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Past Mission Threads / pani-paola-space-combat
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Speed Ship Name 4- CBSS Mech Squadron (temp speed ^ 6) 2 -Worldgov PB 1 (plasma beam x2) 2- Worldgov PB2 (Flak x1, Plasma Beam x1 +2 AC) 2- Worldgov PB3 (Plasma Beam X2 (11/40) 2- Worldgov Heavy Frigate 1 2- Worldgov Heavy Frigate 2 1- CBSS Liberator 1 (37/50 HP, Systems Crashed X1) 1- CBSS Liberator 2 1- Worldgov Cruiser (AC 18, 21/60 HP) (disabled) 0- CBSS Cruiser 1 0- CBSS Cruiser 2 0- CBSS Sickle 1 0- CBSS Sickle 2 0 CBSS Mech Carrier (10/40) 0- CBSS Savage (edited)
Nekosmash pinned a message to this channel. 5/29/2024 1:14 PM
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Parsnips Jackall | Ian Holt 5/29/2024 1:43 PM
(You’ve got the mech carrier twice instead of the logistics ship 😉)
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(thanks! fixed)
Nekosmash started a thread. 5/31/2024 11:35 AM [Open Thread]
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Parsnips Jackall | Ian Holt 5/31/2024 11:43 AM
(noting here for later: We're swapping the Hammers for Liberators)
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(same speed so I've updated the listing, we can keep the turn order )
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Parsnips Jackall | Ian Holt 5/31/2024 12:42 PM
For everyone participating, and any observers watching to get a sense of Space Combat. Good place to start is reviewing the Ship Combat section of our Unified Iron Stars Rulebook: https://docs.google.com/document/d/1Zim5qF3mTLxjV-JTZwoSta5zig0B3OpDbFTodfKAulI/edit#heading=h.3luljkreq9jo
Iron Stars Unified Ruleset 1.5 Edition A Setting Supplement for Stars Without Number Revised Edition Five years have passed since The Scream, a psionic disaster responsible for killing billions across the galaxy in one swift stroke. Humanity has clung to life now forced to continue without vi...
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With the signal from the surface indicating the planetary defense batteries and breaker guns have been taken offline the powerful CBSS fleet moves into the system. Robbed of their protective web of defensive cannons, missile batteries, and low orbit laser silos, the Worldgov fleet powers forward in a last ditch attempt to stop the vanguard invasion forces from getting precious reinforcements. Aboard the CBSS mech carrier techs run from gantry to gantry performing final checks. Pilots run to their suits, exchanging banter with one another and exchanging technical data with the maintenance chiefs responsible for their particular suits. Names like "Iron Duke" "Chairman's Fancy" "Consider Communism" and "Lucky Sickle" are painted on the sides of some of the suits. Others sport emblems, pin ups, and all manner of customization as the pilots have been permitted to do it for 'morale purposes'. Lights gradually change from amber to green as each suit is given permission to walk. Tools are strapped down to the deck and crews begin heading for the secure bunker spaces as the lumbering suits head for the electromagnetic catapults that will launch them into space. Free of the ship's artificial gravity, the suits become much more agile. The first five stomp into position. Rails on the deck change from black to orange to a charge blue, and one by one the suits are hurled into the void. The chatter between the pilots and the ship's squadron combat information center begins almost at once as vectors, ranges to target and the positions of other ships are called out allowing the mechs to orient themselves after their violent hurl into space.
