Showing posts with label Jovian Chronicles. Show all posts
Showing posts with label Jovian Chronicles. Show all posts

Wednesday, August 21, 2013

Spaceships/JC: Corvettes vs a Strike Carrier Example Combat Revisited

So I've decided to start posting combat examples for GURPS Spaceships using the Jovian Chronicles conversions I recently did, more or less in response to a thread on the SJ Games forums asking for turn by turn examples of GURPS Spaceship combat. I started with a bunch of small craft fighting each other and went on to small craft against an escort ship. I tried a bunch of escort ships against a strike carrier, and it went poorly, so now I'm trying it again with some slight changes.
I'm trying to run these examples without any house rules. I'm not doing a perfect job of that, though. One issue is that technically, a single pilot/gunner can't fire two different weapons (GSS1 p53). I don't consider it at all abusive to let the pilot/gunner use both his main weapons and his point defense weapons at the same time, with appropriate multi-tasking penalties, and I didn't notice that rule on my first read through. I'm not about to go back through these examples and add a semi-competent AI gunner, but you can do that mentally if it really bothers you.
Another issue is that multiple identical weapons in a turret mount cannot fire together (GSS1 p57). I didn't notice that rule either. Tripling the number of rolls made for turret attacks is not going to make these examples shorter or easier to read and I doubt it would affect the outcome. Again, you can do it mentally if it really bothers you.
Thanks to the eagle-eyed readers of the forum and on the comments below who pointed out my mistakes. It's a learning experience and I welcome the feedback.

Scenario: The Surprise of the Vigilant

While on routine patrol of the asteroid belt, the JAF Valiant-class strike carrier Vigilant sends most of her strike-fighters and exo-armors to deal with pirates attacking a nomad ship. The Jovian pilots easily deal with the pirates and return to their carrier, except for a pair of Lancer aces who get overexcited and spend all their delta-V reserve. The Vigilant heads after them to prevent them from traveling into interstellar space.

The Vigilant's radar then picks up two new shapes coming around an asteroid: a pair of CEGA Bricriu-class corvettes! The Briks light up their drives and angle for attack vectors while signaling the Vigilant to surrender. The Jovian exo-armors are still rearming and refueling in the hangar and won't be ready to launch for another twenty minutes, but Valiant-class strike carriers are meant to handle themselves in dangerous situations, and the Vigilant prepares to see the hostiles off.

Special Rules and Command Orders

Objectives: The CEGA corvettes want to destroy the Vigilant. The Vigilant wants to destroy the CEGA forces and needs to continue on this course in order to recover her errant strike fighters.

Retreating: The Vigilant may not attempt a Retreat maneuver until she has completed five consecutive Contolled Drifts, Hold Course, Evasive Maneuver, or Closing maneuvers, since she basically needs to get past the corvettes on this path to catch up with her strike fighters.

The Briks are trying to destroy the Vigilant, and while CEGA high command might consider trading the both of them a good deal for one strike carrier, the crews of the Briks don't. After either Brik has had more than half their medium batteries disabled or have been reduced to -0 dHP or less, any remaining Briks can attempt to retreat.

Opening Turn: The Vigilant is taking a very low acceleration Hold Course maneuver to catch up with strike fighters when the CEGA corvettes appear from behind an asteroid at Long range. Her PDS gunners are taking Aim and Wait (Point Defense). Her captain has just performed Space Tactics to determine what the Briks are attempting.

Both of the CEGA Bricrius will act before the Vigilant. The CEGA start off in formation but do not have to maintain it. The Briks have to win at least one maneuver contest in order to reach neutral range with the Vigilant.

Turn Length and Scale: All of the ships have 0.5G of acceleration, and 20 mps of delta-V, but the Vigilant has several Extreme range weapons. The best scale is Close Scale and the best Turn Length is 1 minute per turn.

delta-V reserves: The Vigilant and the Briks all have 20 mps of delta-V reserves. They can spend 0.3 mps of delta-V at 0.5G to get a +1 acceleration bonus or 1.2 mps of delta-V at 1G to get a +2 acceleration bonus.

The rapid increase in delta-V reflects the doubled fuel consumption for high thrust operations.

Skill Levels and Crew Actions: All ships are fully staffed with professional crew, giving them Skill-14 at whatever they're trying to do. They can perform one of every type of task every turn without multi-tasking penalties, except for Gunnery Tasks, where they can perform 1 Gunnery Task for each of their weapon batteries.

Other Notes: These are optimized Bricrius that have swapped the Habitat and Tertiary Weapon Battery from the forward hull with the two KKC Medium Weapon Batteries in the central hull. Their KKCs have slightly worse arcs of fire, but the ships don't explode as soon as someone fires a missile at them from behind.

The Vigilant is also an optimized version of the normal Valiant-class strike cruiser. The 10 GJ Spinal Laser Battery is downgraded to a 3 GJ Laser fixed Main Battery in the forward hull; the forward hull Hangar bay at [4] is moved to central hull [core]; the central hull Fusion plant at [3] is removed; and the rear hull spinal battery is removed. Downgrade the armor from nancomposite to advanced metallic laminate (dDR 30) and add advanced metallic laminate to the various open spaces at forward [4], central [3], rear [6]. Change each hull's armor to 60 dDR, reduce the cost by $700M. The "spinal laser" now does 3dx10 d-damage and has a range of L/X.

Play of the Encounter

CEGA Turn 1: The Briks are starting at long range against a weapon that can blow through their armor and hulls in a single shot and outranges their guns to boot. Closing in on Vigilant is mandatory, and hopefully at short range their KKCs and particle beams can overwhelm the Vigilant.

Bricriu 1 starts off with its captain performing defensive space tactics, resisted by the Vigilant's captain. The rolls are 13 for the Brik and 12 for the Vigilant, so there's no effect. Then the navigator plots a tactical course, rolling 10 against Navigation-14 and providing a +1 bonus to the pilot. The pilot burns 1.2 mps of delta-V at 1G to get a +2 acceleration bonus and attempts a closing maneuver, rolling against Pilot-14, +2 for acceleration, -1 for handling, +1 for navigation, and getting a 15 against a net 16 (MoS 1). The Vigilant's pilot contests with a 9 against Pilot-14 and a -2 for handling, and wins his roll by 3 and the contest by 2. Bricriu 1 ends up neutral to the Vigilant, at long range with the front hull facing. Should the Vigilant survive this turn of attacks, Bricriu 1 is a likely target of the spinal laser. At this range, Bricriu 1 has no weapons that will reach, and the gunners decide to Aim and Wait on the off chance that the Vigilant decides to close with them.

Bricriu 2 sees no value in hanging out at the edge of space and being demolished by long range fire, and chooses to break formation and try to pincer the Jovians instead. She will also start with defensive space tactics, resisted by the Vigilant's captain. The rolls are 10 for the Brik and 15 for the Vigilant, so Bricriu 2 will get +1 to Dodge this turn. Then the navigator plots a tactical course, rolling 11 against Navigation-14 and providing a +1 bonus to the pilot. The pilot burns 1.2 mps of delta-V at 1G to get a +2 acceleration bonus and attempts a closing maneuver, rolling against Pilot-14, +2 for acceleration, -1 for handling, +1 for navigation, and getting a 6 against a net 16 (MoS 10). The Vigilant's pilot contests, also with a 6, against Pilot-14 and a -2 for handling, and wins his roll by 6 but loses the contest by 4. Bricriu 2 closes to Short range, with her front hull toward the enemy.

Her gunners open up with the port particle beam battery. They roll a 10 against a base Gunnery-14, +10 for target size, -3 for sAcc, -8 for range, +0 for RoF, -2 for ECM, and succeed by 1 against a net 11. Two particle beams hit, and the Vigilant tries to dodge with a 12 against a 7, +1 for ECM, +1 for turn length, missing by 3. The beam's AP modifier of (5) is reduced to (3) by the hardening of the Vigilant's armor, so the effective arrmor dDR is 20. d-damage for the two shots is 52 and 63, reduced to 32 and 43 of penetrating d-damage on locations 2 and 6. Each hit does at least 10% of the Vigilant's 150 dHP and disables the system, so the reserve fuel for the exos in location 2 and the cargo hold in location 6 are disabled. Vigilant is also reduced 75 dHP and has to make 2 surge checks against its HT of 13, all of which it passes.

Then Briciu 2's gunners open up with the starboard particle beam battery. They roll an 8 against a base Gunnery-14, +10 for target size, -3 for sAcc, -8 for range, -2 for ECM, and succeed by 3 against a net 11. 4 particle beams hit, and the Vigilant tries to dodge with a 15 against a 7, +1 for ECM, +1 for turn length, missing by 2. The beam's AP modifier of (5) is reduced to (3) by the hardening of the Vigilant's armor, so the effective arrmor dDR is 20. d-damage for the 7 shots is 53, 54, 53, and 54 which is reduced to 33, 34, 33, and 34 penetrating d-damage on locations 2, 3, 1, and 6. Each hit does at least 10% of the Vigilant's 150 dHP and disables the system, so the reserve fuel for the exos in location 2 is destroyed, the other half of the hangar bay is location 3 is disabled, the armor location at 1 is disabled, and the cargo bay is destroyed. The Vigilant is also driven to -59 dHP and has to make 4 surge checks against its HT of 13, all of which it passes.

Bricriu 2 decides not to fire the KKCs, since the Vigilant's powerful PDS suite is still available and is more than sufficient to intercept the slow-moving attacks.

Vigilant Turn 1: The Vigilant is hurting, but hopes to be able smash the Briks and still recover her strike fighters. Taking Evasive Action would be desirable, but that means turning the spinal laser away from the Briks. Instead, the captain orders increased acceleration on the current course.

The captain plots offensive tactics against Bricriu 1, rolling a 13 against a 9 to no effect. Then the navigator plots a tactical course, rolling 10 against Navigation-14 and providing a +1 bonus to the pilot. The pilot burns 1.2 mps of delta-V at 1G to get a +2 acceleration bonus and holds course. The Vigilant remains at long range to Bricriu 1 and at short range with Bricriu 2, with her front hull facing the distance foe and her central hull facing the closer enemy.

The spinal laser glitters in darkness, attempting to gut Bricriu 1. The gunner rolls a 10, against Gunnery-14, +9 for target size, +3 for sAcc, -12 for range, -2 for being below 0 dHP, and -1 for the target's ECM (halved for the tactical array), and succeeds by 1. Bricriu 1 attempts to dodge, rolling a 14 against a base 7, +1 for ECM, and +1 for turn length, but fails. The laser does 3dx10 bur d-damage, resisted by the Bricriu's dDR 40. Rolled damage is 107 against front hull location 2, and armor location 2 is destroyed and the Bricriu takes 67 dDamage of penetration. With 33 dHP, the corvette is certainly shaken but not out of the fight.

