Battle of the Barossa Nebula

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BATTLE OF THE BAROSSA NEBULA JOINT EXERCISE • SD 240003.07
RED SCORE: 32 BLUE SCORE: 26
ZONE 1: USS Kitty Hawk HP 0/40 ZONE 1: USS Jemison HP 14/25
ZONE 1: USS Independence-B HP 17/20 ZONE 1: USS Halsey HP 22/35
ZONE 2: Ravarj's Escort HP 16/20 ZONE 2: Kathor's Battleship HP 29/35
ZONE 2: USS Janus HP 24/30 ZONE 2: Cigac's Escort HP 17/20
ZONE 3: Acherax's Frigate HP 20/25 ZONE 2: USS Bronwyn HP 19/25

BATTLE LOG
Time
(HH:MM:SS)
Action Score
(RED - BLUE)
SCORING: 1 hit = 1 damage dealt and 1 point scored, 1 critical hit = 2 damage dealt and 2 points scored
All successful attacks score double points in zone 1, but the damage dealt remains the same as above.
00:00:00 Red and Blue teams assemble in Zone 2 0 - 0
00:02:42 USS Jemison fires on USS Kitty Hawk with phasers
2 hits - 1 evade = 1 point
0 - 1
00:02:46 USS Jemison fires on USS Kitty Hawk with "full spread" photon torpedos
2 hits - 0 evade = 2 points
0 - 3
00:02:42 USS Kitty Hawk vs Kathor's Battleship
1 hit + 0 failed attack reroll - 1 evade = 0 hits
0 - 3
00:03:06 USS Kitty Hawk vs Kathor's Battleship
Second Round: 2 hit + 1 critical hit - 1 successful defense reroll = 1 hit + 1 critical hit = 3 points
3 - 3
00:03:08 USS Kitty Hawk vs Jemison
1 critical hit - 1 evade = 0 hits
3 - 3
00:03:50 USS Bronwyn vs Ravarj's Escort
0 failed attack reroll = 0 hits
3 - 3
00:03:56 USS Bronwyn vs Acherax's Frigate
2 critical hits - 1 evade = 1 critical hit = 2 points
3 - 5
00:04:34 USS Halsey fires on USS Kitty Hawk with phasers
2 hits + 0 failed attack reroll - 1 evade = 1 hit = 1 point
3 - 6
00:04:45 USS Halsey fires on USS Kitty Hawk with quantum photon torpedos
1 hit + 1 critical hit - 0 failed defense reroll = 3 points
3 - 9
00:04:55 Cigac’s Escort vs USS Kitty Hawk
1 hit + 1 successful attack reroll - 1 evade = 1 point
3 - 10
00:04:58 Cigac’s Escort vs Ravarj’s Escort
1 hit - 0 failed evade = 1 point
3 - 11
00:05:11 Ravarj’s Escort fires on USS Bronwyn
1 hit + 1 critical hit - 0 failed evade = 3 points
6 - 11
00:05:26 Ravarj’s Escort fires on Cigac’s Escort
1 hit + 1 successful attack reroll - 1 evade - 1 successful evade reroll = 0 hits
6 - 11
00:05:58 USS Kitty Hawk fires on USS Halsey
1 hit + 2 critical hits - 1 evade = 2 critical hits = 4 points
10 - 11
00:06:12 USS Halsey returns fire on USS Kitty Hawk
1 hit + 1 critical hit - 1 evade = 1 critical hit = 2 points
10 - 13
00:06:54 USS Jemison fires a quantum torpedo at USS Kitty Hawk
1 hit + 1 critical hit - 0 evade = 3 points
10 - 16
00:07:02 USS Jemison fires phasers on USS Kitty Hawk, targeting propulsion systems
1 hit + 1 successful attack reroll - 1 evade = 1 point
10 - 17
00:07:16 USS Jemison moves to Zone 1 10 - 17
00:07:30 Cigac's Escort fires a torpedo at Ravarj's Escort
1 hit - 0 failed attack reroll - 2 evade = 0 hits
10 - 17
00:07:41 Cigac's Escort fires phasers at USS Independence-B
1 hit - 1 evade = 0 hits
10 - 17
00:07:57 USS Kitty Hawk moves to Zone 1 10 - 17
00:08:02 USS Janus fires phasers on USS Halsey
2 hits + 1 successful attack reroll - 0 evade - 1 successful defense reroll = 2 points
12 - 17
00:08:06 USS Janus fires photon torpedoes on USS Halsey
