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Would a short section from the perspective of the iconians be interesting?

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Total Members Voted: 12

Author Topic: SPACE MARAUDERS - Deployment time  (Read 199410 times)

forget that it's kill or be killed. Fire all weapons at the weapons bay of that ship.

If we don't destroy the ship the ship In the process of disabling it, maybe we will be able to salvage a Double A battery.

If we shoot their weapons, they might just flee, unless their engines really don't work.

Since they are using energy weapons, they probably are burning up more energy than they can generate (considering that they are recharging near a sun). Wait a bit and see if they run out of juice.

If we shoot their weapons, they might just flee, unless their engines really don't work.

Since they are using energy weapons, they probably are burning up more energy than they can generate (considering that they are recharging near a sun). Wait a bit and see if they run out of juice.
we can assume, that it is indeed on limited power.

Some ships are outfitted with slug weapons along with Lasers. I think it would be wise not to assume it's arsenal capabilities. Gigantic ships also tend not to flee.  :cookieMonster:
« Last Edit: June 04, 2013, 12:41:32 PM by TeslaCoil »

Blast out it's weapons then.

From that range it would take any kinetic shells a few minutes to get there after the energy weapons start firing.  So there may be shells coming.  Move out of the way.


wow why the hell didn't anyone support sending calvyn in

any asteroids nearby? hide behind them and bait them to shoot at you. since they were recharging, as others said, they probably have limited energy.

our shields should be enough to block any shots that hit.

wow why the hell didn't anyone support sending calvyn in

any asteroids nearby? hide behind them and bait them to shoot at you. since they were recharging, as others said, they probably have limited energy.

our shields should be enough to block any shots that hit.
Have Calvyn park his fighter in front of one of the guns.

I got it!Launch away.

: We need to disable it or something.
: Wait.
: What?
: Remember those EMP warheads you bought?
: That's it. Ensign, load an EMP warhead and fire it.



The torcreep makes its mark just as a blast from the cardalonian ship grazes the shields, and you lose a single hull point.
The cardalonian ship and it's shields are momentarily disabled. Now is the time to make a move. Keep in mind you don't want to destroy the entire ship.

imo the best decisions are:
1. send in a boarding party to disable their cannons from the inside (cut off the power, kill the operators whatever)
2. take out their cannons from afar

Send in a boarding crew.  Taking them out from afar could result in collateral damage to anything that could be scrapped..

Can we target their power relays without causing a reactor overload? If not, prepare to board and transmit an order to surrender. If they resist, send in the marines.

Can we target their power relays without causing a reactor overload? If not, prepare to board and transmit an order to surrender. If they resist, send in the marines.
Looks like it's pretty far away for potshots.

Can we target their power relays without causing a reactor overload? If not, prepare to board and transmit an order to surrender. If they resist, send in the marines.
Who is "they"