Allegiance -- Day 1 -- SEND ORDERS

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Allegiance -- Day 1 -- SEND ORDERS

Postby Theblackdog » Fri Dec 02, 2011 10:50 pm

One thing I probably shouldn't have mentioned: Unlike Bragallot's, my space combat rules don't have anything about heroic feats right now. I'm working on it, but it's not yet well-developed enough to use in this game. The heroes of each faction only play a role in the fighting aboard the command module. Sorry for not making this clear.

Vol Boarding Party
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The Vol boarders move out into the hallway, preparing to unleash a hail of gunfire on anyone who sticks their head out. The shock troopers trail behind, uninterested in ranged combat.

T.L.A. Mothership Crew
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The Admiral and minigunner move to defend one of the two access points to the bridge.

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The two crewmen and the railgun trooper take the other.

Command Module Overview:
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All 5 computers are still deactivated. One of them is right next to the Vol (it's located on the white cylinder) and another is right next to the Admiral.

Neo-Prussian Fleet
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They accelerate towards the Vol, but can't get in range.

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Their fighters can, however. Their line of fire on the railgun frigate is blocked by the destroyer... but they seriously fuck it up, destroying a turret and removing two of its three HP with a lucky plasma bomb hit.

The Vol Fleet
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The Vol charge towards the Neo-Prussians and get some of their own back, doing a point of damage to each of the two ships. The Vol railgun frigate has 3 heavy missiles remaining.

The T.L.A. Fleet
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"Admiral, who can we trust here?"
"Those black ships fighting the black-and-red ones are Neo-Prussians. They're solidly anti-Immortal."
"All right then!"
The Archer-class frigate fires its rail gun on the Vol railgun frigate, doing a point of damage. It launches a torpedo as well. It has 3 remaining.

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The other frigates move towards the Britannian ships.

The Britannian Fleet
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They approach the T.L.A. fleet.

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Only the Q-ship's missile weapons are in range. It fires a torpedo (which is actually just out of detonation range of the two T.L.A. ships) and a missile. The missile does a point of damage to the Gamma-class frigate. The Q-ship has 7 torpedoes and 15 missiles remaining.

The Scythian Empire
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"Helmsman! Head for the Immortal ship, full throttle! Engineering, charge up the guns. Let's see what this ship can do."
The Scythian ship's guns are now charged; they can each fire twice next turn.

The Immortal Empire
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"Pilot, get us close to that ship so I can shuttle over."
"Aye, milord."
(Heavyfishcannon sent orders right before I started to run the turn, so I went with those)

Overview:
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Send in orders.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Re: Allegiance -- Day 1 -- SEND ORDERS

Postby Bragallot » Sun Dec 04, 2011 4:50 pm

No response fire? :? Bloody hell.
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Re: Allegiance -- Day 1 -- SEND ORDERS

Postby Theblackdog » Sun Dec 04, 2011 5:25 pm

Your weapons are very short-ranged, and the Vol have a much longer reach. You'll be in range this turn.
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Re: Allegiance -- Day 1 -- SEND ORDERS

Postby heavyfishcannon » Mon Dec 05, 2011 6:22 am

But on the ship, you still get heroic feats, right?
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Re: Allegiance -- Day 1 -- SEND ORDERS

Postby Theblackdog » Mon Dec 05, 2011 10:01 am

You only get heroic feats in the ground battle on the Mothership.

Just waiting on Ross_Varn now. Another 12 hours or so and I'll ask Bragallot to send orders for him.
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