DITL Battle #4 JK vs Reliant Comments Thread

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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

ya, but Stitch was Klingon, can't just have Starfleet officers shooting their helmsmen now can we.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Mark »

Just set phasers to stun!
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

:laughroll:
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

well, JK conn officer certainly turned around getting a 10 last turn, I wonder how his tac officer will handle.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

Bloody round.

Looks like the officers are safe once again, though if Relaint's tactical officer can't get the subspace torpedoes aiming correctly, he might not live to the end of the battle :happydevil:
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Mark »

The orders seem to be coming in rather quickly on this one. I'm getting jealous :mrgreen:
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by stitch626 »

Me too.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

ya, since it bogged down I've been PM'ing the latest phase with a request for the next phases orders to both participants. It's worked pretty well, and I've been getting the orders in the next day. If it continues to go smoothly, I might recommend to Rochey that that becomes standard procedure that way the people directly involved get notified and have all the information they need right there.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Mark »

If I was JK, I'd launch the Captains Yacht. Ping at Reliant from a different direction and draw fire.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

I'd have to talk to Rochey before I can allow that, we don't have a rule set for it right now, and IIRC, in #1 we decided against allowing shuttles.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

okay, JK, Reliant:

after talking with Rochey I've got a preliminary set of rules for shuttles, etc if you wish to use some. These aren't official yet so you guys would be the test bed battle for them, if you choose to:
DITL Battle Rules wrote: Support Craft:

Support Craft are divided into three separate divisions: Shuttles, Runabouts, and Special Support Craft.

All support craft must be launched during the conn phase of the controlling player. The controlling ship cannot make any moves during the conn phase (other than rotating in space) that they are launching shuttles. Any successfully launched shuttles may not take part in the tac phase of the turn they are launched on.

The stats for shuttles are gathered the same as they are for ships, weapons, shields, hull, speed, etc. The only difference is that Shuttles will not have their hull, or shields divided up into different sections.

After the shuttles are launched, the controller will simply PM the shuttles conn/tac orders along with their own ships to the GM.

Shuttles:
To successfully launch a shuttle, roll a 2D6-2 with modifiers. The outcome of your roll, is the successful number of craft you launch. The other option is to name the number of shuttles you want to launch. You must then get that number on a 2D6-2.

Example: Mark want's to launch a flight of shuttles from his Akira Class Ship. As a result of his roll he get's a 7, so he is able to launch 7 shuttles.

The GM in charge will have discretion to select an appropriate shuttle model that would be found on the ship in question. If there are no stats for your factions shuttles, then the GM in charge can use a similar era Federation shuttle and use its stats.

Shuttles of any flight (a group launched during one turn) must all stay together in formation. You cannot separate a flight to flank a ship, to do this, the controller must launch another flight.

Runabouts:
To successfully launch a runabout, you must get an 8 on a 2D6 with modifiers. The Denube Class Runabout will be the ship from which the stats will be drawn. Runabouts are only available to some Federation Class ships, at the discretion of the GM.

Special Support Craft:
For successfully launch a Special craft, you must get a 9 on the roll of a 2D6 with modifiers.

Special Support Craft include the variety of other support craft we have seen on Star Trek including such things as Captains Yacht's, the Argo shuttle, The Delta Flyer,the Aerowing Shuttle, and many more craft.

Modifiers:
The ship in question must have at least one (1) Shuttle Bay to launch most craft (the Aerowing and Captains Yacht's being exceptions). The ship with more shuttle bays will get a +1 modifier to it's "To Launch" roll.
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Tsukiyumi »

Looks good. :)
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

thanks...now lets hope it plays out well too :)
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Lt. Staplic »

well, this battle seems to have taken a complete 180, first it was JK that couldn't get the dicerolles, now Reliant can't get them...
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Re: DITL Battle #4 JK vs Reliant Comments Thread

Post by Mark »

Huh....without a warpcore, what will make Reliant's ship go boom instead of going all to pieces?
They say that in the Army,
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