1:30 PM
1:31 PM
(the mech squadron is up first at the top of the round. )
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Barry Sarfati 5/31/2024 4:44 PM
The mechs begin to fly in a complex 3D pattern while maneuvering toward Worldgov PB 1. (Trying to have them use Evasive Maneuvers)
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Gurk Samson | Glaikit | Gilbert 5/31/2024 4:56 PM
(This is the template we have been using in the fleet combat, you might find it a bit easier to use this to keep track. Barry, if you're using evasive manouvers that's only 2CP so you will have some left, and its a skill check so you'd need to roll for it) SHIP NAME ACTIONS CP USED -DETAIL OF ACTION USED INCLUDING TARGET -DETAIL OF ACTION USED INCLUDING TARGET HIT ROLLS/DAMAGE Summary: [Anything to record on the sheet] (edited)
Parsnips Jackall | Ian Holt pinned a message to this channel. 5/31/2024 7:44 PM
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Barry Sarfati
The mechs begin to fly in a complex 3D pattern while maneuvering toward Worldgov PB 1. (Trying to have them use Evasive Maneuvers)
Parsnips Jackall | Ian Holt 6/3/2024 9:08 AM
It's easier in space combat if you post all of your moves for a round in one post so they can all be resolved
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Barry Sarfati 6/3/2024 6:03 PM
Space Assault Mechs Evasive Maneuvers - 2CP CP USED - 2CP -Evasive Maneuvering
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Parsnips Jackall | Ian Holt 6/3/2024 6:13 PM
(That’s all you’re planning to do this round? unused CP doesn’t carry forward)
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Barry Sarfati 6/3/2024 6:14 PM
(Thought it did. Not super familiar with Space Combat.)
6:17 PM
REVISED Space Assault Mechs Boost Engines - 2CP Evasive Maneuvers - 2CP CP USED - 4CP
  • Boost Engines 11 vs 8
  • Evasive Maneuvering 13 vs 9
(I think I fixed it.)
(edited)
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(you have to roll those checks and need to beat 8 and 9 respectively, then we know if it passes or fails. It's not opposed, its the pilots making a check against that DC. Boost engines is a fix/int check, and the evasive maneuvers is a pilot/dex . The NPCs rolling these have a +2 for their modifiers, so the checks would each be 2d6+2 )
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Gurk Samson | Glaikit | Gilbert 6/4/2024 7:31 AM
(Neko I've had a look at the ship server and there's an updated version of the ship tracker there - do you want me to add all the ships to it and share? Could probably do it tonight sometime)
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Nekosmash
(you have to roll those checks and need to beat 8 and 9 respectively, then we know if it passes or fails. It's not opposed, its the pilots making a check against that DC. Boost engines is a fix/int check, and the evasive maneuvers is a pilot/dex . The NPCs rolling these have a +2 for their modifiers, so the checks would each be 2d6+2 )
Eisheru, et al. 6/4/2024 7:41 AM
(In addition to this, any skill check that comes from the "Bridge" department gets to add the ship's speed as a modifier. In this case you add speed to "Evasive Maneuvering")
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Gurk Samson | Glaikit | Gilbert
(Neko I've had a look at the ship server and there's an updated version of the ship tracker there - do you want me to add all the ships to it and share? Could probably do it tonight sometime)
(up to you, I can do it when I'm back from my trip too, this probably won't move a bunch over the comign week. )
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Eisheru, et al.
(In addition to this, any skill check that comes from the "Bridge" department gets to add the ship's speed as a modifier. In this case you add speed to "Evasive Maneuvering")
Parsnips Jackall | Ian Holt 6/4/2024 8:56 AM
(if he succeeds on Boost Engines first, would that speed boost also get added?)
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(yes )
🔥 1
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Barry Sarfati 6/4/2024 8:58 AM
(Been trying to roll since last night. Dice Maiden seems to be down.)
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Eisheru, et al. 6/4/2024 9:02 AM
(We are indeed maidenless. hopefully it should be up in about an hour or so)
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Nekosmash
used /roll
Dice Maiden BOT 6/4/2024 1:04 PM
Nekosmash Request: [d10] Roll: [6] Result: 6
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(looks like we're good!
