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Post by swartzgraf on Aug 24, 2014 22:36:37 GMT -6
OCC: Slyers background would dictate engage the Dark omen in capital ship battle. Beating a ship that is larger and would be able to project power for the empire throughout the sector should be beaten if we can, if the jump prevent from storms is true then he will continue to press on to engage. The heavy weapons should have range on the FarStar that with some positioning we should have little return fire, as in we can shoot from long and looks like best they have is medium (guessing here).
Slyer, "Keep pressing forward if the Dark Omen can not jump and desires to not be destroyed they will have to break off TIE's from the attack, fighters need to continue pursuit and engagement of the bombers." "Position to also engage the fighters before they pass to the planet, the TIE's will be stranded here since they do not have jump capability." "Their ticket out is the Dark omen." "We will engage them before they can hit the planet with the Defenders in support to pick up those that pass by." "Our Xwings should be along with them." "Hit the Dark omen at max range with the FarStar, we will see the power of the return fire and make determination from there." "We have the advantage of knowing they plan to deliver Bio agent to the planet by bombers, and that a space storm is preventing jumps." "keep an eye on the Dark Omen and we will destroy them in time."
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Post by Art Teach on Aug 25, 2014 6:59:14 GMT -6
The call comes in from FarStar C&C to disengage the Bad Omen and concentrate on the Bombers. Ranna calls over the X-Wing comms,"Noel we just need one shot on that open hanger and we stop 10 bombers before they leave the ship. We could also be causing a bio-hazard right in the middle of the Omen. We can't stop now Ciro." She begins to dive under and forward of the Bad Omen awaiting Ciro's orders.
FarStar Thyte moves to hover over the Helmsmen then looks back to Slyer for a moment,"Captain we will be in range with the bombers in 2 minutes. We will have time for 2 fires if we maintain full speed and acceleration to the Bad Omen. The other option is to decelerate at contact with the bombers and come full about as they pass. That will give us 4 fire chances at the bombers but will slow our advance on the Bad Omen. After they pass us up we will not be able to catch the bombers with the acceleration they are on. What are your orders Sir?"
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Post by swartzgraf on Aug 25, 2014 23:37:14 GMT -6
Slyer knows the gamble is big. "Ranna take that shot, then break off, may the force be with you". "FarStar we will engage the bombers then take down the Dark omen, I hope this storm holds" (the 4 chances).
Kudar gets his crews ready, talking about leads and start tracking now, he breaks up what will soon be there engagement zone to maximize chances with the aiming system spinning up.
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Post by Art Teach on Aug 26, 2014 21:49:59 GMT -6
X-Wings Ranna (purple)- Hearing Slyer, Ranna sets her ship to right and dives under the bad Omen she spins turns and pulls with her repulsors stopping before the hanger bay. She spots the refueling tank and blasts into the hanger with her cannons. The hanger is an explosion of tanks and bombers that quickly die in the vacuum of the hanger. (5 strain)
Rancor Squad- Ciro(Blue) spins over the top of the Bad Omen and chases the Bombers his cannons track and destroy one of the nearest bombers. (Ciro has 2 strain and 6 damage) Carne (Black)spins following his commander and fires striking but not destroying a bomber. His X-Wing wines and sparks at the maneuver. (Carne has 2 strain) Gabby (White) follows and finishes the bomber Carne damaged.
WingRipper Keeg (Lt Blue) spins and falls into formation with Rancor squad. He damages another bomber. (2 strain) Dwyer (Red)falling in with the others Fionia finishes Keeg's bomber. The bomber explodes the rear squad of bombers gone. (5 strain)
TIE Fighters- All three TIE squads slow to allow your X-Wings to pass them. If you chase the bombers 3 squad of TIE fighters will fall in behind your squads. White- 5 fighters Red- 5 fighters Green- 5 fighters
TIE Bombers- remaining squads are streaking away. Squad 1- 4 bombers moving 1800 m per round and are 3600 m away. Squad 2- 4 bombers moving 500m per round and are 500m away.
Your squad is moving at 200m per round.
