Turning FTL playthrough into a captain's log/blog (Hardwood)
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 5, JUMP 12
We jump in and head for the exit-beacon as quickly as possible, but not before an Elite Fighter has picked us up and blocks our way. No such thing as Easy for us on this mission.
Alright boys, you know the drill. Shields up, defense systems online, full power to the forward batteries.
The Burst is set to target their weapons control. If we can score a lucky hit or two, the danger to our ship will be reduced significantly. Hopefully, the beam-drone will do enough damage to tip the scales in our favor. Thankfully, scanners don't detect any transport device installed on their ship. That is one less thing to worry about.
Their ship is bristling with guns. It hasn't fired yet, but it sure looks like they have the latest Mark-III Burst Laser tech. That means five bolts versus our three shield layers, and another heavy laser on top of that! They have a missile tube, but our defense drone should be able to swat down any incoming missiles.
Our Burst charges first and hits them hard enough to take down the two layers of shields, but that's it. The window of opportunity is brief, but our beam-drone connects on a well placed shot and disables their bridge, setting the entire room on fire. That will make any follow up shots from our Burst or the Artillery Beam cause more damage!
Artillery Beam 61%
Their crew is well trained. The heavy laser and Mark-III Burst fire at the same time, unleashing six total bolts towards the 'Wood. Notch dodges the first shot but the other five strike home. The shields drop momentarily and two bolts sneak in, damaging a forward cargo bay and our drone control room knocking our beam-drone offline. The drone control room, being adjacent to the weapons bay, is a simple thing for Zerimar to jump into and get on top of the needed repairs.
Another bolt comes out of nowhere, plowing into the 'Wood, drilling our Fire Control Bay and knocking the Burst offline. Their heavy laser is a two-shot weapons platform! Oni is hit as well but starts repairing the weapons suite without complaint about his injuries.
Zerimar reports in that the drone control room is patched up and the beam-drone back online, and he jumps back into the Fire Control Bay to assist Oni in repairing the weapons suite. It is a minor victory, however, as the beam-drone will be ineffective as long as their shields remain operational.
The hum and jolt of the Artillery Beam is a welcome surprise. It streaks across to the Elite Fighter, damaging their weapons bay, completely destroying their Med Bay, and doing additional damage to their engines. Unfortunately, the damage to the weapons bay is not enough to disable their Mark-III Burst, and it has nearly fully charged. This is going to hurt.
Oni's intercom report of repairs being completed is cut short by the sound of the 'Wood being hammered by their Burst laser. The damage report panel lights up and Betty chirps:
WARNING: LIFE SUPPORT SYSTEMS OFFLINE
WARNING: ARTILLERY BEAM CONTROL DAMAGED
The Artillery Beam has also taken minor damage and will not charge nearly as quickly. I dispatch Mort to begin working on the Arty Beam repairs, but I know repair duty is not his strong suit, so I order Zerimar aft to help accelerate the repairs as well.
Shelton heads back aft to assist in repairing the life-support systems. We have air for now, but it won't last forever unless we get those oxygen filters back up and running.
Our Burst charges and scores a direct hit on the Elite Fighter, overwhelming their shield layers but managing only minor damage to their Fire Control systems. That damn Mark-III Burst is still online.
Shelton reports in that life-support is back online and bringing Oxygen levels to 100% and he returns to his post.
Another volley from their Mark-III pummels our ship. Luckily only minor damage this time to an aft cargo bay.
Mort and Zerimar have worked some kind of magic and the Arty Beam is quickly back at full charge! A beam shoots out and finds its mark, cutting another deep gash across the Elite Fighter. The beam has caused a huge fire in their forward cargo area and severely damaged their Shield Generator. This is the break we need.
Before their Mark-III can recharge, our Burst has fired a fresh volley. With their weakened shield, it punches easily through and disables their weapons control suite! The Mark-III goes dark and slumps back against the hull of the Elite Fighter. If we can press our advantage, the fight is all but won. I can see the crew of their ship running back and forth, furiously attempting to repair the damage and put out the fires but it is a useless effort. The beam-drone does the last needed bit of damage and the enemy ship falls into pieces.