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Barry Sarfati 6/4/2024 1:05 PM
REVISED Space Assault Mechs Boost Engines - 2CP Evasive Maneuvers - 2CP CP USED - 4CP Boost Engines 11 vs 8 Evasive Maneuvering 13 vs 9
🔥 3
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The mechs close on PB1 firing their engines hot and entering into a series of abrupt climbs and rolling dives to weave around what they plan to be the worst of the incoming fire. Worldgov PB 1 moves into position bringing its twin plasma beams into line with the incoming CBSS Liberator 1 Worldgov PB 1 Fire All Guns Crash Systems CP USED 5 Firing 2x Plasma Beams at Liberator 1 Crash Systems at Liberator 1 Beam 1 - 18/9 AP10 - 5 damage goes through Beam 2- 16/9 AP10 - 5 damage goes through (edited)
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(13 v ? For crash systems vs Liberator 1 , they get to oppose)
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Parsnips Jackall | Ian Holt 6/5/2024 9:15 AM
Liberator 1 is at 40/50 HP
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Parsnips Jackall | Ian Holt
used /roll
Dice Maiden BOT 6/5/2024 9:16 AM
Parsnips Jackall | Ian Holt Request: [2d6+2] Roll: [6, 4] Result: 12 Reason: opposed prog check
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Parsnips Jackall | Ian Holt 6/5/2024 9:16 AM
crash systems on Liberator 1 suceeeds (shit, sorry! I forgot about the roll channel) (edited)
shame 2
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(all good! , will roll PB2 shortly)
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Worldgov PB 2 closes in and its flak weapons flash in the void, trying to chase down the mech fighters forming up around their comrade. Worldgov PB 1 Fire All Guns CP USED 5 Firing 1x Flak Emitter Battery at mechs, misses (got a 4) Firing 1x Plasma Beam at Liberator 1 (1 damage goes through) Evasive Maneuvers (12 vs 9 Pass) (edited)
4:03 PM
(Will do PB3 when you're ready)
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PB 3 moves into position also targeting the damaged Liberator 1. The CBSS fleet is slow to get into formation, and the more nimble Worldgov ships are quick to pounce. Worldgov PB 3 Fire All Guns Fire One Gun CP USED 5 (miss, miss, 16/6, leaving 2 damage going through to Liberator 1, this will make it 37/50 HP)
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Worldgov Heavy Frigate 1 moves in to position , its twin torpedo launchers primed at the Mech carrier. Twin silvery plasma contrails billow from its forward weapon bay, followed by a third as a tube fires another hastily aimed munition into the void . Worldgov HF1 Fire All Guns (14/13, 14/17) Fire One Gun ( miss) CP USED 5 (edited)
9:56 AM
Two torpedoes strike the mech carrier as they gracefully arc through the CBSS formation. Fires blossom on the back and one torpedo carves its way through the flight deck before exploding setting ammunition and fuel bays alight. Damage control teams suit up doing their best to control the flames. Worldgov HF2 slides into position along the flank of HF1, determined to send the fleet home with at least one casualty.
9:57 AM
Worldgov HF2 Fire All Guns (19/18, 22/8) Fire One Gun ( miss)
9:58 AM
(need a fix/int on the mech carrier to see if it explodes or becomes a drifting hulk. then Liberator 1 is up, it does have one systems crash applied to it) (edited)
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Barry Sarfati 6/9/2024 5:42 PM
Discord is great for playing games and chilling with friends, or even building a worldwide community. Customize your own space to talk, play, and hang out.
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The mech carrier does not explode in a spectacular fireball, but the ship is as good as destroyed as another pair of torpedoes rips into its flank. Expert damage control officers aboard the vessel are able to eject the reactor core and spike drive in time, allowing the lifeboats and mechs designated for ground combat to escape. The burning wreck continues hurtling into the system now powerless, rudderless, and empty save for the dead and the space mechs that could not be launched in time.