At the same time, the twin KKC turrets open up on Bricriu 2. The gunner rolls a 10, against Artillery-14, +9 for target size, -6 for sAcc, -3 for 2 mps of relative velocity, -1 for ECM, -2 for being below 0 dHP, and +1 for RoF. One projectile hits, and is trivially intercepted by 2000 point defense laser shots. The twin missile bays also belch their missiles, rolling an 11 against Artillery-14, +9 for target size, +2 for sAcc, -3 for 3 mps of relative velocity, -1 for ECM, +4 for RoF, +4 for proximity fuses, and netting an MoS18 against a net target of 28. 19 missiles hit, and Bricriu 2 zaps them with another 2000 laser shots. The point defense gunner has Gunner-14, +0 for sAcc and range, -1 for target size, and +11 for RoF, with a target of 24 and a roll of 9. MoS is 15, and though most of the missiles are intercepted, 3 get through. The missiles hit locations 5, 2, and 4 for 6dx4 d-damage each, resisted by armor dDR 40. D-damage rolled is 101, 72, and 98, and penetration is 61, 32, and 58. The defensive ECM system is destroyed, one of the KKCs and both armor locations are disabled, and and the other KKC is destroyed. In the forward hull, only the forward fusion plant and the bridge are unscathed. The Bricriu is also reduced to -51 dHP.

CEGA Turn 2: The CEGA Bricrius are in bad shape, and move to withdraw behind their asteroid. The Vigilant is in no shape to pursue and lets them depart.

Result

This is a draw. The CEGA failed to destroy the Vigilant, but the Vigilant will be under repair for months.

Conclusion

This play-through was different, but not markedly better, than the previous example. The Valiant is somewhat lightly armed and armored for a SM+10 craft, but a single salvo by a not particularly well designed SM+9 craft was enough to put it into the negatives. Only some cheesy missile tactics allowed it to damage Bricriu 2, and without those tactics, it would have been crippled on its next turn.

Missiles are still too effective for my tastes, and point defense is still too all or nothing. Particle beams also hit too hard.

I'd been enjoying the Spaceships combat system, but this fight soured it for me.

12 Hours Later: After some more thought, I'm feeling less distressed. I still don't have a solution for point defense, but I have some ideas toward reducing missile damage (which may end up just being giving everything a hardened kinetic force field for free but I'm still thinking). For particle beams, using a variant of the laminate armor rules from Pyramid 3.40 would give armor doubled dDR against them. Particle beams would still have a role as armor penetrators, but they wouldn't be so overwhelmingly good at it.

An even simpler solution would be to use the altered dHP rules from Pyramid 3.34. If dHP scales with the square root of mass, instead of the cube root, larger ships are already more survivable. It'd be pretty easy to scale disabling damage for subsystems, so it only takes damage greater than 1/300 of total dHP to disable a single weapon in a tertiary battery. That would leave a role for small craft that can force a rendezvous against a large ship, target the weak points of various weapons at rendezvous range, and disable the ship piecemeal.

Spaceships/JC: Corvettes vs a Strike Carrier Example Combat

So I've decided to start posting combat examples for GURPS Spaceships using the Jovian Chronicles conversions I recently did, more or less in response to a thread on the SJ Games forums asking for turn by turn examples of GURPS Spaceship combat. I started with a bunch of small craft fighting each other and went on to small craft against an escort ship. Now I'm going to try a bunch of escort ships against a strike carrier.
I'm trying to run these examples without any house rules. I'm not doing a perfect job of that, though. One issue is that technically, a single pilot/gunner can't fire two different weapons (GSS1 p53). I don't consider it at all abusive to let the pilot/gunner use both his main weapons and his point defense weapons at the same time, with appropriate multi-tasking penalties, and I didn't notice that rule on my first read through. I'm not about to go back through these examples and add a semi-competent AI gunner, but you can do that mentally if it really bothers you.
Another issue is that multiple identical weapons in a turret mount cannot fire together (GSS1 p57). I didn't notice that rule either. Tripling the number of rolls made for turret attacks is not going to make these examples shorter or easier to read and I doubt it would affect the outcome. Again, you can do it mentally if it really bothers you.
Thanks to the eagle-eyed readers of the forum and on the comments below who pointed out my mistakes. It's a learning experience and I welcome the feedback.

Scenario: The Surprise of the Vigilant

While on routine patrol of the asteroid belt, the JAF Valiant-class strike carrier Vigilant sends most of her strike-fighters and exo-armors to deal with pirates attacking a nomad ship. The Jovian pilots easily deal with the pirates and return to their carrier, except for a pair of Lancer aces who get overexcited and spend all their delta-V reserve. The Vigilant heads after them to prevent them from traveling into interstellar space.

The Vigilant's radar then picks up three new shapes coming around an asteroid: a trio of CEGA Bricriu-class corvettes! The Briks light up their drives and angle for attack vectors while signaling the Vigilant to surrender. The Jovian exo-armors are still rearming and refueling in the hangar and won't be ready to launch for another twenty minutes, but Valiant-class strike carriers are meant to handle themselves in dangerous situations, and the Vigilant prepares to see the hostiles off.

Special Rules and Command Orders

Objectives: The CEGA corvettes want to destroy the Vigilant. The Vigilant wants to destroy the CEGA forces and needs to continue on this course in order to recover her errant strike fighters.

Retreating: The Vigilant may not attempt a Retreat maneuver until she has completed five consecutive Contolled Drifts, Hold Course, Evasive Maneuver, or Closing maneuvers, since she basically needs to get past the corvettes on this path to catch up with her strike fighters.

The Briks are trying to destroy the Vigilant, and while CEGA high command might consider trading the three of them a good deal for one strike carrier, the crews of the Briks don't. After two Briks have had more than half their medium batteries disabled or have been reduced to -0 dHP or less, all Briks can attempt to retreat.  

Opening Turn: The Vigilant is taking a very low acceleration Hold Course maneuver to catch up with strike fighters when the CEGA corvettes appear from behind an asteroid at Long range. Her PDS gunners are taking Aim and Wait (Point Defense). Her captain has just performed Space Tactics to determine what the Briks are attempting.

All of the CEGA Bricrius will act before the Vigilant. The CEGA start off in formation but do not have to maintain it.

Turn Length and Scale: All of the ships have 0.5G of acceleration, and 20 mps of delta-V, but the Vigilant has several Extreme range weapons. The best scale is Standard Scale and the best Turn Length is 3-minutes per turn.  

delta-V reserves: The Vigilant and the Briks all have 20 mps of delta-V reserves. They can spend 0.5 mps of delta-V at 0.5G to get a +1 acceleration bonus or 2 mps of delta-V at 1G to get a +2 acceleration bonus.

The rapid increase in delta-V reflects the doubled fuel consumption for high thrust operations.

Skill Levels and Crew Actions: All ships are fully staffed with professional crew, giving them Skill-14 at whatever they're trying to do. They can perform one of every type of task every turn without multi-tasking penalties, except for Gunnery Tasks, where they can perform 1 Gunnery Task for each of their weapon batteries.  

Other Notes: These are optimized Bricrius, that have swapped the Habitat and Tertiary Weapon Battery from the forward hull with the two KKC Medium Weapon Batteries in the central hull. Their KKCs have slightly worse arcs of fire, but they don't explode as soon as someone fires a missile at them from behind.

Play of the Encounter

CEGA Turn 1: The Briks are starting at long range against a weapon that can blow through their armor and hulls in a single shot and outranges their guns to boot. Closing in on Vigilant is mandatory, and hopefully at short range their KKCs and particle beams can overwhelm the Vigilant.

Bricriu 1 starts off with its captain performing defensive space tactics, resisted by the Vigilant's captain. The rolls are 13 for the Brik and 12 for the Vigilant, so there's no effect. Then the navigator plots a tactical course, rolling 10 against Navigation-14 and providing a +1 bonus to the pilot. The pilot burns 2 mps of delta-V at 1G to get a +2 acceleration bonus and attempts a closing maneuver, rolling against Pilot-14, +2 for acceleration, -1 for handling, +1 for navigation, and getting a 15 against a net 16 (MoS 1). The Vigilant's pilot contests with a 9 against Pilot-14 and a -2 for handling, and wins his roll by 3 and the contest by 2. Bricriu 1 ends up neutral to the Vigilant, at long range with the front hull facing. Should the Vigilant survive this turn of attacks, Bricriu 1 is a likely target of the spinal laser. At this range, Bricriu 1 has no weapons that will reach, and the gunners decide to Aim and Wait on the off chance that the Vigilant decides to close with them.

Bricriu 2 sees no value in hanging out at the edge of space and being demolished by long range fire, and chooses to break formation and try to pincer the Jovians instead. She will also start with defensive space tactics, resisted by the Vigilant's captain. The rolls are 10 for the Brik and 15 for the Vigilant, so Bricriu 2 will get +1 to Dodge this turn. Then the navigator plots a tactical course, rolling 11 against Navigation-14 and providing a +1 bonus to the pilot. The pilot burns 2 mps of delta-V at 1G to get a +2 acceleration bonus and attempts a closing maneuver, rolling against Pilot-14, +2 for acceleration, -1 for handling, +1 for navigation, and getting a 6 against a net 16 (MoS 10). The Vigilant's pilot contests, also with a 6, against Pilot-14 and a -2 for handling, and wins his roll by 6 but loses the contest by 4. Bricriu 2 closes to Short range, with her front hull toward the enemy.

Her gunners open up with the port particle beam battery. They roll a 10 against a base Gunnery-14, +10 for target size, -3 for sAcc, -8 for range, +5 for Rof, -2 for ECM, and succeed by 6 against a net 16. 7 particle beams hit, and the Vigilant tries to dodge with a 12 against a 7, +1 for ECM, +2 for turn length, missing by 2. The beam's AP modifier of (5) is reduced to (3) by the hardening of the Vigilant's armor, so the effective arrmor dDR is 17. d-damage for the 7 shots is 52, 63, 44, 57, 46, 62, and 62, reduced to 35, 46, 29, 40, 28, and 28 penetrating d-damage on locations 2, 6, 6, 4, 6, 4, and 4. Each hit does at least 10% of the Vigilant's 150 dHP and disables the system, so the reserve fuel for the exos in location 2 is disabled, the cargo hold in location 6 is destroyed, half the hangar bay is location 4 is destroyed, the control room is disabled (from wrap-around on the third '6'), and the forward section of the spinal gun is disabled. The Vigilant is also driven to -33 dHP and has to make 7 surge checks against its HT of 13, all of which it passes.

Then Briciu 2's gunners open up with the starboard particle beam battery. They roll an 8 against a base Gunnery-14, +10 for target size, -3 for sAcc, -8 for range, +5 for Rof, -2 for ECM, and succeed by 8 against a net 16. 9 particle beams hit, and the Vigilant tries to dodge with a 15 against a 7, +1 for ECM, +2 for turn length, missing by 2. The beam's AP modifier of (5) is reduced to (3) by the hardening of the Vigilant's armor, so the effective arrmor dDR is 17. d-damage for the 7 shots is 53, 54, 53, 54, 57, 41, 47, 58, 40 which is reduced to 36, 37, 36, 37, 40, 24, 30, 58, 40 (the last two hits are are previously destroyed armor sections) penetrating d-damage on locations 2, 3, 1, 6, 6, 4, 4, 1, 1. Each hit does at least 10% of the Vigilant's 150 dHP and disables the system, so the reserve fuel for the exos in location 2 is destroyed, the other half of the hangar bay is location 3 is disabled, the armor location at 1 is disabled, the core control room is destroyed, the armor location at 1 is destroyed, and the forward section of the spinal gun and the last half hangar are destroyed by wrap-around attacks. The Vigilant is also driven to -371 dHP and has to make 2 death checks and 9 surge checks against its HT of 13, all of which it passes.