No time to linger, we have to get out of here before anything bigger catches up with us.
Jump drives engaged. The only jump-node from this exit-beacon is into uncharted nebula.
We jump in and head for the exit-beacon as quickly as possible, but not before an Elite Fighter has picked us up and blocks our way. No such thing as Easy for us on this mission.
Alright boys, you know the drill. Shields up, defense systems online, full power to the forward batteries.
The Burst is set to target their weapons control. If we can score a lucky hit or two, the danger to our ship will be reduced significantly. Hopefully, the beam-drone will do enough damage to tip the scales in our favor. Thankfully, scanners don't detect any transport device installed on their ship. That is one less thing to worry about.
Their ship is bristling with guns. It hasn't fired yet, but it sure looks like they have the latest Mark-III Burst Laser tech. That means five bolts versus our three shield layers, and another heavy laser on top of that! They have a missile tube, but our defense drone should be able to swat down any incoming missiles.
Our Burst charges first and hits them hard enough to take down the two layers of shields, but that's it. The window of opportunity is brief, but our beam-drone connects on a well placed shot and disables their bridge, setting the entire room on fire. That will make any follow up shots from our Burst or the Artillery Beam cause more damage!
Artillery Beam 61%
Their crew is well trained. The heavy laser and Mark-III Burst fire at the same time, unleashing six total bolts towards the 'Wood. Notch dodges the first shot but the other five strike home. The shields drop momentarily and two bolts sneak in, damaging a forward cargo bay and our drone control room knocking our beam-drone offline. The drone control room, being adjacent to the weapons bay, is a simple thing for Zerimar to jump into and get on top of the needed repairs.
Another bolt comes out of nowhere, plowing into the 'Wood, drilling our Fire Control Bay and knocking the Burst offline. Their heavy laser is a two-shot weapons platform! Oni is hit as well but starts repairing the weapons suite without complaint about his injuries.
Zerimar reports in that the drone control room is patched up and the beam-drone back online, and he jumps back into the Fire Control Bay to assist Oni in repairing the weapons suite. It is a minor victory, however, as the beam-drone will be ineffective as long as their shields remain operational.
The hum and jolt of the Artillery Beam is a welcome surprise. It streaks across to the Elite Fighter, damaging their weapons bay, completely destroying their Med Bay, and doing additional damage to their engines. Unfortunately, the damage to the weapons bay is not enough to disable their Mark-III Burst, and it has nearly fully charged. This is going to hurt.
Oni's intercom report of repairs being completed is cut short by the sound of the 'Wood being hammered by their Burst laser. The damage report panel lights up and Betty chirps:
WARNING: LIFE SUPPORT SYSTEMS OFFLINE
WARNING: ARTILLERY BEAM CONTROL DAMAGED
The Artillery Beam has also taken minor damage and will not charge nearly as quickly. I dispatch Mort to begin working on the Arty Beam repairs, but I know repair duty is not his strong suit, so I order Zerimar aft to help accelerate the repairs as well.
Shelton heads back aft to assist in repairing the life-support systems. We have air for now, but it won't last forever unless we get those oxygen filters back up and running.
Our Burst charges and scores a direct hit on the Elite Fighter, overwhelming their shield layers but managing only minor damage to their Fire Control systems. That damn Mark-III Burst is still online.
Shelton reports in that life-support is back online and bringing Oxygen levels to 100% and he returns to his post.
Another volley from their Mark-III pummels our ship. Luckily only minor damage this time to an aft cargo bay.
Mort and Zerimar have worked some kind of magic and the Arty Beam is quickly back at full charge! A beam shoots out and finds its mark, cutting another deep gash across the Elite Fighter. The beam has caused a huge fire in their forward cargo area and severely damaged their Shield Generator. This is the break we need.
Before their Mark-III can recharge, our Burst has fired a fresh volley. With their weakened shield, it punches easily through and disables their weapons control suite! The Mark-III goes dark and slumps back against the hull of the Elite Fighter. If we can press our advantage, the fight is all but won. I can see the crew of their ship running back and forth, furiously attempting to repair the damage and put out the fires but it is a useless effort. The beam-drone does the last needed bit of damage and the enemy ship falls into pieces.