Bad Omen - The Bad Omen opens fire on the X-Wing squads. Current Damage Shields F0/P0/S1/A2 Hull Strain Top Turbolaser is powering up and will not fire for 50 seconds on average. Port Gunnery Turret (1 Cannon) tracks Ciro and fires the cannon. The cannon fore rips along his hull. (6 damage after armor) The damage to the turret sparks and the turret locks into place. Starboard Gunnery Turret- All X-Wings out of range. Proton Torpedoes (2 Launchers)Torpedo bay reloading. 50 seconds on average to fire. Ion Cannon (2 cannons) fires on Ranna as she passes under the cannon misses and the ions arc over the Bad Omen's hull (3 strain to the bad omen).
The bombers are going full throttle and the TIEs are looking to gain the advantage and drop behind your group.
next,
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Post by stewalker on Aug 26, 2014 23:00:59 GMT -6
"Keeg, go after the nearest bombers on starboard. Ranna, take your shot and join my wing as Gabby new wingman. Rancor squad, turn about and If anyone can get a shot with their torpedo at that hanger, take it, take it. at then head on toward the bombers. . And fly evasively. We need you to make it out of this engagement. No more grand heroics. We need to make the empire pay for Will and Dasha. Carne and I will take the lead squad of bombers are the port side. Ranna and Gabby take the near port squad "
The squad slows and make Kiogen turns, inspired by the leaders words and press the attack
"Krayt, can you get that torpedo read". I could really use it."
Mechanics: Noell: Leadership (1P3A) - 4 Success 2 Advatage 1 Triumph Krayt: Mechanics (2P vs3D) - 1 Success 1 Threat Noell: (Kiogen and Evasive, Speed 2) Pilot - 3P1A vs 3D1C = 1 Success 1 Advantage 1 Triump Gabby: (Kiogen and Evasive, Speed Pilot - 2)2P1A vs 3D1C = 1 Success 4 Threat 1 Triumph Carne: (Kiogen and Evasive, Speed 2) Pilot - 2P2A vs 3D1C = 3 Success 2 Threat Gabby;s R2: Mechanics (2P vs3D) - 1 Success 2 Threat 1 Triumph Carne's R2: Mechanics (2P vs3D) - Failure 1 Triumph
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Post by stewalker on Aug 26, 2014 23:02:34 GMT -6
OOC; Sorry forgot to refresh before posting. Will post follow up later
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Post by Art Teach on Aug 27, 2014 0:00:57 GMT -6
The FarStar cheers as bombers wink out of existence. "Sir," Astrogation cuts in,"The hyperspace storm is faltering. Within the next 20 minutes the effect will decrease enough to open jump points again." "The Bad Omen is missing shields, multiple turrets, and hopefully soon their torpedoes. They are sitting duck if we can just reach them before they leave system." Lt. Dejas states over comms from her position in the tactical room. "The bombers are a priority though." Rorn states. "We can't let a city die to take down a ship." You are 60 seconds from firing range for your big guns on the bombers, 100 seconds for your cannons. Your gunners realize they will be firing on a ship slightly larger than a landspeeder moving 120 clicks per second. A little bit faster than a womp rat.
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Post by Art Teach on Aug 27, 2014 0:12:19 GMT -6
Krayt whistles shrilly as the torpedo loader sparks at him. He is able to get one torpedo locked and loaded. (firing with 1 setback for the threat).
Hovering right in front of the torpedo bay below the hanger she just gutted Ranna fires full cannons at the torpedo launcher. One bolt enter the tube itself causing a rocking explosion in the Bad Omen. She does her own Kiogan turn and thrusts away from the Bad Omen. The maneuver is too much for her damaged ship and the engines section shears almost totally off from the front of the vessel. The vessel is bent in half and spinning at just 2G away from the Bad Omen. "@#$%&*!@" comes over the com from Ranna.