Bricriu 2 decides not to fire the KKCs, since the Vigilant's powerful PDS suite is still available and is more than sufficient to intercept the slow-moving attacks.

Bricriu 3 will also break formation to form a pincer on what's left of the Vigilant. He will also start with defensive space tactics, resisted by the Vigilant's captain. The rolls are 11 for the Brik and 10 for the Vigilant, and no effect. Then the navigator plots a tactical course, rolling 10 against Navigation-14 and providing a +1 bonus to the pilot. The pilot burns 2 mps of delta-V at 1G to get a +2 acceleration bonus and attempts a closing maneuver, rolling against Pilot-14, +2 for acceleration, -1 for handling, +1 for navigation, and getting a 12 against a net 16 (MoS 4). The Vigilant's pilot contests, also with a 13, against Pilot-14 and a -2 for handling, and wins his roll by 1 but loses the contest by 3. Bricriu 3 closes to Short range, with her front hull toward the enemy. (Oddly, at this point Bricriu 2 and 3 are at long range to each other, even though they're only at short range to the Vigilant.)

Briciu 3's gunners open up with the starboard particle beam battery. They roll an 8 against a base Gunnery-14, +10 for target size, -3 for sAcc, -8 for range, +5 for Rof, -2 for ECM, and succeed by 8 against a net 16. 9 particle beams hit, and the Vigilant tries to dodge with a 5 against a 7, +1 for ECM, +2 for turn length, succeeding by 5 and dodging all but 2 of the beams. The beam's AP modifier of (5) is reduced to (3) by the hardening of the Vigilant's armor, so the effective arrmor dDR is 17. but the shots hit destroyed armor locations 1 and 2 and the armor stops nothing. D-damage for the 2 shots is 51 and 52, which goes straight to the dHP, reducing it to -483 dHP and requiring another death check, which succeeds with a 12.

Briciu 3's gunners then fire the port particle beam battery. They roll an 8 against a base Gunnery-14, +10 for target size, -3 for sAcc, -8 for range, +5 for Rof, -2 for ECM, and succeed by 4 against a net 16. 5 particle beams hit, and the Vigilant tries to dodge with a 5 against a 7, +1 for ECM, +2 for turn length, succeeding by 5 and dodging all.

Vigilant Turn 1: The Vigilant is a shattered hulk, with her entire forward hull smashed. She can't possibly recover her missing strike fighters without her hangar, and indeed, all her on-board exos and strike fighters were destroyed with the hangar. She could try closing on the luckless Bricriu 1 and pounding it with KKCs and missiles, but the corvette could respond with particle beam fire and destroy the Vigilant.

Results

Overwhelming CEGA Victory, as the corvettes destroyed a high value target without taking any losses.

Conclusion

I wasn't thrilled with the Valiant conversion, because it felt like it was trying to cram too many things into too small a space, but I didn't expect it to go down like that! And I'm not sure what would have helped.

Replacing one of the hangars with more armor would have drastically cut down on the available exo-armors without noticeably increasing the craft's toughness: every shot in the first p-beam blast would have penetrated the armor and most would have disabled a system. Another ECM system might have helped, but not enough.

No, I think the decision to use the Standard scale and 3 minute turns was the problem, turning the nasty but survivable RoF9 attacks from the Briks' turrets into the devastating RoF30 attacks. And the only solution is to back to Close scale and 1 minute turns, which means that the Vigilant can't properly take advantage of her giant spinal laser.

Well, I'm definitely going to revisit this fight, and see how it works out on a closer scale.

Monday, August 19, 2013

Spaceships/JC: Exo-armors vs a Corvettes Example Combat

So I've decided to start posting combat examples for GURPS Spaceships using the Jovian Chronicles conversions I recently did, more or less in response to a thread on the SJ Games forums asking for turn by turn examples of GURPS Spaceship combat. I started with a bunch of small craft fighting each other, at it worked out pretty well. Now I'm going to try a bunch of small craft fighting an escort ship.
I'm trying to run these examples without any house rules. I'm not doing a perfect job of that, though. One issue is that technically, a single pilot/gunner can't fire two different weapons (GSS1 p53). I don't consider it at all abusive to let the pilot/gunner use both his main weapons and his point defense weapons at the same time, with appropriate multi-tasking penalties, and I didn't notice that rule on my first read through. I'm not about to go back through these examples and add a semi-competent AI gunner, but you can do that mentally if it really bothers you.
Another issue is that multiple identical weapons in a turret mount cannot fire together (GSS1 p57). I didn't notice that rule either. Tripling the number of rolls made for turret attacks is not going to make this example shorter or easier to read and I doubt it would affect the outcome. Again, you can do it mentally if it really bothers you.
Thanks to the eagle-eyed readers of the forum and on the comments below who pointed out my mistakes. It's a learning experience and I welcome the feedback.

Scenario: Sensor Picket Miyu

During the Battle of Elysees, the Bricriu-class Corvette Miyu is on sensor picket duty at the flank of the 4th CEGA fleet. The Miyu comes under a probing attack by a reinforced flight of 4 JAF Pathfinders (enhanced with a Medium Battery Improved VRF Laser point defense turret). The Miyu must drive off her attackers, but the JAF pilots need to destroy the Miyu quickly before CEGA reinforcements arrive.

Special Rules and Command Orders

Objectives: The Jovians want to destroy the Miyu. The Miyu would like to not be destroyed and also would like to not be forced from her patrol area.

The Jovians win if they destroy the Miyu with at least two Pathfinders still able to fight, or if they force the Miyu to retreat without losing any Pathfinders. The Miyu wins by preventing a Jovian victory.

Retreating: Although this is war, there's a limit to how hard either side is willing to fight. Any Pathfinder that is damaged below 0 HP must take a Retreat maneuver (if possible) on its next action and cannot make attacks as long as it is capable of Retreating. The Miyu will not fire on a heavily damaged exo-armor that is Retreating and not firing (or that has a destroyed engine or no fuel left and is not firing as it uncontrollably drifts away). The Jovians must retreat after the 10th turn, so as to not linger in the face of approaching CEGA reinforcements.

The Miyu must fight as long as she has Medium Batteries with ammo operational, but can take a Retreat maneuver if all her Medium Batteries are destroyed or run out of ammo.

Opening Turn: The Miyu is on sensor picket duty and can detect the incoming Jovian flight. Both sides have been making Hold Course maneuvers with +0 acceleration bonuses on the turns before the Jovians come into the Short range of both sides weapons. (Yes, technically the Jovians can launch missiles from outside extreme range, but both sides are well aware that launching a half dozen missiles into the Miyu's PDS is an exercise in futility). Both sides have power allocated to all their energy weapons and are taking Aim and Wait (Point Defense) maneuvers on the turn before the fight starts.

All of the Jovian Pathfinders will act before the Miyu. The Jovians start off in formation but do not have to maintain it.

Turn Length and Scale: None of the ships have less than 0.05G+ of acceleration, more than 10G+ of acceleration, more than 5 mps of delta-V, or many weapons that reach past Short range. The best scale is Close Scale and the best Turn Length is 1-minute per turn.

delta-V reserves: For simplicity, the Pathfinders have 4.5 mps of delta-V. It takes the Pathfinders 1G and 0.3 mps to get a +2 acceleration bonus, 1.5G and 0.5 mps to get a +3 acceleration bonus, 2G and 1.2 mps to get a +4 acceleration bonus, and 3G and 1.8 mps of delta-V to get a +6 acceleration bonus.

The Miyu has 20 mps of delta-V reserves. She can spend 0.2 mps of delta-V at 0.5G to get a +1 acceleration bonus or 1.2 mps of delta-V at 1G to get a +2 acceleration bonus.

The rapid increase in delta-V reflects the doubled fuel consumption for high thrust operations.

Skill Levels and Crew Actions: The Jovians have Pilot-14, Artillery/Gunner (Whatever)-14, and all other space related skills at 13. The numerous and professional CEGA crew of the Miyu have Skill-14 at whatever they're trying to do. The Miyu can perform one of every type of task every turn without multi-tasking penalties, except for Gunnery Tasks, where she can perform 1 Gunnery Task for each of her weapon batteries.

Play of the Encounter

Jovian Turn 1: The Jovians know that if they can get behind the Miyu, her PDS won't be able to intercept their missiles. However, her particle beam and KKC turrets will be able to, if not well. At least when they first come into range, launching missiles is still too high risk. Their particle beams can just barely penetrate the Miyu's armor, so they can try to plink out important systems as they approach. The end goal is to use the plasma lances to cut up the weapon systems and then finish her off with the missiles.

Each Pathfinder chooses to perform 3 tasks this turn, and they'll stay in formation no matter what. They'll perform a Pilot task for a Closing maneuver (preferring to get closer over being advantaged), a Gunnery task to Aim and Attack with the particle-beams, and a Gunnery task to Wait (Point Defense) in hopes of intercepting any KKC fire. There isn't anything they can do about the particle beam fire except for Dodge and hope.

Pathfinder 1 leads off, accelerating at 1.0G with 0.3 mps of delta-V for a +2 acceleration bonus and attempting a Closing maneuver on the Miyu. She rolls a 9 against Pilot-14, -2 for multitasking, +2 for acceleration, +0 for the exo-armor's Handling, and succeeds by 5. The Miyu counters with a roll of 14 against Pilot-14, +1 for acceleration, -1 for the corvette's handling, and gets an MoS of 0 and loses the contest. The lead Pathfinder comes in on Attack vector and drops to Close range against the Miyu's front hull.

She fires her particle-beam, hoping to get lucky and take out the PDS. She has Gunner-14, -2 for multi-tasking, +9 for the target's size, -3 for the beam's sAcc, -1 for the corvette's ECM array (halved for the Pathfinder's tactical array), -4 for close range, and +1 for a gun braced in both robot arms, rolling a 15 vs an effective 14 and missing with all three shots.

Pathfinder 2 follows, accelerating at 1.0G with 0.3 mps of delta-V for a +2 acceleration bonus and attempting a Closing maneuver against the Miyu while staying in formation. He rolls a 13 against Pilot-14, -2 for multitasking, +2 for acceleration, +0 for the exo-armor's Handling,and successfully stays in formation, ending up on Close range attack vector on the Miyu's front hull.

He fires his particle-beam, hoping to get lucky and take out the PDS. He has Gunner-14, -2 for multi-tasking, +9 for the target's size, -3 for the beam's sAcc, -1 for the corvette's ECM array (halved for the Pathfinder's tactical array), -4 for close range, and +1 for a gun braced in both robot arms, rolling a 11 vs an effective 14 and hitting with all three shots. The lumbering corvette attempts to Dodge, starting with a 7 for half the Pilot skill and adding 1 for ECM, rolling a 5 against an 8 and successfully avoiding all three shots.

Pathfinder 3 makes his attack run, accelerating at 1.0G with 0.3 mps of delta-V for a +2 acceleration bonus and attempting a Closing maneuver against the Miyu while staying in formation. He rolls a 4 against Pilot-14, -2 for multitasking, +2 for acceleration, +0 for the exo-armor's Handling,and successfully stays in formation, ending up on Close range attack vector on the Miyu's front hull. A lovely critical success wasted!

