For some background:-
Rules we will be using, standard
Planning of the last Battle Royal when people were chatting about the turns and stategys
The Game thread
So for this game I'll post the turns here, PM me your conn and tac orders (so no one else can see them) keep the game chatter to the original chat if you want to make alliances or just talk about the round.
One winner, four losers and a couple million tons of space junk.
The losers face the sweet embrace of death, the winner shall be showered in booze and strippers.
There can be only one.
I remind you again, there are no rules in this match, you can organize alliances through PM's but they are not binding and you can pick on and stab in the back anyone. The last one standing in a functioning ship in the end is the winner.
Ships:
Staplic and Sonic have:-
Griffin:-Norexian class
Ship is broken down into the following sections:
Head (bridge, main computer, 2 disruptor banks [forward firing], 2 torpedo launchers [each firing 2 torps per turn, forward firing])
Neck
Central Engineering (warp core, main engineering, 2 torpedo launchers [each firing 2 torps per turn, aft firing])
Port Engineering (1 disruptor bank [aft firing], port impulse engine)
Starboard Engineering (1 disruptor bank [aft firing], starboard impulse engine)
Port Wing (4 disruptor banks [forward firing/port firing], 1 torpedo launcher [forward firing, 2 torps per turn])
Starboard Wing (4 disruptor banks [forward firing/starboard firing], 1 torpedo launcher [forward firing, 2 torps per turn])
Port Nacelle (the nacelle, duh)
Starboard Nacelle (see above, this ain't quantum physics)
Each section can take 780,000 TJ before being destroyed
The shields have a max capacity of 3,240,000 TJ, giving each facing 540,000 TJ protection
Speed: 80,000 KMPT
Armament:
12 disruptor banks, dealing 60,000 TJ damage (x2)
6 torpedo launchers, four forward, two aft, each firing 2 torps per turn
Special:
Cloak
Tinadrin:-Akira
Sections:
Forward saucer (Phaser array, 4 x Type 4 burst fire tubes)
Starboard saucer (2 type 4 Burst fire tubes)
Central saucer (Bridge, shuttlebay)
Port Saucer (2 type 4 Burst fire tubes)
Roll Bar (Phaser array, 7 type 4 burst fire tubes)
Central engineering (WC)
Aft Engineering hull (phaser array)
Port nacelle
Starboard nacelle
Hull: 213,000TJ each
Defensive systems: Standard shield system, total capacity 1,876,500 TeraJoules overall
312,750 TJ per section
Armament:
3 x Type X phaser arrays, total output 20,000 TeraWatts
15 x Burst fire photon torpedo tube
3 x strike group
Speed: 95,000 KMPT
Special Feature:
Strike groups
The Akira can field 3 strike groups of 5 craft, these craft must stay in their 5 unit strike team, they have an endurance of 5 turns before they must return to the mothership. Once at the mothership they must be docked for one whole turn not including the turn they return to ship before they can be launched again, this effectively resets their endurance and reloads them. It is the commanders duty to make sure the craft do not get so far away from the ship as to be unable to return in due time.
The craft in a strike group must all be of the same type although the different strike groups can be of different makes.
Craft may go into "evasive" mode which increases the odds of dodging enemy fire but it drops speed by 1/3.
The craft options are.
Falcon:
Micro torpedoes: Fires 3 a turn, damage: 10,000 TJ each
Type 4 phaser: Damage 12,000
Speed: 120,000 KMPT
Shields: 30,000, Hull, 3,000
(Has the ability to run interference, places -3 firing penalty on targeted ship for duration, ship must be with in 10,000km to perform act, firing range is 80,000km)
Curbstomper:
Quantum torpedo: One QT slung under the main body of the craft, one shot. Damage 120,000TJ
Micro pulse phasers x 2, damage 12,000TJ
Speed: With QT loaded, 60,000, unloaded 90,000 KMPT
Shields: 30,000, Hull, 3,000
(The firing range of these craft is 120,000km)
Spooky:-Vor'cha
Head (bridge, main computer, 1 Mark 12 Disruptor)
Neck
Central Engineering (warp core, main engineering, 2 x Mark 10's)
Port Engineering (3 x Mark 10's)
Starboard Engineering (3 x Mark 10's)
Port Wing (1 Mark 12 Disruptor, 2 triple fire tubes)
Starboard Wing (1 Mark 12 Disruptor, 2 triple fire tubes)
Port Nacelle
Starboard Nacelle
Armament:
3 x Mark 12 pulse disrupter cannon 80,000TJ
8 x Mark 10 disrupter cannon, total output 60,000 TJ (x2)
4 x Triple Fire photon torpedo tube
Defence:
Standard shield system, total capacity 2,079,000 TeraJoules, 346,500 per section
Hull: 654,000TJ
Special:
Cloak
Speed: 80,000 KMPT
Promethius
Sections:
Forward saucer (Phaser array x 2, 2 x Type 4 QT burst fire tubes)
Starboard saucer
Central saucer (Bridge, shuttlebay, Phaser Array x 2)
Port Saucer
Central engineering (WC)
Aft Engineering hull (phaser array x 2)
Port nacelle
Starboard nacelle
Hull: 320,000TJ per section
Defensive systems: Standard shield system, total capacity 3,800,000 TeraJoules overall
633,333 TJ per section
Armament:
Type XII phaser arrays , 6 units of 100,000TJ each
2 x Burst fire Quantum torpedo tube
Speed: 120,000 KMPT
Special Feature:
MVAM (Once split it cannot rejoin in combat)
When split you have three independent vessels, Forward, Middle and Aft. Each Section will retain the stats of its original section of Forward, middle and aft, so any damage to each section before combat is retained. It only has the one hull and shield strenght, not individual sections.
The forward section retains its 2 torpedo tubes at full power but its arrays are down to 25% of their usual power due to decreased available power.
Middle section only has two phaser arrays down to 25% of total power, gains 2 Type IV burst fire QT launchers.
Aft Section has two phaser arrays, with a power boost of 50% more due to having the primary warp core, gains 1 Type IV Burst fire QT launcher.
All sections get a +2 modifier to agility.
Conn order gentlemen. So I need to know where you want to move to and at what speed (Full, half, quarter ect) and also how you want to orient your ship. Next order will be tactical once the moves have done.