1 hit + 1 critical hit + 1 successful critical hit reroll - 1 evade = 2 critical hits = 4 points
16 - 17
00:08:11 USS Kitty Hawk fires phasers on USS Jemison in Zone 1
2 hits + 1 critical hit - 2 evade = 1 critical hit = 2 damage dealt x 2 zone bonus multiplier = 4 points
20 - 17
00:08:14 USS Kitty Hawk fires phasers on USS Jemison in Zone 1
1 hit - 3 successful attack reroll - 0 evade - 0 failed defense reroll = 4 damage dealt x 2 zone bonus score multiplier = 8 points
28 - 17
00:08:18 USS Kitty Hawk fires full spread of 3 photon torpedoes on USS Jemison in Zone 1
1 hit + 0 failed attack reroll - 0 evade = 1 damage dealt x 2 zone bonus score multiplier = 2 points
30 - 17
00:08:22 USS Independence-B moves to Zone 1 30 - 17
00:08:32 USS Independence-B fires pulse phaser cannons on USS Jemison in Zone 1
2 hits + 1 successful attack reroll - 2 evade = 1 hit = 1 damage inflicted x 2 zone bonus score multiplier = 2 points
32 - 17
00:08:35 USS Independence-B fires pulse phaser cannons on USS Jemison in Zone 1
0 hits + 0 failed attack reroll - 3 evade - 0 failed defense reroll = 0 hits
32 - 17
00:08:41 Pulsar wind shockwave hits all vessels
1 critical hit, 1 hit, 1 blank = 3 damage for ships in Zone 1 & 2, 1 damage for ships in Zone 3
32 - 17
00:09:24 Acherax's Frigate fires on USS Bronwyn
1 critical hit + 1 successful attack reroll - 2 evade = 0 hits
32 - 17
00:09:31 Acherax's Frigate moves to Zone 3 32 - 17
00:09:53 USS Jemison fires phasers on USS Kitty Hawk in Zone 1, targeting shields
2 hits + 1 successful attack reroll - 1 evade = 2 hits = 2 damage dealt x 2 zone bonus multiplier = 4 points
32 - 21
00:10:10 USS Jemison fires torpedoes on USS Kitty Hawk in Zone 1, targeting shields
2 hits - 1 evade = 1 hit = 1 damage dealt x 2 zone bonus multiplier = 2 points
32 - 23
00:10:13 USS Kitty Hawk shields critically damaged
All regular hits to the Kitty Hawk will now inflict double damage for the next 3 attacks it defends against. However, regular hits against the Kitty Hawk still only score 1 point (before any zone 1 multiplier bonus).
32 - 23
00:10:26 USS Bronwyn fires phasers on USS Janus
1 hit - 0 failed defense reroll = 1 point
32 - 24
00:10:31 USS Bronwyn fires phasers on USS Janus
1 critical hit - 0 evade = 2 points
32 - 26
00:11:08 Kathor's Battleship fires tetryon cannons on USS Kitty Hawk
2 hits + 1 critical hit - 0 failed defense reroll = 6 damage dealt = 4 points
32 - 30
00:11:12 Kathor's Battleship fires tetryon cannons on USS Kitty Hawk
2 hits + 1 successful attack reroll - 1 successful evade reroll = 2 hits = 4 damage dealt = 2 points
32 - 32
00:11:15 Kathor's Battleship fires transphasic torpedo on USS Kitty Hawk
2 critical hits - 1 evade = 1 critical hit = 2 damage dealt = 2 points
32 - 34
00:11:17 USS Jemison attempts beam out of specific Kitty Hawk officer
1 failed roll = 0 points
32 - 34
00:11:53 USS Halsey fires phasers on USS Kitty Hawk
2 hits + 1 critical hit + 1 successful hit reroll - 0 evade = 3 hits + 1 critical hit = 8 damage dealt = 5 points x 2 zone bonus multiplier = 10 points
32 - 44
00:12:02 USS Halsey fires quantum torpedo spread on USS Kitty Hawk
2 hits - 1 evade = 1 hit = 2 damage dealt = 1 point x 2 zone bonus multiplier = 2 points
32 - 46
00:12:03 USS Kitty Hawk disabled 32 - 46