He fires his particle-beam, hoping to get lucky and take out the PDS. He has Gunner-14, -2 for multi-tasking, +9 for the target's size, -3 for the beam's sAcc, -1 for the corvette's ECM array (halved for the Pathfinder's tactical array), -4 for close range, and +1 for a gun braced in both robot arms, rolling a 8 vs an effective 14 and hitting with all three shots. The lumbering corvette attempts to Dodge, starting with a 7 for half the Pilot skill and adding 1 for ECM, rolling a 7 against an 8 and successfully avoiding two shots. The third shot hits for 4d bur sur rad (5) d-damage, rolled as 15. The Miyu's hardened 40 dDR reduces the armor divisor to (3) and is effectively reduced to 13 dDR, so 2 d-damage penetrates on system 1, the armor. A Bricriu has 100 dHP, so 2 damage is not more than 10% and doesn't disable or destroy the system, but the Miyu does need to roll its HT of 13 to avoid losing a system to the surge effect: an 11 on the die and the Miyu is safe for now.

Pathfinder 4 makes her attack run, accelerating at 1.0G with 0.3 mps of delta-V for a +2 acceleration bonus and attempting a Closing maneuver against the Miyu while staying in formation. She rolls a 13 against Pilot-14, -2 for multitasking, +2 for acceleration, +0 for the exo-armor's Handling,and successfully stays in formation, ending up on Close range attack vector on the Miyu's front hull.

She fires her particle-beam, hoping to get lucky and take out the PDS. She has Gunner-14, -2 for multi-tasking, +9 for the target's size, -3 for the beam's sAcc, -1 for the corvette's ECM array (halved for the Pathfinder's tactical array), -4 for close range, and +1 for a gun braced in both robot arms, rolling a 12 vs an effective 14 and hitting with all three shots. The lumbering corvette attempts to Dodge, starting with a 7 for half the Pilot skill and adding 1 for ECM, rolling a 7 against an 8 and successfully avoiding two shots. The third shot hits for 4d bur sur rad (5) d-damage, rolled as 12. The Miyu's hardened 40 dDR reduces the armor divisor to (3) and is effectively reduced to 13 dDR, but that's still enough to stop the attack.

CEGA Turn 1: The Miyu is down to 98 dHP, facing a formation of 4 Pathfinders at Close range. Letting them get closer would be bad, as only some lucky maneuvering saved him from more damage in their first wave of attacks, and at closer range they might start firing at his weak points and ripping through his hull. Retreating is an option, but it would put his rear hull to the Pathfinders, and the MMJ-4 missiles are more than sufficient to tear through his ship. He orders Evasive maneuvers while seeing how the Pathfinders fare against his KKCs; for now, he'll hold the particle beams in reserve against missile attacks from any Pathfinders that get behind him.

The captain makes a Command task to perform space tactics against the Jovian formation; he'll go for offensive tactics to predict their defense patterns and reduce their Dodge by 1. He rolls against Tactics-14, +1 for the 1 minute turn, but fails with a 16. Meanwhile, the navigator performs a Navigation task for Tactial navigation, rolling against Navigation (Space)-14 and easily succeeding with a 7. The pilot will get +1 on a Pilot rolls for the next turn. The pilot, in turn, makes evasive maneuvers, spending 0.5G of thrust and 0.2 mps of delta-V to get a +1 acceleration bonus that will be doubled this turn, as well as a +1 to dodge. The Miyu is now at close range with her central hull facing the Pathfinders.

Then the KKC gunners open up, each battery firing a combined salvo of 9 shots against the first two Pathfinders. The port battery starts, rolling a 10 against Artillery-14, +5 for target SM, -6 for the KKC's sAcc, -3 for the 2 mps gun velocity, -2 for ECM, +2 for the RoF bonus for 9 shots, and +4 for proximity fusing. He succeeds by 4, and hits with two shots (the guns have Rcl 4). Pathfinder 1 fires 200 laser PDS shots at it, rolling a 6 against Gunnery-14, -1 for target SM, +0 for range, +8 for RoF 200, -2 for multitasking, and succeeds by 13, easily obliterating the gun rounds. The starbard battery fires at Pathfinder 2, rolling a 12 against Artillery-14, +5 for target SM, -6 for the KKC's sAcc, -3 for the 2 mps gun velocity, -2 for ECM, +2 for the RoF bonus for 9 shots, and +4 for proximity fusing. He succeeds by 1, and hits with a single shot, which is obliterating by another 200 PDS lasers (rolled a 9 versus a target of 18).

The captain resolves to reverse his targeting next turn, holding the KKCs for point defense while the p-beams sweep the Jovians from the stars.

Jovian Turn 2: The Jovians still need to get behind the Miyu, preferably at point-blank range.

Each Pathfinder chooses to perform 3 tasks this turn, and they'll stay in formation no matter what. They'll perform a Pilot task for a Closing maneuver (preferring to get closer over being advantaged), a Gunnery task to Aim and Attack with the particle-beams, and a Gunnery task to Wait (Point Defense) to keep intercepting any KKC fire.

Pathfinder 1 leads off, accelerating at 1.0G with 0.3 mps of delta-V for a +2 acceleration bonus and attempting a Closing maneuver on the Miyu. She rolls a 10 against Pilot-14, -2 for multitasking, +2 for acceleration, +0 for the exo-armor's Handling, and succeeds by 4. The Miyu counters with a roll of 8 against Pilot-14, +2 for evasive acceleration, -1 for the corvette's handling, +1 for tactical navigation, and gets an MoS of 8 and easily wins the contest. The lead Pathfinder falls off the Attack vector and moves to Short range against the Miyu's center hull.

Long range particle beam fire is unlikely to hit in general and won't penetrate the corvette's armor. The Jovians hold their fire and their formation.

CEGA Turn 2: The Miyu has plenty of reaction reserves and reinforcements inbound. Long range particle beam fire is unlikely to hit nimble exo-armors, but it may keep the Jovians back and it doesn't cost the captain anything. He'll continue with his evasive maneuvers and tactical analysis.

The captain makes a Command task to perform space tactics against the Jovian formation; he'll go for offensive tactics to predict their defense patterns and reduce their Dodge by 1. He rolls against Tactics-14, +1 for the 1 minute turn, and barely succeeds with a 15. Meanwhile, the navigator performs a Navigation task for Tactial navigation, rolling against Navigation (Space)-14 and easily succeeding with a 10. The pilot will get +1 on a Pilot rolls for the next turn. The pilot, in turn, makes evasive maneuvers, spending 0.5G of thrust and 0.2 mps of delta-V to get a +1 acceleration bonus that will be doubled this turn, as well as a +1 to dodge. The Miyu is still at short range with her central hull facing the Pathfinders.

Then the particle beam gunners open up, each battery firing a combined salvo of 9 shots against the first two Pathfinders. The port battery starts, rolling a 6 against Gunner-14, +5 for target SM, -8 for Short range, -3 for the beam's sAcc, -2 for ECM, and +2 for the RoF bonus for 9 shots. He succeeds by 2, and hits with three shots (the beams have Rcl 1). Pathfinder 1 desperately dodges, rolling an 11 against a base of 7 with a +1 for the lone ECM system, a -1 for the Miyu's command task, and failing miserable. The 300 MJ particle beams do 5dx3 d-damage each, for 52, 46, and 53 damage. Hardened dDR 21 armor is effectively dDR7 against the p-beams, and a total of 130 d-damage penetrates. The Pathfinder is dropped to -110 dDR, more than -5xdHP, and is immediately destroyed.

The starboard battery contiues, rolling a 10 against Gunner-14, +5 for target SM, -8 for Short range, -3 for the beam's sAcc, -2 for ECM, and +2 for the RoF bonus for 9 shots. He misses by 2, and Pathfinder 2's pilots sighs with relief.

Jovian Turn 3: The new flight leader in Pathfinder 2 is no longer interested in slowly moving behind the Miyu. He wants to get behind the corvette, pop off his missiles, and get the heck out of the area before getting roasted by more particle beams.

Pathfinder 2 barrels in, accelerating at 3.0G with 1.8 mps of delta-V for a +6 acceleration bonus and attempting a Closing maneuver on the Miyu. She rolls a 7 against Pilot-14, -2 for multitasking, +6 for acceleration, +0 for the exo-armor's Handling, and succeeds by 11. The Miyu counters with a roll of 6 against Pilot-14, +2 for evasive acceleration, -1 for the corvette's handling, +1 for tactical navigation, and gets an MoS of 10 and barely loses the contest. The Pathfinder formation aligns off the Miyu's rear hull at Short range.

In sequence, each Pathfinder fires off both MMJ-4 16 cm missiles. Pathfinder 2 starts by rolling a 12 against Artillery-14, +9 for target SM, +2 for missile sAcc, -3 for more than 1 mps but less than 3 mps of relative velocity (per the errata, the missiles are travelling at 2 mps, same as the guns), -1 for the target's ECM, -2 for multi-tasking, and no bonus or penalty for rate of fire: net is a 19, and both missiles hit easily. The KKC gunners respond with the entire port battery, rolling a 12 against Artillery-14, -1 for target SM, -6 for the KKC's sAcc, -3 for relattive velocity, +2 for RoF, and misses entirely against a target of 6. The Miyu then dodges, rolling a 14 against a base 7, -1 for handling, +1 for ECM, and +1 for evasive, and misses by 6. Both missiles impact the rear hull for 6dx4 d-damage, doing 82 and 76 to hull locations 1 and 3. The hardened armor nullifies the missile's penetrators and absorbs 40d-damage, allowing 42 and 36 d-damage to get through. Neither attack is enough to destroy the target system, but both systems are disabled, leaving the Miyu a drifting derelict without an engine.
Clearly, the Pathfinders should have used proximity fused missiles here, as another 5-10 missile hits in each volley would have finished the Miyu off. I resisted, because in my head I'm downgrading proximity fused missiles to RoF x10, d-Dmg/3, and they wouldn't have penetrated the Miyu's armor at all that way. Which would have been more cool.

Pathfinder 3 follows with more missiles, rolling a 10 against Artillery-14, +9 for target SM, +2 for missile sAcc, -3 for more than 1 mps but less than 3 mps of relative velocity (per the errata, the missiles are travelling at 2 mps, same as the guns), -1 for the target's ECM, -2 for multi-tasking, and no bonus or penalty for rate of fire: net is a 19, and both missiles hit easily. The KKC gunners respond with the entire starboard battery, rolling a 12 against Artillery-14, -1 for target SM, -6 for the KKC's sAcc, -3 for relattive velocity, +2 for RoF, and misses entirely against a target of 6. The Miyu then dodges, rolling a 13 against a base 7, -1 for handling, +1 for ECM, and +1 for evasive, and misses by 5. Again, both missiles impact the rear hull for 6dx4 d-damage, doing 100 and 83 to hull locations 1 and 2. The hardened armor nullifies the missile's penetrators and absorbs 40d-damage, allowing 60 and 43 d-damage to get through. The first missile destroys armor location 1 and disables the engine room in location 6; the second missile disables armor location 2. The Miyu is at -81 dHP, but is still holding together.

