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D10 Roll 2 Dodge - Fall Of The West

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Shakenspear
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Post  Shakenspear Mon Feb 21, 2011 5:55 am

My name will be shakenspear
my ship names will be
Alpha 1
Alpha 2
Alpha 3
Alpha 4
Alpha 5
took me 5 mins and thats all i got Shocked

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Post  FLAMELASHER Mon Feb 21, 2011 6:06 am

Ok.

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Post  PeterPorty Mon Feb 21, 2011 12:06 pm

Flux: Crew repairs the ship.
Anima: Take control of E3.
Passion: Try to fix E4 and take control of it.
Umbra: Try to fix E1 and take control of it.
Requiem: Go scout the area without getting too far.
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Post  FLAMELASHER Mon Feb 21, 2011 1:38 pm

Just some info:

Frigates have 55 Weaponry Crew, 35 Repairmen and 35 Marines. Fast Assault Ships have 45 Weaponry Crew, 25 Repairmen and 25 Marines.
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Post  ShadoWKilleR Mon Feb 21, 2011 3:56 pm

Hotel-16, send crew to take over E6
Sigma-26, send crew to take over E9
Sigma-28, send crew to take over E5

All ships, begin repairs.


Last edited by ShadoWKilleR on Mon Feb 21, 2011 5:09 pm; edited 1 time in total
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Post  FLAMELASHER Mon Feb 21, 2011 4:34 pm

Will roll when my mum is asleep, as I am grounded.
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Post  PeterPorty Mon Feb 21, 2011 4:39 pm

If you don't want E5, I'll take it... So... Yeah. Razz
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Post  ShadoWKilleR Mon Feb 21, 2011 5:11 pm

I think I'll take it, if I won't see need for it then I'm going to give it to you.
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Post  FLAMELASHER Mon Feb 21, 2011 5:12 pm

Rolling now.
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Post  FLAMELASHER Mon Feb 21, 2011 5:33 pm


Shadow:

Hotel-16 - (2) The crew fails repairs.
Hotel-17 - (5) Hotel-17 repairs the armour but not reactor.
Sigma-26 - No repairs to make.
Sigma-27 - (5) Sigma-27 fixes the MDC, but fails repairing some chargers.
Sigma-28 - No repairs to make
E6 - Ready for renaming
E9 - Ready for renaming
E5 - Ready for renaming

Peter:

Flux - (3) The rear armour is hastily fixed, but the MDC is still offline and the armour is weak.
Passion - (10) E4 is completely fixed, and the armour is made thicker: it can take 2 MDC shots AND an Archer Salvo before it breaks.
Anima - (Not Needed) SUCCESS!
Umbra - (7) E1 is fixed.
Requiem - (Not Needed) Requiem finds that the station is a backward L, and on the other side High Admiral Wisdom is kicking arse, despite taking losses. The captain says that the High Admiral is firing EMP rounds at the 'Arrowhead' Missiles of the enemy, disabling their remote control.
E1 - Ready for renaming
E4 - Ready for renaming
E3 - Ready for renaming

Rulyon:

Sonata - (10) Not only is the reactor fixed, but it can now reach 150% power.
Vigilance - (10) The crew fully repair the MDC and improve the work on the back armour.
Others - (Not Needed) SUCCESS!

STATUS REPORT - All ships are fine.

High Admiral Wisdom's voice crackles over the Admiral's comm.

"Recommended you leave the area. Over."
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Post  PeterPorty Mon Feb 21, 2011 6:05 pm

E1 becomes Wolf
E3 becomes Tiger
E4 becomes Bull

These are frigates, right?

Wolf: Try to improve it's fire-power.
Tiger: Try to improve it's armour.
Bull: Try to improve it's accuracy.

Flux: Try to improve it's speed.
Umbra: Try to improve it's accuracy.
Passion: Try to diminish it's reaction time.
Anima: Try to improve it's fire-power.
Requiem: Try to improve it's armour.



Last edited by PeterPorty on Mon Feb 21, 2011 6:17 pm; edited 1 time in total
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Post  FLAMELASHER Mon Feb 21, 2011 6:07 pm

Yes, they are. Reloading is automatic, so change Passion's action.
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Post  PeterPorty Mon Feb 21, 2011 6:17 pm

Done. =D
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Post  FLAMELASHER Mon Feb 21, 2011 6:20 pm

Reaction time? You mean like a +1 to Dodge Rolls or something?
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Post  PeterPorty Mon Feb 21, 2011 6:29 pm

I do indeed, if it's possible.
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Post  FLAMELASHER Mon Feb 21, 2011 6:30 pm

Yeah, it is.
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Post  PeterPorty Mon Feb 21, 2011 6:57 pm

Coolio. I hope I get all 10s. Razz
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Post  Rulyon Tue Feb 22, 2011 12:58 am

Both crews rolled a ten? Nice! Admiral McFarlene may have been delayed in arrival but his crew knows their stuff!

Repair crews return to ships. At the High Admiral's recommendation to leave the area, all ships in my fleet are ordered to spread out in line formation, putting some distance between them to minimize damage from any nukes. Assigned vectors result in them gaining altitude over the sky dock. All crews are ordered to prepare Javilineer pods 1-3 for firing and get a firing solution on the enemy supercarrier.

"Leave the area? That old coot is crazy if he thinks we're gonna run with our tails between our legs and leave him to die. We didn't sign up to be a cowards."

I tap the icon representing the Supercarrier on my battle map / battlescreen / whatever-we-have-on-these-ships and give orders to my XO.

"Spread out, move away from the station and see if we can take that bastard out. All ships prepare to fire."