No time to linger, we have to get out of here before anything bigger catches up with us.
Jump drives engaged. The only jump-node from this exit-beacon is into uncharted nebula.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 1
We make our first jump into the nebula and are hailed by a Mantis Bomber through the storm, “These are sacred Urggggghtnag hunting grounds! You are prey!”
The nebular storm is wreaking havoc on our sensors. We only have partial visibility inside our own ship and the Mantis Bomber crew takes advantage of it, teleporting in two scrappy Mantis fighters into one of our forward cargo bays. The only indication they are there is the sound of them busting down the fire-door, and the alarm being triggered in the control room that the door is malfunctioning. Mort and Shelton are ordered into the adjacent room to await their opponents.
Shields are up, defenses online, and drones deployed.
Their ship is dotted with weapons emplacements everywhere. We are in big trouble.
The Burst fires over a volley and manages to take down all three of their shield layers, but the beam-drone can't capitalize on the momentary gap in protection. Meanwhile, they fire over a huge volley of shots, taking down our shield and partially damaging our shield generator. Two layers of shielding is NOT going to cut it in this fight. Aasted and William set to repairing the damaged shield generator with as much haste as they can manage. The fore airlocks have taken a shot as well but our sensors are not active, so we have no way to know if there is a hull breach or fire. The doors are vented as a precaution.
Meanwhile, Mort and Shelton are engaged in hand to hand combat in the small cargo room just ahead of the shield bay. The plan is for them to work on the two Mantis boarders and then at the last minute, vent the room to finish them off while Mort and Shelton fall back to the Med Bay for treatment.
Artillery Beam 78%
Things are not looking great for us unless the Arty Beam can score some crippling shots on the Mantis Bomber. The Mantis boarding crew teleports back to their own ship before we can finish them off. Mort and Shelton back off to the Med Bay for their much needed treatment. Aasted and William have the third layer back up on our shield generator just in time.
Another volley from the Mantis Bomber. Too many inbound bolts to count. Notch throws the 'Wood into a wild evasive maneuver and manages to dodge some of the incoming shots. Only one penetrates our shield barrier and perforates the aft airlock.
WARNING: HULL INTEGRITY 50%
The Arty Beam hums to life and punches through all three of their shield layers, cutting a line across the center of their ship, taking their helm offline and destroying their door control room. The Burst fires and scores hits on their shields, bringing it down for a moment. This time, the beam-drone scores a much needed hit on their weapons bay and slices into their life support systems before their shields are raised again.
Even with the damage done to their weapons bay, their next volley easily overwhelms our shields. Our luck is not holding. The bridge is hit and our helm controls are completely destroyed. The Artillery Beam has taken damage as well. If we can't get the bridge repaired before their next charge, we will be sitting ducks.
Zerimar sprints his way to the bridge to help Notch rig the controls to a functional state. Shelton lumbers back to the Artillery Beam control room to get the charging nodes back online. Why are the shields only partially powered? They must have taken damage, been repaired and did not receive full power. Back to full strength.
Notch is flying like a man possessed. Not a single shot from the next volley gets through the shields.
Shelton has the Arty Beam patched up and I shift power from the Med Bay to ensure the charge is at maximum rate.
The Burst fires off a solid grouping, impacting the Bomber's shields and bringing them down. The beam-drone connects solidly with their Engine Room, turning them into a floating target. With the repairs complete on the Artillery Beam, it charges quickly and with a familiar hum-thump, the beam arcs across the forward view, cutting the Mantis Bomber in half.
Every single crew member is injured, some worse than others. Starting with the most gravely injured, each member is rotated into the Med Bay for treatment and back to their posts.
This was a rough battle that we came close to losing.
The debris field is searched for salvage and we are rewarded with a rich haul.
There is a Merchant signal coming from a nearby system. We will jump into his area and check his wares.
We make our first jump into the nebula and are hailed by a Mantis Bomber through the storm, “These are sacred Urggggghtnag hunting grounds! You are prey!”