Pathfinder 4 tries to finish the corvette off with the last missiles, rolling a 9 against Artillery-14, +9 for target SM, +2 for missile sAcc, -3 for more than 1 mps but less than 3 mps of relative velocity (per the errata, the missiles are travelling at 2 mps, same as the guns), -1 for the target's ECM, -2 for multi-tasking, and no bonus or penalty for rate of fire: net is a 19, and both missiles hit easily. No point defense is possible, so the Miyu dodges, rolling a 9 against a base 7, -1 for handling, +1 for ECM, and +1 for evasive, and misses by 1. Again, both missiles impact the rear hull for 6dx4 d-damage, doing 79 and 94 to hull locations 6 twice. The hardened armor nullifies the missile's penetrators and absorbs 40d-damage, allowing 39 and 54 d-damage to get through. The first missile destroys the already damaged engine room; the second missile destroys armor location 2 and passes another disable result to the engine room, destroying it. The Miyu is at -174 dHP, and rolls HT to survive: a 12 is barely enough.

CEGA Turn 3: The Miyu is wrecked but still has attitude controls; she is drifting controllably and can hopefully still avenge herself. Point defense is irrelevant now that the Pathfinders have dumped all their missiles and dodging is impossible. She'll turn to face her tormentors and attempt to pick them off.

The captain makes a Command task to perform space tactics against the Jovian formation; he'll go for offensive tactics to predict their defense patterns and reduce their Dodge by 1. He rolls against Tactics-14, +1 for the 1 minute turn, and barely succeeds with a 13. The pilot makes a controlled drift maneuver to turn the front of the ship toward the enemy. The Miyu is still at short range with her central hull facing the Pathfinders.

Then the particle beam gunners open up, each battery firing a combined salvo of 9 shots against the first two Pathfinders. The port battery starts, rolling a 10 against Gunner-14, +5 for target SM, -8 for Short range, -3 for the beam's sAcc, -2 for ECM, and +2 for the RoF bonus for 9 shots. He fails by 2, and misses. The starboard battery continues, rolling a 14 against Gunner-14, +5 for target SM, -8 for Short range, -3 for the beam's sAcc, -2 for ECM, and +2 for the RoF bonus for 9 shots. He fails by 6, and also misses.

The port KKC battery fires, rolling a 5 against Artillery-14, +5 for target SM, -6 for the KKC's sAcc, -3 for the 2 mps gun velocity, -2 for ECM, +2 for the RoF bonus for 9 shots, and +4 for proximity fusing. He succeeds by 9, and hits with three shots (the guns have Rcl 4). Pathfinder 2 fires 200 laser PDS shots at it, rolling a 7 against Gunnery-14, -1 for target SM, +0 for range, +8 for RoF 200, -2 for multitasking, and succeeds by 12, easily obliterating the gun rounds. The starbard KKC battery fires at Pathfinder 2, rolling against Artillery-14, +5 for target SM, -6 for the KKC's sAcc, -3 for the 2 mps gun velocity, -2 for ECM, +2 for the RoF bonus for 9 shots, and +4 for proximity fusing. He succeeds by 3 with an 11, and hits with a single shot, which is obliterating by another 200 PDS lasers (rolled a 13 versus a target of 18).

Jovian Turn 4: The Jovians have won a significant victory, as the drifting Miyu can no longer interfere with Jovian exos and ships attempting to move through this path in space. The Jovians quickly disengage to long range and head into towards the rest of the CEGA fleet, signalling for their own reinforcements.

Conclusions

Apparently, I can't design ships. Swapping the Bricriu's e-mag guns with her habitat and PDS system would have been sufficient to give the corvette all-angle protection against missiles. Then she could have used her e-mag guns and particle beams to destroy the Pathfinders no matter where they were.

That said, this was an interesting little scenario. The increased crew actions on the Bricriu added a bit to it, and there was some potential for some interesting tactics. Too bad that Spaceships is so overwhelming realistic that there aren't many good switches to allow cinematic dogfights.

The love affair with missiles is probably realistic, but it's annoying: missiles can fire from a destroyed craft (beams and guns can't); missiles don't take targeting penalties for a badly damaged ship (beams and guns do); missiles do more damage than beams and are much more accurate at lower Rcl than guns... missiles just rock. The perfect ship has a lot of missile launchers, ECM, and improved VRF laser point defense arrays, and minimal armor because proximity fuse missiles are either stopped by point defense or destroy the ship. Which is realistic, I guess, but it's not Jovian Chronicles.

I'm going to a fight off a trio of Bricriu's against a Valiant, just to do a capital on capital ship fight. And then I'm going to start thinking about some house rules to address the issues I currently have:
  1. Missiles are too effective, especially with proximity fuses.
  2. KKCs and E-mag guns are too ineffective. If nothing else, e-gun rounds should be much harder to intercept.
  3. It needs to be easier to rendezvous with a craft and harder to shake rendezvous attempts.

Spaceships/JC: An Example Combat Revisited

Yesterday I wrote up a turn by turn example of GURPS Spaceship combat. It was something of a disaster, since one side didn't have any dedicated point defense and got blown out of space on the first turn.

I've decided to redo that example, using nearly the same ships, but adding a 30 KJ Improved VRF Laser turret to each of the Jovian Pathfinders, taking up the last of their cargo space.
I'm trying to run these examples without any house rules. I'm not doing a perfect job of that, though. One issue is that technically, a single pilot/gunner can't fire two different weapons (GSS1 p53). I don't consider it at all abusive to let the pilot/gunner use both his main weapons and his point defense weapons at the same time, with appropriate multi-tasking penalties, and I didn't notice that rule on my first read through. I'm not about to go back through these examples and add a semi-competent AI gunner, but you can do that mentally if it really bothers you.
Thanks to the eagle-eyed readers of the forum and on the comments below who pointed out my mistakes. It's a learning experience and I welcome the feedback.

Revised Scenario: Recovering the Floater

A flight of 4 Syreens have launched from their carrier on a rendezvous course with the drifting Mule freighter Carolina on my Thoughts. The Carolina has a Jovian Floater in its holds, and the CEGA would like another sample of this strange, extra-terrestrial life form. Meanwhile, a flight of 3 Pathfinders have launched from their carrier for the Carolina. Comm signals are established; words are exchanged; threats are made; and then someone on the CEGA side gets authority to go weapons free and a fight starts.

Special Rules and Command Orders

Objectives: Both sides want to recover the floater, which ways less than a ton and can be carried by any exo-armor with working arms. Either side wins if an exo-armor manages to pick up the floater, burn at least 1 mps of delta-V afterwards, and take 3 rounds of Retreat or Evasive maneuvers afterwards. Destroying the floater is automatically a tactical loss for the side that destroyed it.

The floater is in the Carolina's cargo bay. After rendezvousing with the uncontrollably drifting ship, it takes a Syreen with both arms working a total of 5 rounds of Ready maneuvers to tear through the hull; a Pathfinder can do it in 2 rounds with both arms working or 1 round of attack actions using a plasma lance. Multiple exo-armors can work together.

Retreating: Although both sides would like the floater, there are more floaters available and this is not a fight to the death. Unless acquiring the floater is immediately achievable by the floater, any exo-armor that is damaged below 0 HP must take a Retreat maneuver (if possible) on its next action and cannot make attacks as long as it is capable of Retreating. Enemy exo-armors will not fire on a heavily damaged exo-armor that is Retreating and not firing (or that has a destroyed engine or no fuel left and is not firing as it uncontrollably drifts away). The only exception is any exo-armor fleeing with the floater: enemy exo-armors can't fire on it, but they can attempt to rendezvous with it and steal the floater.

Opening Turn: Both the Jovian and the CEGA pilots are aware that a fight is about to break out when the CEGA pilots get the order to fire. So although both sides are making Controlled Drifts toward the Carolina, they have power allocated to all their energy weapons and are taking Aim and Wait (Point Defense) maneuvers on the turn before the fight starts. They also have their front hulls aligned toward the enemy.

The CEGA pilots are in formation with each other and must attempt to stay in formation with at least one other pilot at all times; the Jovian pilots are not in formation and may maneuver freely.

All of the CEGA exo-armors will go before any of the Jovian exo-armors.

Turn Length and Scale: None of the ships have less than 0.05G+ of acceleration, more than 10G+ of acceleration, more than 5 mps of delta-V, or many weapons that reach past Short range. The best scale is Close Scale and the best Turn Length is 1-minute per turn.

delta-V reserves: For simplicity, the Pathfinders have 5 mps of delta-V and the Syreens have 3.5 mps of delta-V. It takes 1G and 0.3 mps to get a +2 acceleration bonus, 2G and 1.2 mps to get a +4 acceleration bonus, and 3G and 1.8 mps of delta-V to get a +6 acceleration bonus. The rapid increase in delta-V reflects the doubled fuel consumption for high thrust operations.

Skill Levels: The Jovians have Pilot-14, Artillery/Gunner (Whatever)-14, and all other space related skills at 13. The less trained CEGA pilots have Pilot-14, Artillery/Gunner (Whatever)-13, and all other space related skills at 12.

Play of the Encounter

CEGA Round 1: The CEGA high command gives the weapons free order and the attack starts. The flight commander knows the flight characteristics of her exos and those of her enemies; her only hope is to get behind the Jovians, get some lucky hits on their weaker rear hulls and eliminate their drives, and let them drift out combat range. Both sides will continuously have to reserve a task for point defense fire, since any pilot that fails to do so is guaranteed to be swarmed by missiles on the next turn.

Each Syreen on its turn declares a three action multi-tasking penalty, and makes a Piloting task to perform a Closing maneuver against Pathfinder 1, a Gunnery task to perform an Aim and Attack with their ACDLS, and a Gunnery task to perform a Wait (Point Defense) with their ACDLS Screen.

Syreen 1 attempts a Closing maneuver against Pathfinder 1 and expends 0.3 mps of delta-V at 1G. She then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 15 against a 13 (MoF 2). Since the Pathfinder took an Controlled Drift last turn, it does not get to contest the maneuver, but the Syreen still fails to achieve either an attack vector or an advantageous position. Syreen 1 is now Neutral to all the Pathfinders with her front hull facing them.

She then fires her ACDLS at Pathfinder 1. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling a 9 vs an effective 8 and missing.

Syreen 2 also attempts a Closing maneuver against Pathfinder 1 and expends 0.3 mps of delta-V at 1G. He then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 16 against a 13 (MoF 3). He stays in formation with Syreen 1, at Short range to Pathfinder 1.

He then fires his ACDLS at Pathfinder 1. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6, rolling a 11 vs an effective 8 and missing.

Syreen 3 chooses to break formation with Syreens 1 and 2 while making a Closing maneuver against Pathfinder 1. He expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 11 against a 13 (MoS 2). He can either be advantaged or on a Close range attack vector. An ACDLS has almost no chance of penetrating the front hull armor of a Pathfinder, so he chooses to be advantaged against Pathfinder 1's rear hull at a longer range.

He then fires his ACDLS at Pathfinder 1. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6,  rolling a 12 vs an effective 8 and missing.

Syreen 4 opts to stay in formation with Syreen 3 and attempts a Closing maneuver against Pathfinder 1. She expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 11 against a 13 (MoS 2). She stays in formation with Syreen 3 at Close range and advantaged against Pathfinder 1's rear hull.

She then fires her ACDLS at Pathfinder 1. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling a 9 vs an effective 8 and missing.



