Chapter 1: Whispers of Profit
The lances burn out across the void. It takes skill and nerves to hold them on target at that range, but the beams score a glancing hit, trapping the raider in a web of light, and leaving a glowing burn mark across its hull.
The other one is confronted by bombers. Though small, the raider is still a big enough target for the pilots, who release their heavy plasma bombs, engulfing the hull of the ship in a corona of fire that leaves the hull buckled and breached.
However, they keep coming, using their superior speed to power forward with fanatical fervour. One ship moved behind and pelted the shields with macrocannon fire at close range, dropping the shields. The other one struck from straight ahead, firing furiously. The light cruiser shuddered as the hits landed directly upon the armour. One impact blew out a section close to Engineering, and Jak would see the lights flicker and great arcs of lightning fly around uncontrollably, disintegrating servitors and crew alike as the shield relays burned out. Servo-skulls flying up notified him of what he already knew--his ship was exposed and vulnerable!
Ship moves 5" straight ahead.
Jak succeeds at Lock On.
Odette lands two hits on Raider 1. First hit knocks down shields, second causes 1 Wound.
Aurelius launches 2 bomber squadons and moves them. 1 hit per bomber token, causing 2 Wounds. Both bombers are depleted.
Havocs move.
Havoc 1 attacks twice, missing and hitting with an 11, for 2 hits.
Shields are down!
Havoc 2 attacks twice, missing and hitting.
Damage roll of 11--1 Wound, 1 Crew and Morale lost, and a critical hit!
Critical hit is Shields Overload. The Shields rating of the ship becomes 0 until the damage is repaired.
Forlorn Hope:
Speed: 5
Handling: -1 Pilot
Sensors: +0 Electronics
Shields: 2
Toughness: 9
Wounds: 4/5
Crew 9/10
Morale 9/10
Critical Damage: Shields Overload. The Shields rating of the ship becomes 0 until the damage is repaired.
Lance: Range Range 4/6/9, lances inflict 1 Wound on a hit and also cause a critical hit if the attack roll was a raise
Lance Battery: Range 4/6/9, lance batteries inflict 1 Wound on a hit, or 2 Wounds and a critical hit on a Raise
Squads Launched: 2/4
Bomber Wings: Speed 6
Havoc 1:
Speed 10
Handling d6+2
Sensors: d6+2
Shields: 1
Toughness: 7
Wounds: 2/3
2x Macrocannon Battery: Range 4/6/10, Damage 2d6+1
Havoc 2:
Speed 10
Handling d6+2
Sensors: d6+2
Shields: 1
Toughness: 7
Wounds: 1/3
2x Macrocannon Battery: Range 4/6/10, Damage 2d6+1
GAS CLOUD: All Electronics rolls made against a ship in a gas cloud take -2.
This message was last edited by the GM at 00:59, Mon 31 Jan 2022.