The nebular storm is wreaking havoc on our sensors. We only have partial visibility inside our own ship and the Mantis Bomber crew takes advantage of it, teleporting in two scrappy Mantis fighters into one of our forward cargo bays. The only indication they are there is the sound of them busting down the fire-door, and the alarm being triggered in the control room that the door is malfunctioning. Mort and Shelton are ordered into the adjacent room to await their opponents.
Shields are up, defenses online, and drones deployed.
Their ship is dotted with weapons emplacements everywhere. We are in big trouble.
The Burst fires over a volley and manages to take down all three of their shield layers, but the beam-drone can't capitalize on the momentary gap in protection. Meanwhile, they fire over a huge volley of shots, taking down our shield and partially damaging our shield generator. Two layers of shielding is NOT going to cut it in this fight. Aasted and William set to repairing the damaged shield generator with as much haste as they can manage. The fore airlocks have taken a shot as well but our sensors are not active, so we have no way to know if there is a hull breach or fire. The doors are vented as a precaution.
Meanwhile, Mort and Shelton are engaged in hand to hand combat in the small cargo room just ahead of the shield bay. The plan is for them to work on the two Mantis boarders and then at the last minute, vent the room to finish them off while Mort and Shelton fall back to the Med Bay for treatment.
Artillery Beam 78%
Things are not looking great for us unless the Arty Beam can score some crippling shots on the Mantis Bomber. The Mantis boarding crew teleports back to their own ship before we can finish them off. Mort and Shelton back off to the Med Bay for their much needed treatment. Aasted and William have the third layer back up on our shield generator just in time.
Another volley from the Mantis Bomber. Too many inbound bolts to count. Notch throws the 'Wood into a wild evasive maneuver and manages to dodge some of the incoming shots. Only one penetrates our shield barrier and perforates the aft airlock.
WARNING: HULL INTEGRITY 50%
The Arty Beam hums to life and punches through all three of their shield layers, cutting a line across the center of their ship, taking their helm offline and destroying their door control room. The Burst fires and scores hits on their shields, bringing it down for a moment. This time, the beam-drone scores a much needed hit on their weapons bay and slices into their life support systems before their shields are raised again.
Even with the damage done to their weapons bay, their next volley easily overwhelms our shields. Our luck is not holding. The bridge is hit and our helm controls are completely destroyed. The Artillery Beam has taken damage as well. If we can't get the bridge repaired before their next charge, we will be sitting ducks.
Zerimar sprints his way to the bridge to help Notch rig the controls to a functional state. Shelton lumbers back to the Artillery Beam control room to get the charging nodes back online. Why are the shields only partially powered? They must have taken damage, been repaired and did not receive full power. Back to full strength.
Notch is flying like a man possessed. Not a single shot from the next volley gets through the shields.
Shelton has the Arty Beam patched up and I shift power from the Med Bay to ensure the charge is at maximum rate.
The Burst fires off a solid grouping, impacting the Bomber's shields and bringing them down. The beam-drone connects solidly with their Engine Room, turning them into a floating target. With the repairs complete on the Artillery Beam, it charges quickly and with a familiar hum-thump, the beam arcs across the forward view, cutting the Mantis Bomber in half.
Every single crew member is injured, some worse than others. Starting with the most gravely injured, each member is rotated into the Med Bay for treatment and back to their posts.
This was a rough battle that we came close to losing.
The debris field is searched for salvage and we are rewarded with a rich haul.
There is a Merchant signal coming from a nearby system. We will jump into his area and check his wares.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 2
The Merchant's stores are remarkably empty, save for a teleportation unit. They do have an interesting assortment of crew for hire. We have use of a Slug and his extra-sensory abilities to see enemies, even without the aid of sensors. We will station him in the Engine room and begin his training. Mort will team up with Shelton to form our boarding party. A Mantis and a Rockman together are a formidable duo. Plus, if we are able to take enemy vessels intact, there should be opportunities to bring in even more salvage, scrap and upgrades.
Lastly, we have the Merchant's mechanics fully repair our outer hull and armor plate, and give us a slight tweak on the reactor core.