😐 1
6:58 PM
(Liberator 1 is up and has once instance of system crash) (edited)
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Parsnips Jackall | Ian Holt 6/10/2024 10:23 AM
Liberator 1 tips slightly to the left, and then the right as it flies into flanking position on the Worldgov Cruiser, a small gesture of respect and loss to their fallen comrades aboard the Carrier amidst the raging battle. As flanking position is reached, the captain orders auxiliary power diverted to the gunnery unit, and the volley capacitor activated to compensate for the crashed systems Liberator 1 Starting CP 7 (-2 from crashed systems, +4 from Volley Capacitor) Support Dept, Gunnery Fire All Guns x3 CP USED 7
10:28 AM
Roll Results: 15 20 11 21 18 7 17 12 9 7 8 20 (let me know how many hits so I can roll damage, the 20s are all dirty, no crits) (edited)
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(4 hits)
11:23 AM
(AC 18 on the cruiser)
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Parsnips Jackall | Ian Holt 6/10/2024 11:27 AM
39 Total (11,4,14,10) (CPC is AP 15)
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(damage recorded, it hasn't been brought to 0 so it's not disabled)
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Parsnips Jackall | Ian Holt 6/10/2024 5:27 PM
(Liberator 2 up?)
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(yep! Looks like Lib 1 is out of command points now- so 2 is good to go)
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Parsnips Jackall | Ian Holt 6/11/2024 8:27 AM
Liberator 2 repeats it's sister ship's mournful gesture as it sweeps past the Mech Carrier hulk to take the opposite flanking position on the Worldgov cruiser. The captain similarly orders auxiliary power routed to the guns and fires up the volley capacitor. As the ship gets into striking position, the comms unit sends a teasing message to the Liberator 1 bridge: Watch and Learn, Rookies! Liberator 2 Starting CP 9 (5 initial, +4 from Volley Capacitor) Support Dept, Gunnery Fire one Gun ( 0 CP from Support Dept) Fire All Guns x3 (9 CP) CP Used 9 (edited)
8:31 AM
6 Hits, 72 Total CPC damage on the cruiser
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The Worldgov crusier flying in a stately and grand manner at the heart of the enemy formation is skewered from both port and starboard flanks as the liberator squadron's gun decks flash with weapons fire. Charged particle shots punch through the stout armor of the vessel and disable critical systems inside. Energy licks at the hull panels and the engines of the mighty ship flicker before finally fading out. Emergency retrothrusters fire to halt the ships forward motion before they too fall silent leaving the inert and disabled vessel hanging in the void while the rest of its escorting formaiton sails on.
1:53 PM
(CBSS Cruiser 1 is up)
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Mikhail Yehorovych Nikolchenko 6/11/2024 4:27 PM
On the bridge of CBSS Cruiser 1 a large man in a red greatcoat sits at the captain's chair. Beneath his red cap, great big bushy eyebrows furrow deeply, as if trying to join up with his equally bushy mustache. His hand is at an earpiece, which he listens to intensely. He speaks into the comm in response,"Yes, yes. Understood. It will be done." The captain rises out of his chair and addresses the crew. "I've just conferred with the other captains. Our fallen comrades will not go unavenged." With a quick motion he draws a saber from his belt and points it toward the battle screen at Worldgov Heavy Frigate 2. "FIRE ALL WEAPONS UPON THAT SHIP!" CBSS Cruiser 1 Starting CP 5 Support Dept: Gunnery (+2 CP) Fire All Guns x2 CP Used: 6
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Mikhail Yehorovych Nikolchenko 6/11/2024 4:36 PM
(So, minus whatever for speed, we have) Charged Particle Caster: 20 11 Spinal Beam Cannons: 20 19 23 12 Flak Emitter Battery: 9 24
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Parsnips Jackall | Ian Holt 6/11/2024 5:37 PM
(the speed differential between the cruiser and the frigate is 2, so it would be -2 from your to-hit, +3 overall)
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(1 charged particle hit, 2 spinal beam hits and one flak hit)
😮 1
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Mikhail Yehorovych Nikolchenko
used /roll
Dice Maiden BOT 6/12/2024 10:53 AM
Mikhail Yehorovych Nikolchenko Rolls: [7, 1, 1] Result: 10 [7, 3, 1] Result: 12 Results Total: 22 Reason: Spinal Beam Cannon x2
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Mikhail Yehorovych Nikolchenko 6/12/2024 11:00 AM
(whoops, wrong thread for the beam cannons. Hard to juggle between places on my phone.) 11 dmg AP15 for the charged Particle Caster 22 DMG AP 15 for spinal Beam Cannons 10 DMG AP 10 for flak emitter battery
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The heavily armored and durable frigate burns from damage spreading across its hull. The captain and engineering crew aboard are keeping it together somehow, but there are dozens dead across each of the decks inside the ship. Hull compartments vent oxygen and the bodies of the unfortunate as the ship slows and begins to fall out of formation with its fellows. On board the captain is no doubt giving one final address to the crew. One more burst of power, one more salvo, one more true blow struck for their planet.