Jovian Turn 1: The Jovian pilots are not here to defeat the CEGA Syreens but to capture the floater. They decide to split up: Pathfinders 1 and 2 will try to drive off the Syreens while Pathfinder 3 makes a rendezvous with the drifting Carolina. Jovian particle beams can penetrate Syreen armor at any engagement angle if the Jovians can get close enough to hit; the Jovians also have a little more fuel reserve for maneuvering.

Pathfinders 1 and 2 will perform 3 tasks this turn: a piloting task for a Closing Maneuver against Syreen 4, a Gunnery Task to perform an Aim and Attack with their particle beams, and a Gunnery Task to perform to Aim and Wait (Point Defense) their point defense lasers to keep the CEGA pilots honest. Pathfinder 3 will only perform two tasks: a piloting task to Close against the Carolina, and an Aim and Wait (Point Defense). If she can achieve a rendezvous with the Carolina, next turn she can use her plasma lance to open it up and retrieve the floater.

Pathfinder 1 starts by attempting a Closing maneuver against Syreen 4 and expends 1.2 mps of delta-V at 2G for a +4 acceleration bonus. He then rolls against Pilot-14, +4 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 10 against a 16 (MoS 6). Syreen 4 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting a 6 against a 13 (MoS 8). Pathfinder 1 loses, and is facing Syreen 4's front hull at Short range.

This is not ideal, since he is beyond his particle beam's half-damage range and is unlikely to penetrate the Syreen's armor. Nevertheless, he fires. He has Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), and -8 for range, rolling a 11 vs an effective 6 and missing completely.

Pathfinder 2 does not attempt to get in formation. He makes a Closing maneuver against Syreen 4 and expends 1.2 mps of delta-V at 2G for a +4 acceleration bonus. She then rolls against Pilot-14, +4 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 10 against a 13 (MoS 3). Syreen 4 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting a 12 against a 13 (MoS 1). Pathfinder 2 wins, and opts for an unadvantaged attack vector, putting him at Close Range facing Syreen 4's front hull.

He fires the particle beam with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 11 vs an effective 11 and hitting with a single shot. Syreen 4 attempts to dodge, rolling an 11 versus a 7, +1 for turn length, +2 for defensive ECM, and takes a particle beam across the front hull at location 2 (armor). The particle beam does 4d burn surge rad (5), and the Syreen has hardened dDR 20, effectively over 3 for the effective armor penetration of the particle beam. D-damage is rolled as an 11, minus 7 for armor results in 4 d-damage to Syreen 4. 4 d-damage is more than 10% of a Syreen's 20 dHP and less than 50% of them, so hull section 3 is disabled. Thanks to the surge effect, the Syreen also needs to roll its HT of 12 and gets a 10, adverting further disabled systems.

Pathfinder 3 wants to rapidly close with the Carolina, but knows she can't achieve a rendezvous in a single pass. She makes a Closing maneuver against the freighter and expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. She then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -1 for the multitasking penalty, netting a 9 against a 14 (MoS 5). She achieves an attack vector against the Carolina, with intent to move to engaged, a collision course, and then the rendezvous over the next 3 turns.
I'm trying not to use any house rules here, but as close as I can read it, the Closing maneuver requires that a ship achieve two successive MoS 10+ maneuver successes in order to make a rendezvous. That's plainly nuts, especially against a ship that is already drifting. Instead, I'm saying that each success in the closing maneuver contest lets someone change position one step on the path of Neutral->Attack Vector->Engaged->Collision Course->Rendezvous. Evasive Action moves Rendezvoused units back to Collision Courses and Engaged units back to Attack Vectors. A Hold Course moved Rendezvoused units back to Collision Course.
If I don't use this rule, then the Syreens and the Pathfinders have to use all their delta-V and be very skilled and lucky just to dock with their own carriers, and that's ridiculous. 

CEGA Round 2: The CEGA flight leader knows that the Pathfinders will have an easier time getting the floater out the Carolina than her Syreens. She'll keep harassing the Pathfinders for now, and then have her formations move toward the Carolina after the Pathfinder has gotten closer.

Each Syreen on its turn declares a three action multi-tasking penalty, and makes a Piloting task to perform a Closing maneuver against Pathfinder 1, a Gunnery task to perform an Aim and Attack with their ACDLS, and a Gunnery task to perform a Wait (Point Defense) with their ACDLS Screen.

Syreen 1 attempts a Closing maneuver against Pathfinder 1 and expends 0.3 mps of delta-V at 1G. She then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 11 against a 13 (MoS 2). Pathfinder 1 against Pilot-14, +4 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 13 against a 16 (MoS 3). Syreen 1 stays at range to the Pathfinder's front hull.

She then fires her ACDLS at Pathfinder 1. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling a 8 vs an effective 8 and hitting with a single shot. Pathfinder 1 dodges, rolling an 11 versus a base 7 (for Pilot-14/2), +1 for turn length, and +1 for ECM, and is hit in location 3 of his front hull (an armor location). The ACDLS does 4d burn (2) d-damage against the Pathfinder's hardened 21 dDR, and the Syreen rolls 6 damage and scorches the paint.

Syreen 2 also attempts a Closing maneuver against Pathfinder 1 and expends 0.3 mps of delta-V at 1G. He then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 10 against a 13 (MoS 3). Since he is staying in formation with Syreen 1, he reamins at Short range to Pathfinder 1.

He then fires his ACDLS at Pathfinder 1. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6, rolling a 7 vs an effective 8 and hitting with two lasers. Pathfinder 1 dodges, rolling an 13 versus a base 7, +1 for turn length, and +1 for ECM, and is hit in locations 4 and 2 of his front hull (an armor location and the defensive ECM array). The ACDLS does 4d burn (2) d-damage against the Pathfinder's hardened 21 dDR, and the Syreen rolls 13 and 17 damage and fails to penetrate in both instances.

Syreen 3 continues with his Closing maneuver against Pathfinder 1. He expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 11 against a 13 (MoS 2). Pathfinder 1 rolls against Pilot-14, +4 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 8 against a 16 (MoS 8). The Pathfinder wins the contest, and Syreen 3 is forced to Short range to the Pathfinder's front hull.

He then fires his ACDLS at Pathfinder 1. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6,  rolling a 6 vs an effective 8 and hitting with 3 shots. Pathfinder 1 dodges, rolling an 12 versus a base 7, +1 for turn length, and +1 for ECM, and is hit in locations 6, 4, and 2 of his front hull (an armor location, the medium battery, and the defensive ECM array). The ACDLS does 4d burn (2) d-damage against the Pathfinder's hardened 21 dDR, and the Syreen rolls 15, 12, and 14 damage and fails to penetrate at all.

Syreen 4 is down to 16 dHP but opts to stay in formation with Syreen 3 and attempts a Closing maneuver against Pathfinder 1. She expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 11 against a 13 (MoS 2). She stays in formation with Syreen 3 at Short range, aiming at Pathfinder 1's front hull.

She then fires her ACDLS at Pathfinder 1. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling a 13 vs an effective 8 and missing.


Jovian Turn 2: The Jovian pilots will continue with their strategy of trying to pick off Syreen 4 while Pathfinder 3 closes with the Carolina. The attacking pilots will use less acceleration this turn so as to conserve delta-V.

Pathfinders 1 and 2 will perform 3 tasks this turn: a piloting task for a Closing Maneuver against Syreen 4, a Gunnery Task to perform an Aim and Attack with their particle beams, and a Gunnery Task to perform to Aim and Wait (Point Defense) their point defense lasers to keep the CEGA pilots honest. Pathfinder 3 will only perform two tasks: a piloting task to Close against the Carolina, and an Aim and Wait (Point Defense).

Pathfinder 1 starts by attempting a Closing maneuver against Syreen 4 and expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. He then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 10 against a 14 (MoS 4). Syreen 4 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting a 12 against a 13 (MoS 1). Pathfinder 1 wins, and moves to Close range on attack vector.

He fires with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 11 vs an effective 11 and potentially hitting with a single shot. Syreen 4 attempts to dodge, rolling an 15 versus a 7, +1 for turn length, +2 for defensive ECM, and takes a particle beam across the front hull at location 1 (armor). The particle beam does 4d burn surge rad (5), and the Syreen has hardened dDR 20, effectively over 3 for the effective armor penetration of the particle beam. D-damage is rolled as an 10, minus 7 for armor results in 3 d-damage to Syreen 4. 3 d-damage is just barely more than 10% of a Syreen's 20 dHP and less than 50% of them, so hull section 1 is disabled. Thanks to the surge effect, the Syreen also needs to roll its HT of 12 and gets a 7, adverting further disabled systems.

Pathfinder 2 is already on an attack vector with Syreen 4 and continues closing. He makes a Closing maneuver against Syreen 4 and expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. He then rolls against Pilot-14, +4 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 17 against a 13 (MoF 4 and a critical failure). Syreen 4 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting a 10 against a 13 (MoS 3). Syreen 4 wins convincingly, and ends up advantaged at Close range to Pathfinder 2 (and by extension, so does her formation partner in Syreen 3).

Pathfinder 2 fires the particle beam anyway with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 11 vs an effective 11 and potentially hitting. Syreen 4 attempts to dodge, rolling a 9 versus a 7, +1 for turn length, +2 for defensive ECM, and succeeds.

Pathfinder 3 continues to close with the Carolina. She makes a Closing maneuver against the freighter and expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. She then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -1 for the multitasking penalty, netting a 9 against a 14 (MoS 5). She moves from her previous attack vector to an engaged heading with the Carolina.


CEGA Round 3: The CEGA flight leader needs to close up on the Carolina, but Syreen 4 has finally achieved a solid firing position on a Pathfinder. She leads her half of the flight towards the Carolina while Syreens 3 and 4 attempt to destroy Pathfinder 2.

Syreens 1 and 2 declare two actions this turn: a Piloting task to Close with the Carolina, and a Gunnery task to perform a Wait (Point Defense) with their ACDLS Screen. Syreens 3 and 4 declare a three action multi-tasking penalty, and make a Piloting task to perform a Hold Course maneuver against Pathfinder 2, a Gunnery task to perform an Aim and Attack with their ACDLS, and a Gunnery task to perform a Wait (Point Defense) with their ACDLS Screen.

Syreen 1 attempts a Closing maneuver against the Carolina and expends 0.3 mps of delta-V at 1G. She then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 13 against a 14 (MoS 1). Carolina is drifting and cannot contest, so Syreen 1 succeeds in getting into an attack vector.

Syreen 2 also attempts a Closing maneuver against the Carolina and expends 0.3 mps of delta-V at 1G. He then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 8 against a 14 (MoS 6). Since he is staying in formation with Syreen 1, he is also on an attack vector to the Carolina.

Syreen 3 is advantaged at Close range with Pathfinder 2, thanks to Pathfinder 2's unfortunate maneuver critical failure. Not wanting to let a good thing to to waste, Syreen 3 makes a Hold Course maneuver Pathfinder 2. He expends 0.3 mps of delta-V at 1G but doesn't need to roll anything.

He then fires his ACDLS at Pathfinder 2. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -4 for Close range, +1 for RoF 6,  rolling a 14 vs an effective 12 and missing completely.