Time to move out.
The Merchant's stores are remarkably empty, save for a teleportation unit. They do have an interesting assortment of crew for hire. We have use of a Slug and his extra-sensory abilities to see enemies, even without the aid of sensors. We will station him in the Engine room and begin his training. Mort will team up with Shelton to form our boarding party. A Mantis and a Rockman together are a formidable duo. Plus, if we are able to take enemy vessels intact, there should be opportunities to bring in even more salvage, scrap and upgrades.
Lastly, we have the Merchant's mechanics fully repair our outer hull and armor plate, and give us a slight tweak on the reactor core.
Time to move out.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 4
Shortly after jumping in, a pirate ship jumps into this system as well. Judging by his attempts to avoid us and lay low, we must assume he is a smuggler of some sort. Perhaps he carries valuable cargo that would assist us in our mission.
Notch fires up the engines and an intercept course is plotted.
The Pirate, unable to shake our track, turns to engage. As his weapons begin charging, we see a Burst Mark-II but this ship has two missile systems! That may prove problematic for our defenses, which reliably can only take down one missile at a time.
Oni targets their missile control systems and I order Mort and Shelton to teleport over to the enemy's bridge to disrupt their operations. The ploy works, as they pull a crew member off of their weapons control suite, reducing their odds of landing a shot.
Our Burst powers up and fires, but nearly simultaneously Betty chimes in with the dreaded warning of:
MISSILE LAUNCH DETECTED
MISSILE LAUNCH DETECTED
Our defense drone takes down the first missile at the extreme edge of its firing envelope at the forward-most apogee of its orbit around our ship. The second inbound missile must have been targeted for our aft section because it gave our defense system the ability to land a miraculous last-second shot, detonating the missile just meters outside of the hull, causing only a non-damaging scorch to one of our panels.
Our Burst has found its mark, punching through the ship's shield and landing a damaging shot to their missile control systems. One of the two tubes is withdrawn back into the hull.
The hand-to-hand combat on the enemy's bridge is intense. Mort and Shelton are clearly superior than their Human opponents and are landing tremendous blows, wounding the pilot and his backup severely. The enemy crew retreats to their Med Bay to receive treatment and our guys start shooting up every control panel and important looking device they can.
The familiar hum of the Arty Beam kicks up and I glance at the transporter system to see if it has been recharged. It would be disastrous to lose Mort and Shelton to friendly fire on their first boarding mission. It is not ready, we will have to roll the dice. Just as they finish off the bridge and helm controls, the beam fires, striking the pirate ship dead center and tracing a cutting line straight up the middle of the ship towards the bridge. Ah great. Another desperate glance at the transporter system shows it still isn't ready. Damn. The beam slices through the entire ship, taking out their engines, setting a cargo bay on fire and then it adds to the destruction of the bridge and helm as well. Notch and Shelton are able to jump out of the way and take only minor damage. Reinforcements have arrived and they have accomplished their mission, so the order is given to bring them back over on the teleporter and send them to the Med Bay to get patched up.
Meanwhile, their repair crews have their missile battery back up and operational.
MISSILE LAUNCH DETECTED
MISSILE LAUNCH DETECTED
The first missile is taken out by the defense drone but the second is through. Notch swings the ship hard to try and evade but the missile is too quick and impacts into the aft airlock causing damage but no fires or breaches.
The Burst fires off a volley, tapping their shields and knocking them down just long enough for the beam-drone to cut into their life-support systems. They are badly listing now. If they don't surrender soon, they will surely perish on our next volley.
The Arty Beam charges, fires, and silences the pirate ship.
As expected, there is a significant amount of salvageable materials, but we capture no weapons or modules intact.
We prep the ship for jump.
Shortly after jumping in, a pirate ship jumps into this system as well. Judging by his attempts to avoid us and lay low, we must assume he is a smuggler of some sort. Perhaps he carries valuable cargo that would assist us in our mission.
Notch fires up the engines and an intercept course is plotted.
