======================= Previous damage follow-up ======================= Z has lost 3 crew units total by the end of t1s3. D has lost 2 crew units total by the end of t1s3. Z is crippled (can fire probe as weapon, can use emer life support, loses nimble status, loss of HET bonus) (Ref S2.4) ======================= Starting positions for t1s4 ======================= Q: 0709/D Q1: 0809/D Q2: 0809/D Q3: 0710/D X3: 0404/C G: 2010/D E: 3407/E turn3 X1: 3606/E I: 3917/A turn6 D: 3324/E turn4 Z: 3224/C R: 3221/C K: 2924/B turn3 A: 2328/C F: 2029/F turn3 L: 1518/E slip O: 1417/C slip H: 1217/B slip H2: 0916/C slip turn2 H1: 0717/C turn1 X2: 0426/B R1: 3022/D R2: 3022/D R3: 3022/D ======================= Speeds (assume speed changes announced here) ======================= F: speed 8 EM (change to speed 4 on impulse 26) I: speed 10 (commence EM on impulse 1 of turn 2) H1: speed 12 E: speed 13 (commence EM on impulse 1 of turn 2) K: speed 13 (change to speed 23 on impulse 26) Q: speed 14 Q1: speed 14 EM (stop EM at end of impulse 25) Q2: speed 14 EM (stop EM at end of impulse 25) Q3: speed 14 EM Q4: speed 14 EM (starting impulse 25) D: speed 15 G: speed 15 H2: speed 15 (speed 8 starting impulse 29) (destroyed on impulse 32) O: speed 16 EM (drop EM as of impulse 32) X2: (targeted on H) speed 20 X3: (targeted on Q) speed 20 H: speed 21 EM (change to speed 13 on impulse 26) L: speed 22 Z: speed 23 A: speed 27 R: speed 31 X1: (targeted on E) speed 32 (until impact) R1: speed 32 (until impact) R2: speed 32 (until impact) R3: speed 32 (until impact) ======================= SEGMENT RESULTS ----------------------- Turn: 1 Segment: 4 Ship: all ----------------------- ======================= IMPULSE (25) ======================= Ship Movement: E: FD 3308/E K: TR 3024/C H: TL 1216/A L: FD 1418/E A: TL 2427/B R: FD 3322/C Drone/Plasma Torp Movement: X1: FD 3507/E R1: FD 3023/D R2: FD 3023/D R3: FD 3023/D Shuttle Movement: Q1: end EM at end of impulse Q2: end EM at end of impulse Launch: Q4: 0709/D, speed 14, commence EM immediately Systems: Ship Weapons Fire: Shuttle Weapons Fire: Damage Taken: Events: ======================= IMPULSE (26) ======================= Ship Movement: I: FD 3916/A Q: FD 0710/D D: TR 3223/F G: SL 2111/D O: TR 1418/D K: FD 3125/C Z: FD 3325/C R: SL 3421/C Drone/Plasma Torp Movement: X2: (new target: 1-3 O, 4-6 L, die 6) SL 0425/B X3: SR 0405/C X1: FD 3407/E R1: SL 3124/D R2: SL 3124/D R3: SL 3124/D Shuttle Movement: Q1: FD 0810/D Q2: FD 0810/D Q3: FD 0711/D Q4: FD 0710/D H2: TL 1015/B Launch: Systems: Ship Weapons Fire: E: PH1-3 at X1, range 1, die 1, 8 damage E: PH1-4 at X1, range 1, die 5, 4 damage E: PH1-5 at X1, range 1, die 1, 8 damage E: PH1-6 at X1, range 1, die 1, 8 damage K: PH2-5 at R1, range 1, die 5, 4 damage Shuttle Weapons Fire: Damage Taken: X1: 28 damage, 14 point warhead reduction R1: 4 damage, 2 point warhead reduction Events: ======================= IMPULSE (27) ======================= Ship Movement: L: SR 1318/E K: FD 3225/C Z: FD 3425/C A: FD 2527/B R: FD 3522/C Drone/Plasma Torp Movement: X1: FD 3308/E (impact on E at range 11, str 22-14=8) R1: TL 3224/C (note: would've been potentially disadvantaged by FD 3125/D, since then K could move into 3325 and gain a hex/impulse of time) R2: TL 3224/C (same note as R1) R3: TL 3224/C (same note as R1) Shuttle Movement: H1: SL 0816/C Launch: Systems: L: ESG#2 released ("fired"), range 3, power 5, str 15 Ship Weapons Fire: L: PH3-7 at H, range 2, H EM for 4 ECM, die 5+2=7, 0 damage L: PH3-8 at H, range 2, H EM for 4 ECM, die 4+2=6, 1 damage Shuttle Weapons Fire: Damage Taken: E: 8 damage to shield 4 H: 1 damage to shield 4 Events: Hurray for the house plasma! ======================= IMPULSE (28) ======================= Ship Movement: H: SL 