Syreen 4 is down to 13 dHP but opts to stay in formation with Syreen 3 and Holds Course by expending 0.3 mps of delta-V at 1G. She is at Close range and advantaged to Pathfinder 2, with her front hull facing his rear full.

She then fires her ACDLS at Pathfinder 2. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -4 for Close range,+1 for RoF 6, rolling an 8 vs an effective 12 and converging with 5 shots. Pathfinder 2 dodges, rolling an 11 versus a base 7, +1 for turn length, and +1 for ECM, and is hit in locations  2-6 of his rear hull (an armor location, his fusion torch, both robot legs, and his fuel tank). The ACDLS does 4d burn (2) d-damage against the Pathfinder's hardened 14 dDR, and the Syreen rolls 19, 14, 14, 18, and 17 d-damage. Locations 2, 5, and 6 are penetrated for 5, 4, and 3 d-damage, respectively, disabling all of them. The armor location and the leg are nearly irrelevant in space combat, but the fuel tank pumps seize up. Lacking available reaction mass, Pathfinder 2 is pretty much out of the fight.
Another quick house rule here: by RAW, there's no difference between a disabled and a destroyed fuel tank. I'm ruling that a disabled fuel tank can no longer feed fuel to the engines, but can be repaired at a loss of half the remaining reaction mass. A destroyed fuel tank loses all its reaction mass.


Jovian Turn 3: The Jovians are in somewhat bad shape here. Half of the Syreens are closing on Pathfinder 3, and the others have disabled Pathfinder 2. Pathfinder 1 is on an attack vector against Syreen 4 and has been scoring hits, but the surprisingly robust exo-armor has definitely come out ahead.

Pathfinder 1 continues to close against Syreen 4; he is already on attack vector and a win in the contest would put him into engaged status. He expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. He then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 10 against a 14 (MoS 4). Syreen 4 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting a 12 against a 14 (MoF 1). Pathfinder 1 wins, and stays at Close range while engaged.

He fires with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 9 vs an effective 11 and potentially hitting with three shots. Syreen 4 attempts to dodge, rolling an 14 versus a 7, +1 for turn length, +2 for defensive ECM, and takes 3 particle beams across the front hull at locations 1 and 5 (twice), hitting armor and the robot arms. The particle beam does 4d burn surge rad (5), and the Syreen has hardened dDR 20, effectively over 3 for the effective armor penetration of the particle beam. D-damage is rolled as an 13, 11, and 12, minus 7 for armor results in 6, 4, and 5 d-damage to Syreen 4. The armor section is disabled and the arms are destroyed, and the Syreen attempts to resist 3 surge effects with a 14, 12, and a 18. The first failure disabled is 4, another armor location, but the critical failure disables the Medium battery and the fusion plant. Syreen 4 ends up at -2 HP and without power for its point defense weapons. She'll flee on his next action.

Pathfinder 2 has minimal reaction mass left and can't make Piloting tasks that require acceleration. He elects to make a Damage Control task to see if he can repair the tank and recover the remaining 1.4 mps of reaction mass. In the meantime, he'll involuntarily Uncontrollably Drift. He attempts to jury-rig the tank, rolling against his Repair-13, at +0 for his damage control party size, and -9 for attempting to jury-rig in 1 minute, getting a 9 against a 4. He has a good chance of fixing it sometime in the next 40 minutes...

Pathfinder 3 continues to close with the Carolina, but she'll take an extra task to snipe at range. She makes a Closing maneuver against the freighter and expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. She then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 12 against a 13 (MoS 5). She moves from her previous engaged status to a collision course, effectively putting her in formation with the Carolina and therefore at Close range to the first half of the Syreen flight. 

She fires on Syreen 1 with her particle beam. Her skill is Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 12 vs an effective 11 and missing.


CEGA Turn 4: The CEGA position is shifting, and its not clear if they're winning or not. Syreen 4 is clearly out of the fight, but everyone else has acceptable attack positions on their enemies.  They decide to press on.

Syreen 1 will chase after the Carolina while sniping at Pathfinder 1 and holding her point defense. She attempts another Closing maneuver against the Carolina (and Pathfinder 3) and expends 0.3 mps of delta-V at 1G. She then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 15 against a 13 (MoF 2). Carolina is drifting and cannot contest, but nevertheless Syreen 1 falls off her attack vector and is Neutral to all spacecraft on the scene.

She then fires her ACDLS at Pathfinder 1. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling an 8 vs an effective 8 and hitting with 1 shot. Pathfinder 1 dodges, rolling an 12 versus a base 7, +1 for turn length, and +1 for ECM, and is hit in locations 6 of his front hull for 14 d-damage, which completely fails to penetrate the Pathfinder's front dDR of 21.

Syreen 2 shakes his head at his flight leader's inept piloting and decides to break formation in order to get closer to the Carolina. He will also snipe at Pathfinder 1. He attempts a Closing maneuver against the freighter and expends 0.3 mps of delta-V at 1G. He then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 12 against a 13 (MoS 1). The Carolina is drifting and cannot contest and while Pathfinder 3 is maneuvering, contesting the positioning would mean giving up her hard won collision course with the freighter. Syreen 2 achieves an engaged status with the Carolina.

He then fires his ACDLS at Pathfinder 1. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6, rolling a 11 vs an effective 8 and missing.

Syreen 3 was in formation with Syreen 4, so he's at Close range to Pathfinder 1 but not advantaged. He elects to Close with intent to make an Aim and Attack against Pathfinder 1. He expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 15 against a 13 (MoF 2). Pathfinder 1 rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 11 against a 14 (MoS 3). The Pathfinder wins the contest, and Syreen 3 is forced to Short range to the Pathfinder's front hull.

Syreen 3 then fires his ACDLS at Pathfinder 1. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6, rolling a 15 vs an effective 8 and missing.

Syreen 4 is at -2 dHP and is losing comm/sensors and is at -2 to handling and beam gunnery - though without a working power plant, she has no guns. Although she could in theory launch her A3 missiles, they're short ranged and inaccurate and it's unlikely that the Syreen would get an attack vector and get through the Pathfinder's point defense. Instead, she elects to make an Evasive maneuver while attempting to jury rig the fusion plant. She expends 0.3 mps of delta-V at 1G and heads back toward her carrier while rolling against a 3 to get the fusion plant back up. She rolls a 9 and unsurprisingly fails.


Jovian Turn 4: The Jovians continue with their plan. Pathfinder 1 is now neutral to everyone; Pathfinder 3 is on a collision course with the Carolina, and the Syreens are all out of formation. Pathfinder 3 will take a third task this turn to use a plasma lance to open up the freighter's holds, assuming she reaches rendezvous.

Pathfinder 1 decides to close against Syreen 2 and drive him away from Pathfinder 3. He expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. He then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 13 against a 14 (MoS 1). Syreen 2 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting an 8 against a 14 (MoS 6). Pathfinder 1 loses, and stays at Short ranged and unengaged.

He fires anyway with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -8 for range, rolling a 14 vs an effective 7 and missing.

Pathfinder 2 is still drifting until its pilot can repair his fuel pumps. The pilot attempts to jury-rig the tank, rolling against his Repair-13, at +0 for his damage control party size, and -9 for attempting to jury-rig in 1 minute, getting a 12 against a 4. He is pretty much out of the fight.

Pathfinder 3 is on a collision course with the Carolina, heading for a rendezvous. She makes a Closing maneuver against the freighter and expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. She then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 5 against a 13 (MoS 8). She moves from her previous collision course to a collision course a rendezvous and alights on the hull.

A few slashes with a plasma lance opens up the hull (at +20 to hit for being at rendezvous range, she can easily afford the -10 penalty for hitting a weak point, and the 8d cr (3) damage of the plasma lance easily tears through the freighter's unhardened hull structure). Next turn, she'll be able to grab the floater in one robot arm if the Syreens don't interfere.

At this point, Pathfinder 2 and Syreen 4 will effectively drop out of the fight.

CEGA Turn 5: Now that the Jovians have obligingly opened up the Carolina's holds, the Syreens will pour on the acceleration to close with the craft, cripple Pathfinder 3, and steal the floater. They'll also risk not using at task on point defense this turn, under the safe belief that Jovians won't be able to notice anyway. The Syreens have used 1.2 mps of the 3.6 mps they have available; one fast burn is about all they can afford.

Syreen 1 will chase after the Carolina while sniping at Pathfinder 3. She attempts another Closing maneuver against the Carolina (and Pathfinder 3) and expends 1.2 mps of delta-V at 2G. She then rolls against Pilot-14, +4 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 15 against a 15 (MoS 8). Carolina is drifting and cannot contest, so Syreen 1 takes advantage and gets behind Pathfinder 3.

She then fires her ACDLS at Pathfinder 3. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling an 8 vs an effective 7 and missing.

Syreen 2 is already engaged with the Carolina, so he'll put on the thrust in an attempt to rendezvous and destroy Pathfinder 3. He attempts a Closing maneuver against the freighter and expends 1.8 mps of delta-V at 3G. He then rolls against Pilot-14, +6 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 3 against a 18 (MoS 15 and a critical success). The Carolina is drifting and cannot contest and while Pathfinder 3 is maneuvering, contesting the positioning would mean losing her rendezvous. Syreen 2 makes his rendezvous with the Carolina and Pathfinder 3, facing the exo's front hull.

He then fires his ACDLS at Pathfinder 3. He has Gunner-13, -1 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, +20 for Rendezvous range, +1 for RoF 6, and -10 for aiming at weak point in the armor of the tactical array, rolling a 9 vs an effective 26 and easily hitting with all 6 shots. Pathfinder 1 dodges, rolling an 8 versus a base 7, +1 for turn length, and +1 for ECM, and evades 2 of the shots. The other 4 shots do 14, 10, 18, and 22 d-damage against an effective dDR of 10, resulting 4, 8, and 12 of penetrating d-Damage. The Pathfinder's tactical array is destroyed by the first two hits and then the medium battery (with the PDS, missiles, and the plasma lances)  is destroyed by the last shot.
This sequence seems a bit unfair, but the Syreen got some lucky rolls and burnt most of its reaction mass to get here. The +20 bonus to hit at rendezvous range is really powerful.
Syreen 3 decides to continue focusing on Pathfinder 1. He continues to Close with intent to make an Aim and Attack against Pathfinder 1. He expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 12 against a 14 (MoS 2). Pathfinder 1 rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 12 against a 12 (MoS 2). The Syreen ties the contest, and his position doesn't change.

Syreen 3 then fires his ACDLS at Pathfinder 3. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range, +1 for RoF 6, rolling a 14 vs an effective 8 and missing.


Jovian Turn 5: The Jovians are in bad shape, but they may be able to recover with some luck.

Pathfinder 1 chases after Syreen 1. He expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus. He then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 6 against a 14 (MoS 8). Syreen 1 rolls against Pilot-14, at +4 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -1 for his multitasking penalty, netting an 9 against a 16 (MoS 7). Pathfinder 1 wins, and ends up on a facing attack vector against Syreen 1.