The Pirate, unable to shake our track, turns to engage. As his weapons begin charging, we see a Burst Mark-II but this ship has two missile systems! That may prove problematic for our defenses, which reliably can only take down one missile at a time.
Oni targets their missile control systems and I order Mort and Shelton to teleport over to the enemy's bridge to disrupt their operations. The ploy works, as they pull a crew member off of their weapons control suite, reducing their odds of landing a shot.
Our Burst powers up and fires, but nearly simultaneously Betty chimes in with the dreaded warning of:
MISSILE LAUNCH DETECTED
MISSILE LAUNCH DETECTED
Our defense drone takes down the first missile at the extreme edge of its firing envelope at the forward-most apogee of its orbit around our ship. The second inbound missile must have been targeted for our aft section because it gave our defense system the ability to land a miraculous last-second shot, detonating the missile just meters outside of the hull, causing only a non-damaging scorch to one of our panels.
Our Burst has found its mark, punching through the ship's shield and landing a damaging shot to their missile control systems. One of the two tubes is withdrawn back into the hull.
The hand-to-hand combat on the enemy's bridge is intense. Mort and Shelton are clearly superior than their Human opponents and are landing tremendous blows, wounding the pilot and his backup severely. The enemy crew retreats to their Med Bay to receive treatment and our guys start shooting up every control panel and important looking device they can.
The familiar hum of the Arty Beam kicks up and I glance at the transporter system to see if it has been recharged. It would be disastrous to lose Mort and Shelton to friendly fire on their first boarding mission. It is not ready, we will have to roll the dice. Just as they finish off the bridge and helm controls, the beam fires, striking the pirate ship dead center and tracing a cutting line straight up the middle of the ship towards the bridge. Ah great. Another desperate glance at the transporter system shows it still isn't ready. Damn. The beam slices through the entire ship, taking out their engines, setting a cargo bay on fire and then it adds to the destruction of the bridge and helm as well. Notch and Shelton are able to jump out of the way and take only minor damage. Reinforcements have arrived and they have accomplished their mission, so the order is given to bring them back over on the teleporter and send them to the Med Bay to get patched up.
Meanwhile, their repair crews have their missile battery back up and operational.
MISSILE LAUNCH DETECTED
MISSILE LAUNCH DETECTED
The first missile is taken out by the defense drone but the second is through. Notch swings the ship hard to try and evade but the missile is too quick and impacts into the aft airlock causing damage but no fires or breaches.
The Burst fires off a volley, tapping their shields and knocking them down just long enough for the beam-drone to cut into their life-support systems. They are badly listing now. If they don't surrender soon, they will surely perish on our next volley.
The Arty Beam charges, fires, and silences the pirate ship.
As expected, there is a significant amount of salvageable materials, but we capture no weapons or modules intact.
We prep the ship for jump.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 5
A quick scan after the jump shows a Rebel Fighter off in the distance, moving in and out of the nebula cloud. He hasn't seen us and we have the chance to move on without incident, but our ship is strong, our crew confident and we should be able to take him. I order Notch to close the gap as quickly as possible, hopefully giving us an advantage in the engagement.
Shields up, drones online, weapons powered.
Bah, we aren't able to keep the ship in sight. He has slipped away into the clouds. Maybe next time.
Jumping out.
A quick scan after the jump shows a Rebel Fighter off in the distance, moving in and out of the nebula cloud. He hasn't seen us and we have the chance to move on without incident, but our ship is strong, our crew confident and we should be able to take him. I order Notch to close the gap as quickly as possible, hopefully giving us an advantage in the engagement.
Shields up, drones online, weapons powered.
Bah, we aren't able to keep the ship in sight. He has slipped away into the clouds. Maybe next time.
Jumping out.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 6
As we jump through yet another nebula-filled system, the crew is on edge and tense, jumping at every creak and moan in the ship, peering out the windows looking for hostiles.
Yet, none come.
We jump out to the next point.
As we jump through yet another nebula-filled system, the crew is on edge and tense, jumping at every creak and moan in the ship, peering out the windows looking for hostiles.
Yet, none come.