1116/A (impact on L's ESG) E: FD 3208/E Q: FD 0711/D D: FD 3123/F G: TR 2011/E O: FD 1419/D L: FD 1218/E K: FD 3326/C Z: FD 3526/C A: FD 2626/B R: SL 3621/C Drone/Plasma Torp Movement: X2: FD 0525/B X3: TR 0406/D (or else disadvantaged if Q moves right) R1: FD 3325/C R2: FD 3325/C R3: FD 3325/C Shuttle Movement: Q1: FD 0811/D Q2: FD 0811/D Q3: FD 0712/D Q4: FD 0711/D H2: SR 1116/B (impact on L's ESG) Launch: Systems: L: announce ESG release on impulse 32 Ship Weapons Fire: Shuttle Weapons Fire: Damage Taken: H: 7 damage to shield 6 (because slipped left into an ESG hex, before L moved) H2: 8 damage (extra point over H, because smaller) Events: H2: crippled, max speed now 8, speed now 8, discharged fusion beams into space, PHG now PH3 ======================= IMPULSE (29) ======================= Ship Movement: I: FD 3915/A A: FD 2726/B R: FD 3722/C Drone/Plasma Torp Movement: X2: FD 0624/B X3: FD 0407/D R1: TR 3326/D (impact on K, real G torp, range 7, str 20-2=18) R2: TR 3326/D (impact on K, real F torp, range 7, str 15) R3: TR 3326/D (impact on K, real F torp, range 7, str 15) Shuttle Movement: Launch: Systems: Ship Weapons Fire: Shuttle Weapons Fire: Damage Taken: K: 48 damage, 16 damage to shield 5, 32 internals: 9 lwarp, 6 imp, 8 apr, 6 imp, 6 emer-imp, 6 lab, 7 btty, 4 ph2-5, 11 disr-a, 6 lab, 9 btty, 9 drn-1, 7 shtl, 7 shtl, 10 ph1-1, 8 apr, 12 emer-brdg, 6 lwarp, 2 brdg, 11 rwarp, 11 rwarp, 7 apr, 9 rwarp, 8 rwarp, 10 lwarp, 3 add, 7 rwarp, 6 lwarp, 5 rwarp, 4 trans, 7 rwarp, 9 lwarp Events: K: crippled (can fire probe as weapon, can use emer life support, loses nimble status, loss of HET bonus) K: uncontrolled (turn mode class one higher, no HET, no Quick Reverse, no mid-turn speed changes, no EM, no Emer Decel, impulse 1-16 tacs lost, fire/launch at only one target in one impulse per turn, half drone control ability, no tractor, no lab id, no ECCM, no WW launch, no scout functions, no mine functions, no aegis, no UIM, no DERFACS, no SFG, no DisDev, no flywheel) K: 5 crew units killed total K: 1 BP killed total K: no mutiny attempt... yet ======================= IMPULSE (30) ======================= Ship Movement: H: FD 1115/A E: FD 3109/E Q: TL 0811/C D: SR 3122/F G: FD 1912/E O: FD 1420/D L: SR 1118/E K: FD 3426/C Z: FD 3626/C A: FD 2825/B R: SL 3821/C Drone/Plasma Torp Movement: Shuttle Movement: H1: TL 0916/B Q1: TL 0912/C Q2: TL 0912/C Q3: TL 0812/C Q4: TL 0811/C Launch: Systems: Ship Weapons Fire: Shuttle Weapons Fire: Damage Taken: Events: ======================= IMPULSE (31) ======================= Ship Movement: L: TL 1119/D K: TL 3526/B Z: FD 3727/C A: FD 2925/B R: TL 3921/B O: drop EM at end of impulse Drone/Plasma Torp Movement: X2: FD 0724/B X3: TL 0508/C Shuttle Movement: Launch: Systems: Ship Weapons Fire: Shuttle Weapons Fire: Damage Taken: Events: ======================= IMPULSE (32) ======================= Ship Movement: F: TR 2028/A I: SR 4014/A H: SL 1014/A E: TL 3110/D Q: FD 0912/C D: TR 3121/A G: FD 1812/E O: HET-A, then FD 1419/A L: SL 1219/D K: FD 3625/B Z: FD 3827/C A: FD 3024/B R: SL 3920/B E: announce EM starting impulse 1 of turn 2 I: announce EM starting impulse 1 of turn 2 Drone/Plasma Torp Movement: X2: FD 0823/B X3: FD 0608/C Shuttle Movement: H2: TL 1115/A H1: SL 0915/B Q1: FD 1012/C Q2: FD 1012/C Q3: FD 0913/C Q4: FD 0912/C Launch: Systems: L: release ESG#1, range 3, power 5, str 15 Ship Weapons Fire: O: PH1-1 at H2, range 6, Ftr 2 ECM, die 4+1=5, 1 damage O: PH1-2 at H2, range 6, Ftr 2 ECM, die 3+1=4, 2 damage O: PH1-3 at H2, range 6, Ftr 2 ECM, die 2+1=3, 3 damage O: PH1-4 at H2, range 6, Ftr 2 ECM, die 6+1=7, 0 damage Shuttle Weapons Fire: Q1: HB at O, range 9, 2 ECCM for Q1 ftr, 2 ECM for O stealth, 2-7 on 2d6 hits, die 8, miss Q2: HB at O, range 9, 2 ECCM