Turn 6
NOTE I'm going to use Erik's suggestion on FTL activation so the Pirates will not be able to escape before turn 11.
Pre-turn
DD1 tries to repair a port side laser. dr required 8+. dr=7 No repair
DD2 would like to repair the bridge but with -2 for a poor crew (grade loss due to bridge loss) and -3 for damaged system, no dr will result in repair. He therefore tries to repair the disabled laser. dr required 10 (bridge loss). dr = 10. Laser repaired at the end of this turn.
Initiative:- Terran / Pirate 1 / Pirate 2 + 1 (for bridge loss). 7 / 5 / 9. Pirate 2 moves first, then Terran and lastly Pirate 1.
Movement - Pirate 2 - rotate 1 hexside counter clockwise. Move as before 0/0/0/0/4/0
Terran - Rotate 180 degrees (3 thrust) - Fire 3 thrust - Vectors 3/0/0/3/0/0 resulting in 0/0/0/0/0/0
Pirate 1 - Fire 2 thrust - Vectors 2/0/4/0/0/0 resulting in 0/2/2/0/0/0. Rotate 1 hexside counterclockwise.
Pirate 1 to fire first on Terran rear shield. Range = 2. To hit roll = 86.
3 lasers dr = 34 / 14 / 50. Damage = 6EM / 12 Thermal / 0 Kinetic.
6EM is not mitigated (see Erik's post) but is stopped by the armor. EM protection drops to 31 and collapse to 51. The 12 thermal is reduced to 5 by mitigation which is then stopped by the shields. Thermal protection to 35 and collapse to 60.
He then rolls to protect the hardpoints on the starboard side. (Not sure if you can hit a hardpoint not within your weapons arc)
The Terran then fires his starboard broadside into DD2 before rolling and repeating with the port one. He cannot fire at Pirate 1 as he is not within a weapon firing arc.
At range 1, to hit dr is 85+.
5x10 cm PD lasers. dr = 41/59/71/32/00 (Critical Hit). Damage = 20EM / 40 Thermal / 10 Kinetic
3x30 cm lasers. dr = 26/35/31. Damage = 12EM / 24 Thermal / 6 Kinetic.
Hit on port side. 20 EM passes through the shields without mitigation giving 20 internal hits. The 40 Thermal is reduced to 38 by mitigation and to 26 by the thermal protection. This reduces the thermal protection to 0 and collapses the shields. The 10 kinetic are reduced to 8 which is then stopped by the shields reducing the kinetic protection to 1.
Critical hit roll = 8 = EM flare = 5 EM hits. There are, therefore 51 internal hits - 26 on the structure. Structure from 670 to 644.
25 internal hits - Sensors hit 3 times and destroyed. 3 Std Hardpoints (destroys remaining lasers - not in arc - does this matter? 3 shield generator hits (shields destroyed). 3 power plants hit and jettisoned. 1 DCC hit (damage roll = 5 = damaged) 1 N-space engine hit (damage roll = 1 = disabled). 10 structure hits (634). Question - what happens if you get to the end of a damage line and still have damage to allocate - restart from the beginning, hit structure, or reroll? Also, should a ship surrender when it has no engines, no weapons, no shields or armor?
2nd volley - all pass to internal hits. Total 40 hits. 20 on structure (614). Internal hits - Life support (damage roll = 5 = damaged). 3 hits on DCC (damage roll = 3 = disabled + 2 hits = destroyed). 14 structure (allocating hits where no systems are available) = 600. 2 power plant hit and jettisoned. This makes 7 power plants in total so power generated drops to 460.
The Terran Ship then rolls and fires a 2nd broadside.
5x10cm PD lasers = dr = 45 / 31 / 21 / 00 / 59 - another critical hit. CH die roll = 6 = Drive erratic - no effect as drive down. 70 hits. 35 to structure (565). Internal results - 3 hits on FTL engines (destroyed), 1 hit on damaged DCC (destroyed). 1 hit on repaired HP (destroyed). 2 power plants hit (jettisoned) (9 in total, power = 420) 28 structure (537).
3x30 cm lasers dr = 94 / 79 /12. 2 hits. 8EM / 16 Th / 4 Ki. 28 internal hits. Assume all on structure as there's not much left to hit. (509).
I'm going to call the game at this point. The Long John Silver surrenders (my decision) as it's bridge has gone / no engines / no life support / no shields or armor /no DCC / no Sensors / no Weapons and no way of repairing them. With 8 thrust, the Alexander can run down the other destroyer and gut it before it can get away.
The main question from this game is damage allocation when you start running out of systems. What happens if either you roll a damage line with no eligible systems or you get to the end of a damage line? Also, should there come a point where a ship would surrender?
I'll have a think about game 3, probably using missile ships. However, I'll have to design them first.
Alan