COMBAT RESOLUTION - ROUND 2
MANEUVER PHASE
The Alliance ships maintain their circling maneuver, and the Black Ships continue to close, putting on a little more speed in the attempt.
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ATTACK PHASE
...which unfortunately works to the advantage of the Black Ships, as the
Nova Prime's particle lance barrages go wide (13, 13).
Alpha-2 is in a bad way, and seems to be too badly damaged to fire with any kind of accuracy whilst moving at high speed (94). Flickering beams slice through space ahead of the
Inditrand. Naturally, the two corvettes aren't about to let that go unpunished, and begin to return fire. With the speeds involved, only one blast from each (95, 51, 91 + 90, 82, 51) manages to inflict any kind of damage.
Alpha-2's signal skips briefly again, and it starts listing, a couple of secondary explosions firing off somewhere inside the strange hull. After that, the signal from both ships cuts out completely.
Finally,
Alpha-1 opens up with both beam weapons (57, 84) and scores a nasty hit down the side of the
Helventas. Fortunately, the beams used by the Cutters are fairly weak and the armour holds for now, but a couple more hits like that and things could be getting serious.
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Combat Mechanics
Okay, so, a brief breakdown of how this works
at the moment. When attacking, ships roll a d100 for every weapon group* - the goal is to get as close to
50 as possible. The roll result is modified by maneuver speed and ship status (badly damaged ships and panicked crews cause penalties to accuracy, for example). The exception is doubles (55, 66), which are critical hits and can apply special effects such as knocking out weapons.
*Which is why the Nova Prime gets two rolls whereas the Inditrand and Helventas get three; it has two unlinked turrets whereas they both have three unlinked turrets. It also has much more firepower than the other two though. If they were all guns forward and firing at will they'd get extra rolls for torpedoes and missiles as well.
Initiative is determined with a d10 +/- a static modifier. Slower ships generally have lower modifiers, but example factors include crew experience and morale.
These mechanics are subject to change.
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Initiative order for Round 3:
Nova Prime: 14
Inditrand: 9
Helventas: 7
Alpha-1: 6
Alpha-2: ??
[_] Assign Maneuver and Attack orders for Round 3.