We jump out to the next point.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 7
Navigating the fog blind, we nearly bump hulls with a Mantis ship! The comms crackle to life, their commander spitting out, “Pah! This transgression will be overlooked. Nebula is dangerous enough as it is. Next time, all of you will die...”
Except, there won't be a next time, buddy. I quickly give the order to Aasten to power up the shields and for Oni to target their weapons systems. They have enough lasers popping out of their hull to overpower our shields and do some damage. We need them to come down as quickly as possible.
I know they have a transporter unit. Instead of fighting them on our ship, I decide to send Mort and Shelton to their ship first, as they are already loaded into the teleport bay and the other crew is not as prepared. Unfortunately, the plan doesn't work as intended. They don't divert their boarding crew to fight ours, instead they send their boarders over anyway!
Mort and Shelton are making quick work of their Engineering crew in the Shield Bay. Meanwhile, their two expert Mantis boarders have popped into our weapons suite and are taking the fight to Oni and Zerimar. They have the edge in this battle. I order our new Slug crewman, Rynhart, forward, to join the fight. Before he can get there, Oni and Zerimar have taken several sharp blows and must be evacuated to the Med Bay for attention. Just as Rhynhart arrives to relieve them, the two Mantis boarders unexpectedly pop out, beaming back over to their own ship.
Mort and Shelton have made short work of one of the two enemy crew and the second is taking an absolute beating. The Mantis boarders were clearly coming back to their ship to aid in the fighting.
The Arty Beam fires, cutting an ugly, blistering line across the Mantis ship, killing one of the freshly returned Mantis boarders and injuring the second to near-death.
Everyone is bloodied has taken damage, but Mort and Shelton have a little bit more left in the tank than their opponents. Brutally, Shelton smashes the injured Mantis's head into the Shield Generator's base, and his body goes lifeless. Mort skewers the remaining Human engineer and just like that, there are no remaining enemy crew. The ship is ours, intact, and the increase in salvage is surprisingly worth while.
Everyone rotates into and out of the Med Bay, returning to maximum health.
We finish collecting our salvage haul and jump out, towards the exit-beacon.
Navigating the fog blind, we nearly bump hulls with a Mantis ship! The comms crackle to life, their commander spitting out, “Pah! This transgression will be overlooked. Nebula is dangerous enough as it is. Next time, all of you will die...”
Except, there won't be a next time, buddy. I quickly give the order to Aasten to power up the shields and for Oni to target their weapons systems. They have enough lasers popping out of their hull to overpower our shields and do some damage. We need them to come down as quickly as possible.
I know they have a transporter unit. Instead of fighting them on our ship, I decide to send Mort and Shelton to their ship first, as they are already loaded into the teleport bay and the other crew is not as prepared. Unfortunately, the plan doesn't work as intended. They don't divert their boarding crew to fight ours, instead they send their boarders over anyway!
Mort and Shelton are making quick work of their Engineering crew in the Shield Bay. Meanwhile, their two expert Mantis boarders have popped into our weapons suite and are taking the fight to Oni and Zerimar. They have the edge in this battle. I order our new Slug crewman, Rynhart, forward, to join the fight. Before he can get there, Oni and Zerimar have taken several sharp blows and must be evacuated to the Med Bay for attention. Just as Rhynhart arrives to relieve them, the two Mantis boarders unexpectedly pop out, beaming back over to their own ship.
Mort and Shelton have made short work of one of the two enemy crew and the second is taking an absolute beating. The Mantis boarders were clearly coming back to their ship to aid in the fighting.
The Arty Beam fires, cutting an ugly, blistering line across the Mantis ship, killing one of the freshly returned Mantis boarders and injuring the second to near-death.
Everyone is bloodied has taken damage, but Mort and Shelton have a little bit more left in the tank than their opponents. Brutally, Shelton smashes the injured Mantis's head into the Shield Generator's base, and his body goes lifeless. Mort skewers the remaining Human engineer and just like that, there are no remaining enemy crew. The ship is ours, intact, and the increase in salvage is surprisingly worth while.
Everyone rotates into and out of the Med Bay, returning to maximum health.
We finish collecting our salvage haul and jump out, towards the exit-beacon.
