fear of doing damage; The videni, however, turns aside and starts to warp.
They're spending 5pu on warping away... range is same.
Dro If giving the fire order to Paddy, roll for her torpedo shot(s) APN If firing, give me the roll to hit.
Love the dialogue of doubt and such by both characters... 50 xp each for that (while I'm thinking of it...)
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Post by Drohem on Jun 28, 2010 19:44:53 GMT -5
Mr. O'Keef's torpedo fire roll = [dice=20].[rand=32243634174986423832140593335976458158784003600851616383722191338]
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Post by apn on Jun 29, 2010 8:50:14 GMT -5
[dice=20]
Graysons roll to hit with lasers. Whilst I'm typing this, I'm crossing my free fingers and waiting for the 'post reply' button to throw up the result...[rand=06258205828386909067791080220010790862275399566526736220006376009506]
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Post by apn on Jun 29, 2010 8:51:40 GMT -5
Oooh, that's gotta be good, right?
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