He fires his particle beam with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 5 vs an effective 11 and hitting with all 3 shots. Syreen 1 attempts to dodge, rolling an 13 versus a 7, +1 for turn length, +2 for defensive ECM, and takes 3 particle beams across the front hull at locations 1 and 3 (twice), hitting armor locations. The particle beam does 4d burn surge rad (5), and the Syreen has hardened dDR 20, effectively over 3 for the effective armor penetration of the particle beam. D-damage is rolled as an 12, 12, and 12, minus 7 for armor results in 5, 5, and 5 d-damage to Syreen 4. The armor section 1 is disabled and the armor section 3 is destroyed, and the Syreen attempts to resist 3 surge effects with a 5, 14, and a 8. The disabled location is 2 another armor location, for no real effect. Syreen 1 ends up at 5 HP but still in the fight.

Pathfinder 3 is at -4 dHP and makes a Piloting task to grab the floater and then a Gunnery task to shoot back at Syreen 2 with his particle beam. She also involuntarily makes an Uncontrolled Drift, staying in rendezvous with the Carolina and Syreen 2. Since the Pathfinder has full size arms, it can easily pick up the floater with a single arm - the Syreens and their undersized arms would need to use both arms. She cannot make a Point Defense gunnery task, since her PDS has been destroyed.

She fires her particle beam with Gunner-14, -1 for multi-tasking, +5 for her target's size, -3 for her beam's sAcc, -4 for the Syreen's 2 ECM arrays (not halved for the Pathfinder's tactical array since those were destroyed), -10 for targeting a weak point in the Syreen's Medium Battery, and +20 for range, rolling a 9 vs an effective 21 and hitting with all 3 shots. Syreen 2 attempts to dodge, rolling an 14 versus a 7, +1 for turn length, +2 for defensive ECM, and takes 3 particle beams. The particle beam does 4d burn surge rad (5), and the Syreen has hardened dDR 10, effectively over 3 for the effective armor penetration of the particle beam. D-damage is rolled as an 13, 14, and 9, minus 3 for armor results in 10, 11, and 6 d-damage to Syreen 2. The medium battery is disabled and then destroyed and armor sections 4 and 1 are disabled. Tthe Syreen attempts to resist 3 surge effects with a 10, 9, and a 7. Syreen 2 ends up at -7 HP, without PDS or missiles, but possibly still in the fight.


CEGA Turn 6: The CEGA's best hope is wrestle the floater away from Pathfinder 3, but a contest of robot arm strength does not favor Syreens over Pathfinders. Shooting the badly damaged Pathfinder risks destroying the floater and losing the fight entirely.  Certainly they'll need to drive off Pathfinder 1 if possible.

Syreen 1 will continue to chase after the Carolina while sniping at Pathfinder 1. She'll resume using point defense. She attempts another Closing maneuver against the Carolina (and Pathfinder 3) and expends 0.3 mps of delta-V at 1G. She then rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -2 for the multitasking penalty, netting a 10 against a 13 (MoS 3). Carolina is drifting and cannot contest, so Syreen 1 gets on an attack vector.

She then fires her ACDLS at Pathfinder 1. She has Gunner-13, -2 for multi-tasking, +5 for her target's size, +0 for her laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Short range,+1 for RoF 6, rolling an 10 vs an effective 7 and missing.

Syreen 2 is at -7 dHP. He will take a Piloting task to wrestle the floater away from Pathfinder 3. He has dST 15 and gets a +2 for using both arms and a -2 for being below 0 dHP. He rolls a 6, winning by 9. Pathfinder 3 resists with dST 20, at -2 for being below 0 dHP and a -1 for multitasking, getting a 12 against a 17 and losing the contest. Syreen 2 now has the floater.

Syreen 3 decides to focus on Pathfinder 3 who cannot dodge this turn. He tries Close with intent to make an Aim and Attack against Pathfinder 3. He expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 11 against a 13 (MoS 2). Pathfinder 3 is making an uncontrolled drift on the Carolina, and can't contest. Syreen 3 gets on an attack vector.

Syreen 3 then fires his ACDLS at Pathfinder 3. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -4 for Close range, +1 for RoF 6, rolling a 13 vs an effective 12 and missing.
Syreen 3 probably should have used a missile here, since Pathfinder 3 would have had no defense and after the latest round of errata, missiles are fairly accurate. Using a proximity fused missile would have risked the floater so I decided not to try it.


Jovian Turn 6: The Jovians are determined to get the floater back and evacuate the area.

Pathfinder 1 is on an attack vector with Syreen 1. He expends 0.3 mps of delta-V at 1G for a +2 acceleration bonus and continues closing. He then rolls against Pilot-14, +2 for the acceleration bonus, +0 for a Pathfinders's Handling, and -2 for the multitasking penalty, netting a 6 against a 14 (MoS 8). Syreen 1 rolls against Pilot-14, at +2 for last turn's acceleration bonus, -1 for the Syreen's Handling, and -2 for his multitasking penalty, netting an 6 against a 13 (MoS 7). Pathfinder 1 wins, and ends up engaged with Syreen 1.

He fires his particle beam with Gunner-14, -2 for multi-tasking, +5 for his target's size, -3 for his beam's sAcc, -2 for the Syreen's 2 ECM arrays (halved for the Pathfinder's tactical array), +1 for bracing, and -4 for range, rolling a 3 vs an effective 11 and hitting with all 3 shots, critically hitting with one. Syreen 1 attempts to dodge the others, rolling an 17 versus a 7, +1 for turn length, +2 for defensive ECM, and takes 3 particle beams across the front hull at locations 2, 4, and 6, hitting armor locations and the medium battery. The particle beam does 4d burn surge rad (5), and the Syreen has hardened dDR 20, effectively over 3 for the effective armor penetration of the particle beam. The critical dodge failure results in maximum damage to armor location 4 (24 d-damage versus dDR 7);  the other two hits do 19 and 15 d-damage and 13 and 9 penetrating damage respectively. The armor section 4 is destroyed and section 1 is disabled; the medium battery is destroyed and the armor section 2 is disabled; and armor section 2 is then disabled. The Syreen attempts to resist 3 surge effects with a 14, 14, and a 7 but the surges go to armor locations and are ignored. At -19 dHP, Syreen 1 does not have to check for vehicle destruction, but the pilot knows her PDS is gone, she's vulnerable to missiles, and her vehicle is holding by threads. She'll retreat next turn.

Pathfinder 3 is at -4 dHP and makes a Piloting task to grab the floater back from Syreen 2. She'll use both arms to increase her chances of success. She rolls against dST 20, +2 for using both arms, and -2 for being below 0 dHP, rolling a 5 and succeeding by 15. The Syreen resists with dST 15, +2 for two arms, and -2 for being below 0 dHP - a 10 nets an MoS of 5 and the loss of the floater.


CEGA Turn 7: The CEGA doesn't have a lot of good options here, but they'll press on as best they can.

Syreen 1 is out of the fight at -19 dHP and no PDS. She Evades and heads back for the carrier.

Syreen 2 is at -7 dHP. He will take a Piloting task to wrestle the floater away from Pathfinder 3. He has dST 15 and gets a +2 for using both arms and a -2 for being below 0 dHP. He rolls a 13, winning by 2. Pathfinder 3 resists with dST 20, at -2 for being below 0 dHP and at +2 for using two arms, getting a 10 against a 20 and winning the contest.

Syreen 3 continues to try to close on Pathfinder 3, but he will not fire on him for fear of damaging the floater. He's already on an attack vector. He tries Close with intent to make an Aim and Attack against Pathfinder 1. He expends 0.3 mps of delta-V at 1G and rolls against Pilot-14, +2 for the acceleration bonus, -1 for a Syreen's Handling, and -1 for the multitasking penalty, netting a 5 against a 13 (MoS 8). Pathfinder 3 is making an uncontrolled drift on the Carolina, and can't contest. Syreen 3 becomes engaged.

Syreen 3 then fires his ACDLS at Pathfinder 1, who is at Short range. He has Gunner-13, -2 for multi-tasking, +5 for his target's size, +0 for his laser's sAcc, -2 for the Pathfinder's ECM array, -8 for Shortrange, +1 for RoF 6, rolling a 12 vs an effective 8 and missing.


Jovian Turn 7: The Jovians have likely won this one; they have a firm grasp on the floater and just need to get away.

Pathfinder 1 is currently neutral to everyone again; Syreen 2 is the biggest threat to his side, but he also needs to get into formation with Pathfinder 3 to provide covering PDS. Fortunately, missiles don't really care about range. He expends 1.2 mps of delta-V at 2G for a +4 acceleration bonus and selects the Retreat maneuver. 

He then makes a Aim and Wait task to launch an MMJ-4 16 cm missile at Syreen 2. He'll launch the missile as soon as Pathfinder 3 is free of the Carolina. He'll also hold a task for point defense.

Pathfinder 3 has the floater and needs to flee the area. She declares a Pilot task to Retreat into formation with Pathfinder 1 and a Gunnery task against Syreen 3 (who will be on an Attack vector and thus at Close range).

She fires at Syreen 3 with her particle beam. Her skill is Gunner-14, -1 for multi-tasking, +5 for her target's size, -3 for her beam's sAcc, -4 for the Syreen's 2 ECM arrays, +1 for bracing, and -4 for range, rolling a 13 vs an effective 11 and missing.

Pathfinder 1 then launches a missile at Syreen 2, now that Pathfinder 3 is clear of the area. Since he is Retreating, his missile has a relative velocity of 5 mps. He starts with Artillery-14, +5 for the Syreen's size, +2 for the missile's sAcc, -6 for relative velocity up to 10 mps, -2 for multitasking and gets a 13 versus a net 13 and a hit. Syreen 2 hasn't been accelerating for several turns and can't dodge; he also doesn't have a PDS system anymore. The missile slams into for 6dx5 d-damage, and the dice roll for 101 points. 20 dDR of hardened armor reduce that to 81 dDR of penetrating damage, bringing Syreen 2 down to -88 dHP (and 12 dHP from being destroyed). Syreen 2 makes 4 HT checks, rolling a 12, 6, 13, and 9, and is destroyed.

At this point, there is only one viable CEGA Syreen left, with only 1.8 mps of delta-V left in his tanks. His chance of making a rendezvous with the Jovians is pretty low, and trying to do so will open him up to close range particle beam fire from Pathfinder 1. Syreen 3 decides to go recover his allies.

Results

The CEGA has 1 Syreen destroyed, 1 Syreen heavily damaged, and 1 Syreen disabled in the fight without achieving their objectives. The Jovians had 1 Pathfinder heavily damaged and 1 Pathfinder disabled and achieved their objective. This was a decisive victory for the Jovians.

Conclusions

What a difference point defense makes. With missiles mostly out of play, this fight became much of a contest of maneuver and short range fire power. Both sides had lucky and unlucky rolls: the Syreens never dodged a particle beam attack, but the Pathfinders almost always did below average damage with those particle beams.

At TL10, I'm not sure whether Improved Lasers or Particle Beams are better armament for small craft. Lasers have a range and accuracy advantage, but that's only helpful if they can penetrate armor when they hit. P-Beams don't hit much, but are much more likely to pierce armor (even if the Syreens had nanocomposite armor and dDR 28 per location, the p-beams would still have penetrated for 5 damage on an average hit).

It would have been nice to see the plasma lances in action, but that just didn't work. I've written up a Bricriu corvette and now I want to see how it does when swarmed by Pathfinders. And also how a squadron of Bricrius does in handling a Valiant strike carrier when the Valiant's space wing is absent.