Last edited by Rulyon on Tue Feb 22, 2011 5:00 am; edited 1 time in total
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Post  Shakenspear Tue Feb 22, 2011 2:54 am

alpa 1,2,3,4,5 try and get more armour

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Post  FLAMELASHER Tue Feb 22, 2011 6:30 am

The HA had good reason...

UWC

1x Supercarrier
6x Frigate (3 Badly Damaged)

AOTE

1x Supercarrier
21x Frigate
and
4 'Slit' Dropships
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Post  ShadoWKilleR Tue Feb 22, 2011 6:39 am

Hotel-16 Repair all systems.
Hotel-17 Repair reactor.
Sigma-26 upgrade accuracy on MDC.
Sigma-27 upgrade reaction time on the emergency thrusters (bonus to dodging).
Sigma-28 upgrade accuracy on MDC.
E5 is renamed to Hotel-18, initate repairs.
E8 is renamed to Sigma-25, initate repairs.
E9 is renamed to Sigma-29, Upgrade armor.



You made a mistake with the enemy ship captured, E7 was destroyed and the ship I captured was E9. Nothing too bad I guess but I just pointed it out.
E6 was also destroyed, so let's just say I took over E8 ok? xD

If we are to escape, can we get to know what are options are?
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Post  FLAMELASHER Tue Feb 22, 2011 6:49 am

All ships have the ability to convert all power to the reactor - giving it 500% power. That makes it move at about 1200mph. Another option is turning off the propulsion pods, and dropping out of weapon range. The nearest base is 2000 miles away, meaning it will take over an in-game hour to get there.
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Post  Rulyon Tue Feb 22, 2011 8:05 am

Shadow, you don't need to repair your reactor. Hotel-17 can have a different action:
Spoiler:

FLAMELASHER wrote:The HA had good reason...

UWC

1x Supercarrier
6x Frigate (3 Badly Damaged)

AOTE

1x Supercarrier
21x Frigate
and
4 'Slit' Dropships

Are you forgetting to add the player ships too? With four players, one of whom opted for fast assault ships, we have 15 frigates, 5 assault ships to start, plus the six we captured. Even if we don't add the six captured ships, our contributions raise it to:

1 Supercarrier
21 Frigates (3 badly damaged)
5 Assault Ships

AOTE
1 Supercarrier
21 Frigates
4 Slit Dropships
We out-number them by one and four if their ships are smaller than our counter parts. Add the six caltured vessels and we outnumber them by seven. With the opposing admiral currently focused on our High Admiral we have a decent chance of heavily damaging or destroying the enemy Supercarrier with a stories salvo from our mini nukes and Javelin missiles, don't we? Or am I completely overlooking something here?


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Post  FLAMELASHER Tue Feb 22, 2011 8:07 am

Peter:

Wolf - (4) The power is increased very slightly.
Tiger - (10) Tiger's armour becomes insanely powerful: it can now take 3 MDC rounds and an 'Arrowhead' Salvo before it dies.
Bull - (7) The crew improves the aiming tech, it now has +1 to hit.
Flux - (10) Flux can now move at 785 mph with 100% power: nearly double the normal 400 mph.
Umbra - (1) The crew fail badly and the aiming tech gets worse: -2 to hit until fixed.
Passion - (7) Passion now has a +1 to dodge.
Anima - (5) Anima now does .5x more damage.
Requiem - (10) Requiem's armour becomes insanely powerful: it can now take 3 MDC rounds and an 'Arrowhead' Salvo before it dies.

You will have to tell me to include bonuses in your actions, I can't record that as well as the status of around 40 ships ('cause fights gotta be fair).

Rulyon: ((Sorry about not doing the right names, you're new and I'm recording loads of shit already))

Ship A - (7) A launches all missiles.
Ship B - (6) B unleashes all missilses but is slightly out of formation.
Ship C - (7) Ship C unleashes all it's missiles.
Ship D - (5) Ship D manages to fire 2 Javelin Missiles but is slightly out of position.
Ship E - (3) The crew is back late and the missiles weren't ready in time.

11 Javelin Missiles and 2 MDCs (Wisdom's Frigates are firing) hit the supercarrier. It shudders as the armour collapses. An Arrowhead Salvo strikes the inside and it explodes.

Shakenspear:

A1 - (10) The ship's armour becomes insanely powerful: it can now take 3 MDC rounds and an 'Arrowhead' Salvo before it dies.
A2 - (3) The crew just damages the old armour trying to remove it.
A3 - (10) The ship's armour becomes insanely powerful: it can now take 3 MDC rounds and an 'Arrowhead' Salvo before it dies.
A4 - (7) The armour can now take a javelin blast as well as 2 MDCs before it breaks.
A5 - (1) The crew remove the old armour... Then drop the new armour. A5 can be killed in 1 Javelin shot.

Notify me of this in your actions, I can't record it on top of 40+ ship's status.

Shadow:

Hotel-16 - (7) Repairs completed.
Hotel-17 - (Cool Reactor can now reach 200%, making it faster than Fast Assault Ships.
Hotel-18 - (9) Repairs completed.
Sigma-25 - (7) Repairs completed.
Sigma-26 - (6) +1 on MDC shots
Sigma-27 - (10) +2 to dodging
Sigma-28 - (9) +1 on all weapons
Sigma-29 - (Cool Can now take 3 MDCs before exploding.

Remind me of all this in your actions, lucky guy.
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Post  Rulyon Tue Feb 22, 2011 8:19 am

I see you were busy typing as week. Those were some nice rolls, Shadow! :-) 200% reactor! That'll come in handy for the crew.

Waiting for the enemy's turn to complete before preparing my next one. I'm very pleasantly suprised at the results of the Javelin missiles. Best I hoped for on the first salvo was some heavy damage, and expected more misses than that. :>

Edit: no problem on the names. Keep calling them A - E as long as you want/need to.
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