Tales From The Table (TFTT): Playing out the small fleet battle of Nkllon
I printed out the Operation Order earlier and check it out for a snapshot on what this 'operation' is supposed to look like . . . I'm not going to repeat the Op Ord here so if I'm saying things and making assumptions that you can't quite follow, check out the Op Order.
This is one of the most ambitious RPG story arcs that I've planned out. And on top of that, I'm testing out some new rules for Space Combat! (As indicated elsewhere).
Part of the reason I want to write this out is to just record what's happening and to discuss decisions and how this battle is being handled narratively.
AS for rules alterations, I'm using my optional shields rules & the Weapon Track Ship Weapon's Quality (I couldn't find the Author, citation pending). I'm abbreviating that to WTS.
Jumping off with the battle, the Lucinda departed as planned, but the PC making the Navigation check (vs Two Purple) actually failed . . . but had one advantages. The Lucinda showed up at the Nkllon system but clearly NOT at the intended target location. A quick check from the Sensor Op and she find's intended target, only 12 minute out from their current location. Course laid in . . .
The
Lucinda
established positive communications with the
Lacerator
and welcomed back to the system. Four TIE in's circle in to escort the returning freighter, two astern and two to fore. Everything went okay until the
Lacerator
requested (again) a copy of the cargo manifest . . .
PC's scramble to put together a fake manifest and deliver it (Failure with 1 adv) . . .
Minor oversights to be sure but enough to pass the casual examination of a bored comms op.
Pa Pooga (Cpt of the Lucinda and Strike Force Commander) orders that the Lucinda close to 'close' range before the Y-Wings are launched . . .
At short range, the Lacerator (now suspicious) orders the Lucinda to break off of it's intercept course and to vector toward the Wedge " alter course by 30 degrees to port." Meanwhile the Lucinda begins opening it's camshell front cargo door BUT does alter course.
Note on initiative. The PC's have defacto established surprise on the enemy, but I also decided to simplify initiative. All alliance forces are going first and then I cycle through the Imperial forces. There are a lot of units on the board, and as GM I'm going to have trouble keeping track of a RAW initiative tracking tree as units are introduced and removed from the board. So I skip that for this battle.
The Lucinda turns back hoping to launch it's Y-Wings to attack the port side of the Lacerator . The first Y-Wing launches, the pilot exclaiming that he's never been this close! and snap launches his first Protons. One hits, damaging the Port Side Shields. The other torpedo sails off into space. The Gunners on the Lucinda open fire on the escorting fighters. (Fighters got chewed up quickly and weren't a factor in this opening action.
Next round . . .
The Lucinda continues its turn back toward the Lacerator and maneuvers to pass the Star Destroyer on a Port side to Port side pass (at close range). The engineer pulls off a double launch, releasing the next two Y-Wings (Triumph rolled on the Engineering skill check). Both Y-Wing pilots bank to port, lining up on the Lacerator and both spend their round achieving a target lock (Guided quality for Protorps). The first Y-Wing slows and reloads it's torpedo launchers and the pilot establishes a targeting lock (Guided quality) while his gunner shoots at TIE Fighters.
The Lucinda had two gunners to the port side (there's a temporary crew shortage) and the starboard guns are unmanned. However, these port side gunners unload on the Lacerator and short out the rest of the shield and inflict minor damage. However, when "Shiny" fires her Ventral Mounted Quad Gun at the Star Destroyer, her weapons cease to function. "Ghost" reports the weapon failure to the Chief Engineer . . . (Weapon Hit, but with 4 threats, I [as the GM] kill the guns. They're 'damaged' but not destroyed).
Lacerator launches a new wave of Interceptors (launching forward and placed in front of the Lacerator . Bad for them because the battle is going on BEHIND them.
"Ghost" (manning Comms & Sensors) reports a team of TIE Fighters (in's) being vectored into sensor range aft of the Lucinda .
The port side main battery of the Lacerator unleash a salvo at the Lucinda and reduce shields to 25% . . . The rest of the guns on the Lacerator remain ominously silent.
Last round for the night:
Lucinda drifts to port turning to bring it's guns to the aft quarter of the Lacerator and launches the last Y-Wing. This fourth Y-Wing Pilot begins turning toward the Lacerator as it's facing away from the Star Destroyer. It also establishes a target lock.
The Y-Wings split their Ion Turret attacks against the TIE Fighters, finishing off the original flight of four, destroying one of the newly launched Interceptors, and discomforting another Interceptor. (Missed attack but with a large number of advantages: All attacks on this Interceptor will have an added blue dice and that pilot will be flying straight next turn).
Of note, the Y-Wings: Y-Wing one is flying past the Lacerator and established a target lock. Y-Wing 2 & 3 attack but only hit with one torpedo but did extensive damage with that one torpedo. An unknown critical hit is resulted against the Lacerator . (no spoilers). Y-Wing 4 is still out of arc, but has a lock. It should be able to make it's first run against the aft of Lacerator next turn. Note that with the Guided weapon quality three of those torpedoes will get a second chance to hit on Turn 15.
We ended here because it was our regular time to wrap up AND the next turn (technically turn 15) is the turn that the Diving Shrike and the Razza are scheduled to arrive. This will also add 4 X-Wings to this battle as well (being carried by the ' Shrike ).
We did get a later start on this battle but I like that we got this opening move started. I'm testing rules and forms and so far so good. I get a week to see if I need to make arrangements or adjustments, but I think we're good. I am thinking about adding Targeting computers to the Alliance Fighters because the stock pilot & gunnery skills make it REALLY hard to score hits. I also need to put together some ship cards for the PLayers with the details about the X-Wings and Y-Wings
Otherwise, everyone is engaged and this fight seems really intense.
The WTS doesn't change the weapons rules too much and we're getting results similar to what we expect, BUT, I like how the Proton Torpedoes are selected for bigger ships and will have a very hard time hitting smaller ships. That seems to make sense.
I wish I could upload the pictures, but I've hit my max allotment for this forum, but the Mini's help a LOT.