DITL Battle #7 Stitch vs Seafort Comments Thread

Lt. Staplic
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

also before I forget, the rules for auxilery craft posted in the Reliant vs JK comments thread are going to be applied to this battle too, since we still haven't worked out the bugs, if you would like to launch auxiliary craft, be my guest.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by stitch626 »

Cool. I have a yacht... what else would I have?

And how many?
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

you both will have a "flight" of 10 craft (Sovereign has shuttles, Scimitar Scorpion Attack fliers).

Stitch also has the captains yacht, and an Argo Shuttle.

and for ease here are the rules again:
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 #7 Stitch vs Seafort Comments Thread

Post by stitch626 »

I hit them!!! :shock:
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Mark »

For Seafort's next move, I'd send some Scorpians on kamakazi runs........but that's just me :twisted:
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

some of them.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by stitch626 »

How much damage would a suicidal shuttle do?
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

stitch626 wrote:How much damage would a suicidal shuttle do?
depends, but probably not much.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Mark »

I'd disagree.....the kinetic energy, the tiny warp core, and whatever explosives that were packed in could produce a decent amount of damage.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by stitch626 »

Starship shields seem to handle the kinetic energy of shuttles pretty well.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

of course Seafort doesn't have much shielding left
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by stitch626 »

Seems every time he rotates I take out a section.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

that's because your to hit rolls are f'n unbelievable and you hit him with a fton of weapons.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by stitch626 »

So the dice are really unusual today?

If we ever want to really reenact the E vs Scim battle, I think the Scimitar should start off cloaked, like it did in the movie.
Last edited by stitch626 on Fri Aug 14, 2009 8:15 pm, edited 1 time in total.
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Re: DITL Battle #7 Stitch vs Seafort Comments Thread

Post by Lt. Staplic »

here are the rolls for the past few turns:

10
7
9
9
7
13
12
12
11
11
11
12
12
6
14
14
11
14
6
12
11
10
10
11
15
6
9
12
15
10
12
8
13
6
12

I would call that a bit unusual
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