Astra Imperia > After Action Reports

Playtest Game 2

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Erik L:

--- Quote from: alanwebber on May 04, 2011, 03:19:55 AM ---The background to this scenario is that pirates have been attacking shipping, both civilian and small military ships The Terran Confederation have decided to send one of their newest destroyers to deal with the problem. This is the Tribal class destroyer "Alexander" and has the following specification:-

Engine :- Improved Plasma Torch - Thrust 8
Sensors :- Sensor 3 / Channel 3 / Signature 3 / Resolution 3 - Range 20 / Acq 60% / Det Rng 40 / Channels 20 / Pass Sig 15 Std Res 20m / Stealth Res 60m
Zeta Shields :- Regen 5 / EM 0 / Thermal 40 / Kinetic 20 / Collapse 65 / Mitigation 7
Zeta Armor :- EM 35 / Thermal 15 / Kinetic 5 / Collapse 55 / Mitigation 0
Damage Control Crew :- 5
Weapons :- 6x30cm Near UV Lasers. Full damage 16 / Half damage 24 / HTK 2 / Damage EM 4/Th8/Kin2 / 3 per broadside
               10x10cm Near UV Lasers PD. Full damage 6 / Half damage 8 / HTK 1 / Damage EM4 / Th8/Kin2 / 5 per broadside
1202 tons  Cost 43420 MCr

It's orders are to proceed slowly through the area at speed 2 on passive sensors, draw the pirates to close range and batter them before they can withdraw. This probably means letting them get to range 6 so that the PD lasers can be added to the attack.

The pirates have 2 Barbarossa class destroyers, "Blackbeard" (DD1) and "Long John Silver" (DD2).

Engine :- Basic Nuclear Torch - 3 Thrust
Sensors :- Sensor 1 / Channel 1 / Signature 1 / Resolution 1 - Range 10 / Acq 40% / Det Rng 20 / Channels 10 / Pass Sig 5 / Std Res 40m / Stealth Res 1200m
Alpha Shields :- Regen 2 / EM 0 / Thermal 15 / Kinetic 10 / Collapse 25 / Mitigation 2
Alpha Armor :- EM 10 / Thermal 5 / Kinetic 0 / Collapse 5 / Mitigation 0
Damage Control Crew :- 2
Weapons :- 6x25cm Far IR Lasers. Full damage 14 / HTK 1 / Damage EM 2/Th4/Kin0 / 3 per broadside

Tonnage = 1371 tons   Cost = 31574 MCr

They will come in on opposite sides of the target at speed 5, broadside on, aiming to hit the port and broadside shields, pass by the target and attack from the opposite sides. Normally this will take down the shields and cause enough damage to either disable the ship or cause it to surrender.

Turn 1 coming up shortly.

--- End quote ---

The Alexander's PD weapons should have a full damage range of 8. 10cm lasers are 8/12/16 for ranges. So it would do its full damage at all PD ranges.

alanwebber:
Erik

Oops - type error on the PD laser. That's the problem with writing everything as you play through the game.

Alan

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