Rules

RED TEAM

  • USS Kitty Hawk, Galaxy class - 40 hit points, 4 attack dice, 1 defensive die
    • CO: Captain Roshanara Rahman
    • FO: Lt. Commander John Carter
    • Science: Lieutenant Kivik
    • Science: Ensign Cara Veers
    • Medical: Lieutenant Ikaia Wong (in sickbay with Kalil to start)
  • Hirogen Hunter Escort - 20 hit points, 2 attack dice, 3 defensive dice
    • Alpha: Ravarj
    • Beta: Konrak
  • Hirogen Seeker Frigate - 25 hit points, 3 attack dice, 2 defensive dice
    • Alpha: Acherax
    • Beta: Tazik

(OOC: All remaining ships listed should only be minimally featured, mainly just as background comm chatter or narrative description of what they're doing. We only need to know their captains to reference by name such as “I’m getting a message that Captain Smith reports so and so” etc. Do NOT leave tags for the COs of these ships.)

  • USS Independence-B, Defiant class - 20 hit points, 3 attack dice, 3 defensive dice
    • Acting CO: Lt. Commander Lidia Ivanova
  • USS Janus, Veritas class - 30 hit points, 3 attack dice, 2 defensive dice
    • CO: Commander Karsa Ven
  • 5 other Hirogen ships

BLUE TEAM

  • USS Jemison, Intrepid class refit - 25 hit points, 3 attack dice, 3 defensive dice
    • CO: Commander Wil Ukinix
    • FO: Lieutenant Robin Hopper
    • Helm: LtJG David Flint
    • Science: Nadeshiko
    • Engineer: LtJG Nathan Richards (at the engineering bridge station)
    • Medical: EMH Mark VII
  • USS Halsey, Inquiry class - 35 hit points, 4 attack dice, 2 defensive dice
    • CO: Commander Addison MacKenzie
    • FO: Lt. Commander Cassian Iovianus
    • Helm: Ensign S'Raga
    • Ops: Lieutenant Jess Webber
    • Engineer: Scotty Reade (at the engineering bridge station)
    • Tactical: Rebecca Iko
  • Hirogen Apex Battleship - 35 hit points, 4 attack dice, 1 defensive dice
    • Alpha: Kathor
    • Beta: Conssad
  • Hirogen Hunter Escort - 20 hit points, 2 attack dice, 3 defensive dice
    • Alpha: Cigac
    • Beta: Dadroz

(OOC: All remaining ships listed should only be minimally featured, mainly just as background comm chatter or narrative description of what they're doing. We only need to know their captains to reference by name such as “I’m getting a message that Captain Smith reports so and so” etc. Do NOT leave tags for the COs of these ships.)

  • USS Bronwyn, Miranda class refit - 25 hit points, 2 attack dice, 2 defensive dice
    • CO: Lt. Commander Stephanie Parker
  • 4 other Hirogen ships

PLAYER SETUP

Both sides are initially 100 kilometers apart and out of weapons range, so it's a matter of first getting towards each other and then slugging it out.

The total duration of the exercise is six hours in character.

SCORING POINTS

Ships score "points" during the exercise based on damage inflicted on other ships. Each hit scores one point. Each critical hit scores two points.

Any hits scored from a ship in zone 1 (see "Battlefield/Play Area" below for more information) are doubled, but the damage is still the base value as any other zone. So 1 hit scores 2 points and 1 critical hit from zone 1 scores 4 points!

You can only have a ship fire 2 rounds of fire for each sim. So they can either be 2 rounds of fire against the same target or 2 rounds of fire against 2 individual targets.

As capital ships, Kitty Hawk and the Hirogen Battleship can target up to 3 ships and fire a total of 3 rounds of fire (again either all against 1 target or 2 attempts on one target and 1 remaining attempt on another or one attempt against 3 individual targets).

Once a ship has taken sufficient simulated and registered critical damage, it will be disabled and the crew must spend a certain amount of time to repair it.

A team wins either by being the last team surviving or by acquiring the most "points" (and still have at least one surviving member of the team by the end of the simulated exercise).


DETERMINING HITS

Every time a player sims that the ship has fired upon another ship, you MUST send a message to the OOC list, listing out the number of times the ship fired upon which vessel.

I will then keep a "scorecard" updated on the OOC list by rolling Star Trek Attack Wing dice which have either hit, critical hit, or miss (blank). I will also roll the green defensive dice based on the values above that can cancel out hits (smaller ships have more defensive dice to simulate maneuverability)

Each hit takes off one hit point. Each critical hit takes off two hit points.

A ship that loses all its hitpoints can reenter the game at half its hit points after its crew sims that they've done some repairs, which will advance the "clock" by 30 minutes for everyone.

The dice also have a possible "battle stations" result. Any dice that result in "battle stations" will be re-rolled once to attempt a successful attack or evade for those dice only.

BATTLEFIELD/PLAY AREA

The "battlefield" is a large area deep within the Barossa Nebula. The main/biggest hazard is the pulsar wind nebula, where a central pulsar is sending out regular shockwaves of "plasma winds" mixed with stellar debris and material (think "rough seas"/turbulence) as well as dangerous magnetic fields and other nasty things that affect ship systems.

On top of that, you have all the regular "fun" stuff in a nebula that can affect ship systems (as determined/reported by our science officers) along with random asteroids and other stellar material floating around.

The battlefield is further divided into three zones:

  • Zone 1: Closer distance to the pulsar wind nebula.
  • Zone 2: Middle ground (where all ships are now)
  • Zone 3: Furthest out/coward's land

All ships can fire into the adjacent zone (so zone 1 can fire on ships in zone 1 and 2 but not 3. Zone 2 can fire on zones 1, 2, and 3. Zone 3 can fire on zones 2 and 3).

Any ship in zone 1, gets 1 bonus defense die they use against any attack.

Any ship in zone 3 gets 1 bonus attack die they use only against other ships in zone 3.

I will also periodically roll damage/hit dice for all ships to represent the periodic shockwaves.

I will roll 3 attack dice:

  • Zone 1 takes the results of all 3 dice.
  • Zone 2 only 2 dice (in order of severity: so so critical hits before anything else, and hits before blanks)
  • Zone 3 only takes the result of 1 dice and any critical hits are lessened to a regular hit.

Also to encourage folks to dare the feisty waters of Zone 1, any hits scored from a ship in zone 1 are doubled (but the damage is still the base value as any other zone). So 1 hit scores 2 points and 1 critical hit from zone 1 scores 4 points!