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Post by kinnison on Aug 27, 2014 0:48:07 GMT -6
(forgot previous turn Hummer was going to repair the strain: Easy Mechanics 2 success, 2 advantage)
"Keeg to Flight, Rodger going after the bombers"
Hummer wails at Keeg
"You worry about the fighters, I will worry about the bombers. angle the deflectors double back, and hope they are bad shots"
Keeg punches the throttle to full and winces as the craft starts to protest at the harsh treatment and heads straight for the bombers. Allready having the bombers selected in his HUD he barrels toward them, knowing he can close the distance and presses the trigger and blows away another bomber
Hummer angles the shields back Keeg peforms a "Punch it" manuver and goes to full throttle: 2 success 2 advantage Then fires his lasers (assuming average difficulty): 4 success, 2 advantages, activating linked
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Post by swartzgraf on Aug 27, 2014 14:22:22 GMT -6
Nice shot, Syler thinks then hears the comm. Ranna is one of the crews most talented. The bad news of the storm lifting just adds to it. He knows the FarStar is to distant to help Ranna, he listens intently for the C&C an if there is anything he can help with. He has given his order to engage the bombers, he hopes he has assessed the situation correctly.
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Post by Art Teach on Aug 28, 2014 18:59:24 GMT -6
X-Wings Ranna (purple)- Hovering right in front of the torpedo bay below the hanger she just gutted Ranna fires full cannons at the torpedo launcher. One bolt enter the tube itself causing a rocking explosion in the Bad Omen. She does her own Kiogan turn and thrusts away from the Bad Omen. The maneuver is too much for her damaged ship and the engines section shears almost totally off from the front of the vessel. The vessel is bent in half and spinning at just 2G away from the Bad Omen. "@#$%&*!@" comes over the com from Ranna. (12 hull and 7 strain ship is breaking up as it spins away)
Rancor Squad- Ciro(Blue) proton torpedo is loaded as he spins and targets the closer bombers. His torpedo explodes into the lead TIE and the blast rips through the other TIE Bombers each is damaged by the Blast. (Ciro has 2 strain and 6 damage is 200m from the jump point)
Carne (Black)spins following his commander his proton loads just in time to fire Carne lacks the time to properly track the bomber his torp speeds away and his instinct holds true as the proton destroys another bomber. (Carne has 11 hull damage 4 strain is 200m from the jump point but dead in the water with his astromech destroyed)
Gabby (White)Gabby spins follows and her torpedo it destroys and already damaged bomber. Squad 2 is reduced to one damaged bomber. (Gabby has 4 strain is 200 m from the jump point).
WingRipper Keeg (Lt Blue) fires and stikes the last bomber on his way after the far bombers. He goes full throttle covering 900m in 10 seconds and rapidly accelerating. (8 hull damage and 2 strain 900m from the jump point) Dwyer (Red)tries to follow her ship sparks and strains unable to match Keeg. She is moving 700m per round. (5 strain and 12 hull damage X-Wing is ready to breech)
TIE Fighters- All three TIE squads chase Keeg and Dwyer who are the faster moving of the X-Wing.. If you chase the bombers 3 squad of TIE fighters will fall in behind your squads. White- 5 fighters- The fighters strike Keeg with a barrage of bolts (8 hull damage to Keeg and they are 900m from the jump point on his tail). Red- 5 fighters- The Fighters take the closer Dwyer striking her X-Wing (8 hull damage to Dwyer and are 700m from jump point on her tail) Green- 5 fighters- The Fighters take Dwyer ship striking her ship with just one bolt (4 damage to Dwyer and are 700m from jump point on her tail)
TIE Bombers- remaining squads are streaking away. Squad 1- 4 bombers moving 2500 m per round and are 6100 m away from the jump point.
Bad Omen - The Bad Omen turns to bring it's starboard turrret to bear. It opens fire on Ciro's X-Wing squads. Current Damage Shields F0/P0/S1/A2 Hull 6 Strain 3 Top Turbolaser is powering up and will not fire for 40 seconds on average. Port Gunnery Turret (1 Cannon) damage control may have done something the turret is working again. Starboard Gunnery Turret- Fires on Carne X-Wing the ship's engines are destroyed and he floats in space. Proton Torpedoes are destroyed Ion Cannon (2 cannons) fires on Gabby completely missing.
The Bad Omen is beginning to move toward the X-Wings. Ranna is abandoning ship but can not get her astromech out. Carne is floating. Dwyer's ship is ready to go she is screaming for her Mech to do something.