12:51 PM
(heavily damaged, not dead. Cruiser 2 is up)
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Mikhail Yehorovych Nikolchenko 6/12/2024 3:29 PM
Over the comms CBSS Cruiser 1 recieves a message from CBSS Cruiser 2: Looks like you didn't quite finish the job. Guess the rest of us will have to clean up your mess. On the bridge of CBSS Cruiser 2 a woman sits at the captain's chair with legs crossed and arms casually resting on the armrests. She wears an unbuttoned red jacket over her uniform and a red beret over shoulder-length hair along with an eyepatch over one eye. Without getting up from her seat, the captain quickly starts issuing orders. "Alright, we've got one frigate wounded, but not quite down. We need to take it out before it can get off any more torpedoes. But we can't waste any of our shots, since we still need to take out that other frigate. "To that end, I want all available power diverted to weapons for a double salvo. We'll take one shot at the damaged frigate with the flak emitter battery, then pour everything else into the other one. If we don't quite take them out, the Sickles can cover our asses if needed. We might sacrifice some pride, but I'll take that any day over losing more people. Now let's mop them up!" CBSS Cruiser 2 Starting CP 5 Support Dept: Gunnery Fire All Guns x2 (One Flak Emitter Battery shot at the wounded Heavy Frigate, everything else goes to the other Heavy Frigate) CP Used: 6
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Mikhail Yehorovych Nikolchenko 6/12/2024 3:38 PM
(this time I adjusted for speed difference) Flak Emitter Battery at damaged frigate: 18 Flak Emitter Battery at undamaged frigate: 20 Charged Particle Caster at undamaged frigate 4 9 Spinal Beam Cannons at undamaged frigate 12 5 7 12
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(both of the flak hit ,none of the cpc or spinal beams do)
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Mikhail Yehorovych Nikolchenko 6/13/2024 8:26 AM
12 dmg to damaged frigate 11 dmg to undamaged frigate
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The flak emitters from Cruiser 2 scream into the void, correcting their arc of fire after seeing the miss of the other weapons onboard the lumbering bruiser of a ship. The worldgov heavy frigate that launched the torpedo volley at the now burning mech carrier detonates in a spectacular fireball, and its accompanying sister ship is damaged from the fragmentation and follow on shots as the flak guns are retasked with new orders from the command deck.
8:02 AM
(Sickle 1 is up )
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Gurk Samson | Glaikit | Gilbert 6/14/2024 1:52 PM
Sickle 1 unleashes a broadside at the damaged vessel. Sickle 1 5CP initial +4 CP for Volley Capacitors 9CP Support Department Fire one gun (0 CP from support department) Torpedo launcher 14/ Fire all guns * 3 Torpedo launcher crit/27 AP20 Charged particle caster 18/9 AP 15 Sandthrower Miss Torpedo launcher crit/31 AP20 Charged particle caster 16/10 AP15 Sandthrower Miss Torpedo launcher Miss Charged particle caster Miss Sandthrower Miss Summary: 58 Torpedo damage at AP20 on WorldGov Heavy Frigate 2 19 CPC damage at AP15 on WorldGov Heavy Frigate 2 (let me know what hits and I'll roll damage, which I think is a +2 bonus?) (edited)
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(4 hits)
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Gurk Samson | Glaikit | Gilbert 6/15/2024 6:28 PM
(updated)
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Heavy Frigate 2 explodes in a spectacular fireball. The prow of the vessel is severed and sails through its own slain vessel's fire cone before tumbling end over end back toward the planet. It begins to light as it catches the atmosphere, descending back toward the planet in a spectacular comet like fireball, shedding wreckage as it begins breaking up.