for Q2 ftr, 2 ECM for O stealth, 2-7 on 2d6 hits, die 9, miss Damage Taken: H2: 6 damage, destroyed Events: O: used an HET bonus First kill! ======================= NOTES & COMMENTS ======================= Please include any ongoing orders in each segment's orders. It gets ambiguous when an old ongoing order doesn't really conflict with new orders, but also doesn't jive with them. Fill out EA for turn 2 and orders for turn 2 segment 1 for next MON Jul 7... by 18:00 CDT again. The speed plot for turn 2 is part of turn 2's EA. Declarations of repairs, reloads, guards are made during EA. The Klingon captain may be looking for someone to beam him aboard. The crew is getting restless... There won't be any way for him to win this scenario if he abandons his ship (all shuttles are destroyed), unless (1) he returns later and pulls off a miracle, or (2) another captain who picks him up voluntarily turns over his own ship to the Klingon captain, thus giving up his own chance to win the scenario. Don't forget that your maximum speed in any impulse is limited by acceleration based on your slowest speed during the previous 32 impulses. You may change speed under the normal between-turn limitations between turns. Don't forget that most weapons and systems have an 8 impulse delay before next use, even across turn boundaries. Unused shield reinforcement, tractor, transporter, HET, etc. energy is lost and does NOT carry over to turn 2. Capacitors, batteries, or a weapon arming cycle of some kind is required to carry over energy. No mid-turn speed changes allowed on impulses 1-3 or 29-32. (Ref C12.313) Post-impulse end-of-turn record keeping info to follow later. As players are eliminated from this scenario, start thinking of other scenarios to play, if you want to. I think it'd be great to get a few going concurrently, with this same group of players, with multiple moderators, inviting more of those out there waiting to play in. For example, with two scenarios, one could be "light": another combat rally without advanced rules, and one could be "regular": a fleet matchup with most advanced rules. Everybody could choose which to participate in, depending on skill/interest. We do not have to wait until this scenario is down to one player to start another. Advice for any other moderators: you need to know the rules well, since every segment there are many situations to recognize & adjust for, and you need to be able to check email often and be responsive, or else you'll fall behind communicating with the players. 13 different people with different styles and different schedules is a lot to keep up with. More time is spent coordinating with the players, summarizing info, and understanding orders than playing out game events. ======================= TIPS OF THE WEEK ======================= It is important to list all ranges (a range of ranges is ok) at which weapons/defenses will be fired, if any ranges are given. It is important to list all hexes (a span of hexes is ok) at which weapons/defenses will be fired, if any hexes are given. It is important to list all conditions under which weapons/defenses will be fired. It can be very useful to specify alternate targets for weapons/defenses, in case the primary targets are for some reason destroyed/avoided by other means. There were some orders in turn 1 that weren't as solid as the captain hoped they'd be. ======================= ENDING POSITIONS & MODES t1s4 ======================= X3: 0608/C X2: 0823/B Q: 0912/C turn2 Q1: 1012/C Q2: 1012/C Q3: 0913/C Q4: 0912/C H: 1014/A slip turn4 H1: 0915/B slip turn2 O: 1419/A turn1 L: 1219/D slip turn2 G: 1812/E turn3 F: 2028/A turn1 E: 3110/D turn1 I: 4014/A slip R: 3920/B slip turn2 D: 3121/A turn1 A: 3024/B K: 3625/B turn2 Z: 3827/C