The order is Bad Omen (100m), Ciro (200m), Gabby (200m), 10 TIE Fighters (700m), Dwyer (700m), 5 TIE Fighters (900m), Keeg (900m), 4 Bombers (6100m) 50 seconds to turbolasers, 90 seconds to cannons.
FarStar is moving 9000m per round but thrusting and using repulsors to slow down and have a longer firing window for the target. next,
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Post by kinnison on Aug 29, 2014 20:47:24 GMT -6
Keeg bites his lips in frustration as he hear his squadmates getting destroyed, the sparks fly as he takes a hit, Hummer is screaming in his ears as it is almost hit by the laser fire, and all the can do is look at the ranges and realize the Bombers are almost in range of the Farstar, and there is not enough space nor time. He is almost in dispair but focuses on one thing that all fighter pilots clutch to with everything is going to sith. Follow order, and Complete the mission.
His mission, protect the FarStar at all costs, his orders, destroy the bombers.
with an almost venemous snarl he screams at Hummer "I KNOW I KNOW, GOING EVASIVE. Hummer, calm down and do what you can to fix things. We got a job to do, and taht job is to destroy those bombers. NOTHING ELSE MATTERS!"
Keeg thinks Maybe if i can detonate the torpedoes NEAR a tight squadron I can use the burst effect I can get more then one. Selecting the torpedoes he sets the proximity fuse on the warhead as the seeker starts locking in on the Bombers. As soon as he gets tone he launches the torpedo it takes a while but he thinks it might be good enough
Mechanics: Going straight, max velocity, evasive. Piloting 3 success, 1 threat, taking strain Gunnery roll; 3 success, 2 threat, and a triumph, activating Blast. (I hope i still have breach)
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Post by Art Teach on Aug 31, 2014 11:03:02 GMT -6
OOC; Sorry was writing down acceleration in atmospheric speeds not space speeds. 1 speed in Atmosphere/Dogfights is 100m per round. 1 speed in space is 1000m (1km) per round. I am currently in the time of year where I am working 2 jobs and posting late at night so sorry for the confusion.
X-Wings Ranna (purple)- Is floating in space but not turning her distress beacon on until the Bad Omen is far away.
Rancor Squad- Ciro(Blue) Goes full throttle after the bombers (8 speed total) with a boost to firing. With Proton torpedoes still loading he takes a almost impossible shot at the TIE fighters racing after Keeg (10d which is rolled with 5C). He somehow clips one of the TIE fighters at a range 46km away damaging the fighter. (Ciro has 2 strain and 6 damage is 30km from the jump point moving at 10km per round, he is 50 seconds from having a loaded torp)
Carne (Black)still has life support and is hanging out in his destroyed fighter. Seeing Ciro's hit on his HUD he starts looking through the New Republic database to see the longest in combat strike of a TIE fighter. (Carne has 11 hull damage 4 strain is 20km from the jump point but dead in the water with his astromech destroyed)
Gabby (White)- Gabby punches it to follow Ciro and falls behind (6 speed total) her astromech does calm some of the systems that where straining her X-Wing. She tries to follow Ciro's feat and her cannon fire is way off the targets.(Gabby has 5 wounds and 0 strain is 28km from the jump point moving 8Km per round, she is 50 seconds from having a loaded torp).
WingRipper Keeg (Lt Blue) Keeg is full throttle pushing at the bombers (8 speed total, Keeg and the ship takes 1 strain from the acceleration) (13 hull damage (3d added to piloting checks and failure or despair means the X-Wing is breaking up if you may have your mech repair up to 6 damage next round but it will not be repaired until the end of the round Keeg could coast at 17km per round and not need to roll a piloting check) and 3 strain 107km from the jump point moving at 17km per round, he is 60 seconds from having a torp reloaded)
At the speed Keeg is going the proton torpedo is barely outracing him to the bombers. When it hits it will Gunnery roll; 3 success, 2 threat, and a triumph, activating Blast. (Keeg's torpedo is 109km from the jump point moving at 19km per round)
Dwyer (Red)does not accelerate but coasts and fires her torpedo. Her astromech is working on her ship as the squads of TIE fighters pass her by. (5 strain and will have 6 hull damage at the begining of the next round due to repairs by her mech, she is 77km from the jump point moving at 7km per round. She is 60 seconds from a loaded torp)
Dwyer's torpedo is 80km from the jump point moving at 10km per round. She activated guided so though she missed she may hit with the guided quality when the torps reach the target.