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- Posts: 205
- Joined: Sun Nov 10, 2013 8:09 am
Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 8
There is nothing here, save for vast swirls of gas-reflecting rays from a distant sun.
Jumping out.
There is nothing here, save for vast swirls of gas-reflecting rays from a distant sun.
Jumping out.
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- Posts: 205
- Joined: Sun Nov 10, 2013 8:09 am
Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 9
We can't see anything through the thick gasses surrounding our ship. As soon as the FTL drive charges, we prepare for the jump.
We can't see anything through the thick gasses surrounding our ship. As soon as the FTL drive charges, we prepare for the jump.
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- Posts: 205
- Joined: Sun Nov 10, 2013 8:09 am
Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 6, JUMP 10
A Mantis ship, lost in the storm, hails us, “Sensors are out. We have no local telemetry. We take yours instead!” Their weapons begin powering up.
Shields, drones, and weapons up. Time to dance.
This time, we wait for their boarding party. We will fight them on our ship, patch up and then assault theirs if it still looks like it is holding together.
Two Mantis beam aboard our ship. Mort and Shelton jump through the door and the fight is on.
It doesn't take long before the boarding party beams back aboard their ship. This was not a fight they could win.
Their weapons power up first and fire. A single-shot hull laser and a beam weapon are no threat to our shields. A missile tube is also powered up but it shoots a single missile, which is easily swatted down by our defense system.
The Burst powers up and sends over a tight grouping, pounding their shields and taking them down. Again, just long enough for the beam-drone to make a surgical cut in their hull, destroying their door-control system.
A few moments later, the Arty Beam fires, tearing chunks of armor plate and hull off of the ship. Their weapons system has been damaged badly, as has one of their cargo bays and the shield generator has been weakened as well.
Mort and Shelton are repairing in the Med Bay, or I might send them over now to further disrupt the enemy's repair efforts.
The Burst and the beam-drone are having trouble coordinating their strikes. Two volleys from the Burst result in just minimal damage to the enemy ship. However, the Arty Beam has had time to power up again and cuts a terrible line straight down the middle of their craft, killing most of the crew, destroying the bridge, Med Bay and Teleportation modules. The Mantis craft is barely holding together.
One final volley from the Burst and the engagement is over.
We are within a single jump of the exit-beacon but we are so far ahead of the Rebel Fleet that we should be able to visit at least two more systems before needing to move ahead to the next sector.
Jumping out.
A Mantis ship, lost in the storm, hails us, “Sensors are out. We have no local telemetry. We take yours instead!” Their weapons begin powering up.
Shields, drones, and weapons up. Time to dance.
This time, we wait for their boarding party. We will fight them on our ship, patch up and then assault theirs if it still looks like it is holding together.
Two Mantis beam aboard our ship. Mort and Shelton jump through the door and the fight is on.
It doesn't take long before the boarding party beams back aboard their ship. This was not a fight they could win.
Their weapons power up first and fire. A single-shot hull laser and a beam weapon are no threat to our shields. A missile tube is also powered up but it shoots a single missile, which is easily swatted down by our defense system.
The Burst powers up and sends over a tight grouping, pounding their shields and taking them down. Again, just long enough for the beam-drone to make a surgical cut in their hull, destroying their door-control system.
A few moments later, the Arty Beam fires, tearing chunks of armor plate and hull off of the ship. Their weapons system has been damaged badly, as has one of their cargo bays and the shield generator has been weakened as well.
Mort and Shelton are repairing in the Med Bay, or I might send them over now to further disrupt the enemy's repair efforts.
The Burst and the beam-drone are having trouble coordinating their strikes. Two volleys from the Burst result in just minimal damage to the enemy ship. However, the Arty Beam has had time to power up again and cuts a terrible line straight down the middle of their craft, killing most of the crew, destroying the bridge, Med Bay and Teleportation modules. The Mantis craft is barely holding together.
One final volley from the Burst and the engagement is over.
We are within a single jump of the exit-beacon but we are so far ahead of the Rebel Fleet that we should be able to visit at least two more systems before needing to move ahead to the next sector.
Jumping out.