The PCs’ vessel the Narzalus and the corsair vessel the Tigris have detected one another and the battle has begun. The distance between them is two CU. The cap- tains roll their initiative scores, a command roll. They both get one six. Both their command skill levels are 3, so chance determines who goes first. The GM rolls the highest – the Tigris is first up. Both ships have an initia- tive score of 6.
TURN 1 – order phase
Both the GM and Nikodema, captain of the Narzalus,
The Tigris will have a +1 bonus for moving towards the Narzalus as well as to any attack rolls for the rest of the turn. Nikodema tests her command but fails. She chooses not to pray to the Icons for a reroll, so the PCs will not get any modifiers from Nikodema’s order.
TURN 1 – engineer phase
The EP of the two ships are now being distributed. Both are class III vessels with unmodified reactors – that means they have 5 EP each. EP distribution is done openly. The GM spends 3 EP on the pilot, 1 on the sensor operator and
TURN 1 – pilot phase
The pilots openly declare their actions, the GM going first as he has the initiative. The GM chooses to advance towards the Narzalus, and tests pilot with a +1 because the pilot follows the Attack! order given by the captain in Phase 1. The GM gets one six and moves the Tigris one segment closer to the Narzalus. The ships are now only one CU apart. Onboard the Narzalus, the pilot Jovun attempts an evasive maneuver (with no bonus). This costs 3 EP. She gets two sixes on her roll, which means that all attacks against the Narzalus suffer a -2 this turn.
TURN 1 – sensor phase
Time for the sensor operators to act. The GM is up first, and chooses to attempt target lock (1 EP) on the Narzalus. The GM tests data djinn and gets one six. There is now a lock on the Narzalus with a strength of 1. The sensor operator on the Narzalus, Sabah, immediately attempts to break the lock (1 EP), and tests data djinn with a -1 (the strength of the enemy lock). Sabah succeeds with two sixes. The lock is broken.
TURN 1 – attack phase
The GM begins, activating the Tigris’ gunner. He chooses to use the advanced accelerator cannon that costs 1 EP, and tests ranged combat with a +2 from the weapon (+1 for the cannon and +1 for the “advanced” feature), +1 for the Attack! order, and -2 for the evasive maneuver per- formed by the pilot of the Narzalus – resulting in a total modifier of +1. He is triumphant – three sixes – and spends two on them on a critical hit. The PCs test the Narzalus’ armor, but rolls no sixes. The Narzalus suffers one point of HP damage, as well as the critical damage “damaged thrusters”, giving her a -2 to Maneuverability. Now, it is time to return fire. As the PCs are fewer than five, they have equipped the Narzalus with the feature Ship Intelligence that acts as gunner, firing their accelerator cannon. It rolls for ranged combat with a +1 from the weapon bonus. This costs 1 EP. The roll succeeds, showing two sixes, and after the GM fails his armor test, the Tigris suffers two points of hull damage.
TURN 2 – order phase
The GM and captain Nikodema choose their orders
secretly. The GM has picked “Attack!” again. Nikodema chooses “Retreat!”. The GM rolls command and gets two sixes. The Tigris will get a +2 to movement towards the Narzalus and to all attacks. Nikodema rolls command, also scoring two sixes, which means that the Narzalus will get a +2 to movement away from the Tigris.
TURN 2 – engineer phase
This turn, the GM spends 3 EP on the gunner, 1 on the engineer and 1 on the sensor operator. The engineer on the Tigris uses the EP for the action “repair structural damage”, but fails the technology roll. Nima of the Narzalus spends 3 EP on the pilot, 1 EP on the engineer and 1 EP on the gunner. Nima then attempts the “repair critical damage” action, and succeeds – the thrusters are now working again.
TURN 2 – pilot phase
The GM didn’t spend any EP on his pilot, who in turn can’t perform an action. Pilot Jovun on the Narzalus chooses to obey Nikodema’s “Retreat!” order, getting a +2 to her
pilot roll. Despite this, she fails, and the distance between
the two vessels remains the same. TURN 2 – sensor phase
The GM once again chooses to try and establish a target lock on the Narzalus. He tests data djinn and gets one six. A strength 1 lock is now in place on the Narzalus, to aid the gunner of the Tigris in the coming phase.
TURN 2 – attack phase
The GM has prepared a mighty attack for the gunner of the Tigris. He chooses to launch a torpedo. He gets a +7 to the ranged combat roll (+1 for the torpedo, +2 for the “Attack!” order, +1 for the target lock and +3 for the extra EP allotted to the gunner). The torpedo is launched and hits its target. The GM rolls two sixes, inflicting three points of hull damage. The PCs test their ship’s armor and get one six, but still suffer two points of hull damage. The Narzalus, now down to three Hull Points, fires its accelerator cannon again, testing ranged combat with a +1 from the weapon bonus, and gets one six. The GM tests the armor of Tigris and gets one six – the attack doesn’t penetrate the thick duralite hull of the Tigris. The battle continues!