TIE Fighters- All three TIE squads chase Keeg.
White- 5 fighters- go full throttle straining their TIEs (7 speed) They fire on Keeg and a bolts makes it past his shields (5 hull damage) (They are 106km from the jump point moving at 16km per round). Red- 5 fighters- go full out (8 speed) (They are 87km from jump point moving at 17km per round) Green- 4 fighters- go full out (6 speed) one falls back that is struck by Ciro (They are 85km from the jump point moving at 15km per round one has 6 hull damage and is dropping off possibly breaching)
TIE Bombers- remaining squads are streaking away. Squad 1- 4 bombers accelerate 7km per round. They are moving 32km per round and are 642km away from the jump point. The bombers are spreading out putting 100m or more between each bomber.
Bad Omen - The Bad Omen is accelerating after the fighters They strain their drives to accelerate to 5km per round. (They are 16km from the jump point moving at 6km per round) Current Damage Shields F0/P0/S1/A2 Hull 6 Strain 5 Top Turbolaser is powering up and will not fire for 30 seconds on average. Port Gunnery Turret (1 Cannon) It is a despair for the damage control and gunners as the repair does not hold and the turret explodes. Starboard Gunnery Turret- Strikes Gabby from long range (5 damage). Proton Torpedoes are destroyed Ion Cannon (2 cannons) are not in effective range . Sensors show the Bad Omen has brought the force field up on the bomber hanger but the hanger still shows biohazard readings and damage.
The order is Bad Omen (16km), Gabby (28km), Ciro (30km), Dwyer (77km), 1 TIE Fighters (79km), Dwyer's PT (80km), 4 TIE Fighters (85km), 5 TIE Fighters (87km) , 5 TIE Fighters (106km), Keeg (107km), Keeg's PT (109km), 4 Bombers (642km) 30 seconds to turbolasers, 70 seconds to cannons. The bombers are moving faster than expected.
FarStar is moving 80km per round but thrusting and using repulsors to slow down and have a longer firing window for the target. The FarStar is 1,250km from the jump point. At current vectors the Bad Omen will be in range in 60 seconds but you are going to zoom past it then need to continue decelerating to move back into range. So you will leave your firing window for the bombers just in time to start firing on the Bad Omen. You will have about 4 rounds of effective range to fire on the Bad Omen before you slip past each other. It will take an average helmsman 13 minutes to drop thrust and get moving toward the planet. Of course, Your helmsman is not average.
next,
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Post by kinnison on Sept 2, 2014 12:35:36 GMT -6
OOC: Well i didn't know you would be going from Star wars physics, to Newtonion physics. It doesn't look like there is any chance for me to catch up to the bombers since they got a 3 rounds head start. Now i am severly outnumbered, and damged, and might as well give up because i didn't understand the rules well enough
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Post by Art Teach on Sept 2, 2014 17:50:39 GMT -6
OOC but you did destroy 24 of 28 bombers! The rest have to go through the FarStar guns, the Defender Guns, and the TIE and Defender guns on planet. Your ship accelerates 5 speed plus 1 for every success at full throttle. Their ships go 5 speed plus 1 for every success at full throttle. Since you are a better pilot you should eventually catch up. Your torpedo is accelerating at 10 so it will get there. It is just not going to happen in the first 10 seconds it is fired. Again your group was incredibly successful at destroying 24 bombers, a number of TIE fighters, and most of the Bad Omen's shields and weapons. I personally would cut speed and let the TIE fighters fly past then destroy them and trust the rest of the crew to take out 4 bombers. Dwyer, Gabby, and Ciro are coming up behind you and will be able to help destroy the TIEs left.
Wait, Star Wars doesn't believe in physics?
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