8:27 AM
(Believe we're up to Sickle 2) (edited)
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Gurk Samson | Glaikit | Gilbert 6/17/2024 2:44 PM
Sickle 2 turns its guns on the lead patrol boat and opens fire. Sickle 2 5CP initial +4 CP for Volley Capacitors 9CP Support Department Fire one gun (0 CP from support department) Torpedo launcher crit/30 Fire all guns * 3 Torpedo launcher 16/21 Charged particle caster miss Sandthrower miss Torpedo launcher miss Charged particle caster 18/14 Sandthrower miss Torpedo launcher miss Charged particle caster miss Sandthrower 12/4 Summary: Torpedo launcher crit/30 Torpedo launcher 16/21 Charged particle caster 18/14 Sandthrower 12/4 (all damage on Worldgov PB 1. All other shots were definite misses)
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(the sandthrower does not hit with a 12)
9:25 AM
The torpedo launces through the prow of PB1 and explodes inside, followed up by a second torpedo that takes the floundering patrol boat in the drive section. It detonates in a spectacular fireball and the rest of the formation extends to avoid the expanding wreckage cloud.
9:25 AM
(Savage is up)
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Kila Stosk | Konya [Nurrun] 6/18/2024 11:44 AM
Savage 5 CP initial +4 CP for Volley Capacitors 9 CP Support Department (Gunnery) Fire one weapon x5 (8CP + 0CP support department) All damage on PB3 CPC AP15 22/10 16/16 15/13 2 definite misses (not sure if 15 is a hit but I rolled the damage just in case)
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(2 hits! )
10:05 AM
The heavily damaged PB 3 continues, holding formation with PB2, all that remains of the Worldgov fleet.
10:05 AM
They decline to surrender.
10:05 AM
(the mechs are up)
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Parsnips Jackall | Ian Holt 6/19/2024 10:20 AM
(quick reminder, Mechs are going to follow the Homebrew Fighter Squadron rules, found on page 68 of the Unified Rulebook https://docs.google.com/document/d/1Zim5qF3mTLxjV-JTZwoSta5zig0B3OpDbFTodfKAulI/edit?usp=sharing)
Iron Stars Unified Ruleset 1.5 Edition A Setting Supplement for Stars Without Number Revised Edition Five years have passed since The Scream, a psionic disaster responsible for killing billions across the galaxy in one swift stroke. Humanity has clung to life now forced to continue without vi...
🫡 1
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Barry Sarfati 6/20/2024 5:23 PM
Mech Squadron
  • Fire All Guns (3CP) @ PB3
  • Evasive Maneuvers (2CP)
5CP Laser, Light: 25/17 AP0 Plasma Thrower: 16/23 AP0 Evasive Maneuvers: 10 vs 9 (I think this is everything)
(edited)
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Parsnips Jackall | Ian Holt 6/20/2024 8:26 PM
(I think you are shorting yourself some bonuses on your attack rolls. You’ve got +3 to start, +2 from fleet targeting, +1 for each mech in the squad, then - the speed differential)
👍 1
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Barry Sarfati 6/20/2024 8:34 PM
(should be fixed now)
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Broadsword Flight was the only unit of mechs to make it off the carrier before the proud CBSS vessel and its cargo was reduced to hulks to burning, tumbling scrap and each of the pilot swore to perform well in this fight to avenge their fallen comrades. Many lost loved ones and dear friends aboard among the other pilots, ship crew, and the legion of fitters needed to keep the temperamental mechs running. The spirits of the fallen know some measure of peace as the mechs streak across the hull of Worldgov PB3 firing and burning as they fly. Explosions blossom behind the mechs as they pull clear and the patrol boat explodes. It turns, caught in the planet's gravity well and begins to fall toward the southern ocean like a dagger descending from the heavens.
