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Jerkmobile 001 has lost an engine and starts limping away.

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If we follow it that might bring us within range of Jerkmobile 002's guns, so instead we'll just switch fire to Jerkmobile 002. We can chase down the cripple later.
 
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Jerkmobile 002 is immobilized.

We'll polish it off (because it blocks our pursuit of the Achernar), then we'll run the Achernar down, and then come back for that cripple that's limping away.
 
Jerkmobile 002 destroyed.

Now chasing the Achernar... it's the only enemy ship visible that can still move at full speed. The remaining Jerkmobile has lost half its engines.
 
The Achernar is known to be a point defense vessel, so we closed right in to 130,000 km (still safely out of PD range) and started blasting.

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Ouch.

A to-hit chance of 50% or 60% per shot, doing five damage per hit... four points of it internal.

He won't take much of THAT punishment.
 
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One more eight-ship salvo put paid to him.

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Now we can chase down that damaged Jerkmobile that's trying to limp away at half-speed.

It's only managed to crawl 1.5 million km away.
 
There's something inherently funny about the distances.. he 'crawled' a mere 30 times the circumference of earth away...
 
Got it.

Our RADARs are again clear... nothing visible but wrecks.

I'm going to send a Collier (a ship loaded with repair parts).

There's something inherently funny about the distances.. he 'crawled' a mere 30 times the circumference of earth away...

:p
 
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So none of those three ships even had a chance to fire a gun at us, let alone a chance to hit us.
 
Two of our eight Sabres spent about a third of their repair parts on that short battle. The others, less.

We really need to address this.

We need to integrate a Supply vessel right at the squadron level. ie: part of the squadron itself.
 
A faster version of the Eyeball AWACS FAC:



Eyeball II class Fast Attack Craft 1,777 tons 43 Crew 704.7 BP TCS 36 TH 420 EM 0
11817 km/s Armour 1-13 Shields 0-0 HTK 9 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 2.53 Years MSP 448 AFR 51% IFR 0.7% 1YR 97 5YR 1,461 Max Repair 432 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 2 months Morale Check Required

1998 Magnetic Fusion Drive B-150 EP420.00 HS-14 (1) Power 420 Fuel Use 116.45% Signature 420 Explosion 15%
Fuel Capacity 350,000 Litres Range 30.4 billion km (29 days at full power)

Active Search Sensor AS101-R11 (1) GPS 3960 Range 101m km Resolution 11

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Scout for auto-assignment purposes



As fast as a Sabre. One month's fuel endurance. Enough spare parts to repair any component once. A RADAR that can see stealthed vessels.
 
How about this?



Whetstone class Fast Attack Craft 1,997 tons 35 Crew 309.6 BP TCS 40 TH 420 EM 0
10519 km/s Armour 1-14 Shields 0-0 HTK 9 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 7.18 Years MSP 3,024 AFR 128% IFR 1.8% 1YR 103 5YR 1,542 Max Repair 210 MSP
Cargo Shuttle Multiplier 3
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 2 months Morale Check Required

1998 Magnetic Fusion Drive B-150 EP420.00 HS-14 (1) Power 420 Fuel Use 116.45% Signature 420 Explosion 15%
Fuel Capacity 320,000 Litres Range 24.8 billion km (27 days at full power)

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes



Speed in the Sabre range. No weapon, but it carries 3,000 maintenance parts and the equipment required to transfer them to other ships.

In effect, a high-speed Collier.
 
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Aaaaand... they're back.

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Three more Jerkmobiles and two Achernar.

Well, if it's going to be a party we should invite some friends.

I'll send a second squadron of Sabres from Earth, so that Randakar can feel free to use up all his remaining repair parts on these guys.
 
An Armageddon!

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This was the toughest of the enemy ships that we encountered in previous battles.

Let's see if we can beat it just with Sabres.
 
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Since the raiders actually are supposed to have a planet, they probably also have Shipyards. I would not be surprised if the interval between raids is also dependant on how many ships those produce. The longer between raids, the bigger the force.

Last big engagement we saw three of those big dogs. Wanna bet there's three of them this time around, too?

And a typhos or two..
 
These sabres are really worth there weight in gold. Great job.

I love the stealth scout, I'm interested to see what they find
It becomes even more impressive when you realize that the Sabres are under 2,000 tons each, and the Jerkmobiles they hunt are over 7,000 tons each.

We have the advantage that those Sabres were designed AFTER we encountered the Jerx and got a good look at their ships.

We can't begin serial production of the Scouts until we have a free shipyard of appropriate size, of course. Building a couple of new yards now.
 
Of course the speed advantage is also *because of* the size. Those jerkmobiles waste a lot of displacement on decoy missiles for example, and that's pointless against laser FAC
 
Since the raiders actually are supposed to have a planet, they probably also have Shipyards. I would not be surprised if the interval between raids is also dependant on how many ships those produce. The longer between raids, the bigger the force.
It may be calculated on that basis; the longer since a raid, the larger the raiding force; but the fact that every Jerx squadron has the same numbering (Jerkmobile 001, etc)... means that the ships aren't being CONSTRUCTED at all. They are being spawned by a script instead.

Constructed ships are numbered in sequence, even if constructed decades apart. With the Jerx, every small group of ships starts over at 001.
 
True. Forgot about that bit.