7:55 AM
Worldgov PB 2 now finds itself alone- its flak batteries swivel to fire at the fleeing mechs. The gunners were too slow to prevent their comrade from being destroyed, but removing the mechs from the fight will allow the Worldgov fleet to have a measure of accounting in this.
7:57 AM
(fire all guns, fire one gun.)
7:58 AM
Two of the mechs fall from formation as the flak tracks them and sends bursts of shrapnel into space. The starship killer grade weaponry is like hurling telephone poles into the void and a pair of burning comet trails and screams over the fleetwide comms signals the end of Broadsword 3 and 5. Guns silent for reloading, PB2 hangs in the void to await its fate.
7:58 AM
(Liberator 1 is up)
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Parsnips Jackall | Ian Holt 6/21/2024 9:36 AM
Liberator 1 repeats its mournful gesture twice, acknowledging the mech pilots who fell avenging their comrades as it flies into attacking position on the remaining patrol boat Liberator 1 Support Department, Gunnery Fire All Guns x2 miss miss miss miss 12/ 14/ 19/ miss
😬 1
Animated_Dice_Jail 5
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(the 14 and 19 hit)
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Parsnips Jackall | Ian Holt 6/22/2024 2:49 PM
(23 total)
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Patrol Boat 2 is heavily damaged but still sailing. A few escape pods eject from its underside as it heads toward the planet but most of the crew has remained aboard to fight to the end.
11:24 AM
(Liberator 2)
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Parsnips Jackall | Ian Holt 6/24/2024 9:20 AM
The comms board of the Liberator 1 flashes with a new message from its sister ship. Must We Do Everything? Liberator 2 Support Dept, Gunnery Fire all guns x2 16 20 22 miss CRIT miss CRIT 20
🔥 4
9:22 AM
74 total damage
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Sparks flash against the hull of the patrol boat. One by one the systems needed to allow it to continue the fight short out. Like the cruiser, emergency retros fire to keep the ship from drifting away. As it comes to a stop the lights inside go out one by one. The Worldgov crew braces for the inevitable boarding action.
cbssemoji 6
11:36 AM
(there are no other worldgov ships capable of fighting. We'll resolve the boarding actions but the CBSS has won the overall space battle)
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Kila Stosk | Konya [Nurrun] 6/24/2024 12:26 PM
(My ship has boarding tubes. Anyone else?) (edited)
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Parsnips Jackall | Ian Holt 6/24/2024 12:28 PM
(I think they all do)
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Gurk Samson | Glaikit | Gilbert 6/24/2024 12:33 PM
(yep, liberators, sickles and cruisers also all have them)
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(got it, need a d6 please!)
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Gurk Samson | Glaikit | Gilbert
used /roll
Dice Maiden BOT 6/27/2024 10:57 AM
Gurk Samson | Glaikit | Gilbert Request: [1d6] Roll: [5] Result: 5
Animated_Dice_Jail 1
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Gurk Samson | Glaikit | Gilbert 6/27/2024 10:58 AM
(5)
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150 CBSS marines give their life in the bloody boarding assault to take the Worldgov Cruiser. The enemy marines in their pearl white combat field uniforms and combat shotguns are skilled fighters at close range and every compartment in the ship is taken with heavy losses. The command crew takes part in the defense of their ship. The captain is killed, but the ship surgeon and first mate are captured. The surgeon is given permission to continue treating the wounded from among his own ships' crew until better arrangements can be made.
😢 5
cbssemoji 6
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