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A Tactical Starship Simulation |
Part 5: Disaster!
I've hit his (full strength) rear shield, but his torpedoes detonated behind me and part of the explosion made it through shields. I've taken severe damage. Note that one of the phasers and both torpedo tubes are red, that means they've been either knocked out or destroyed. Even worse, I've almost certainly lost crew!
Time to inventory damage, it doesn't look good:
Consequences: We have a single phaser and no long range weaponry. With his shields as strong as they are, the one phaser isn't enough to use against him. I'll have to withdraw and use my phaser to shield myself from his torpedoes. Luckily, my warp drive escaped damage, so I'll have full helm control.
I immediately set a course for 060 at my max cruising speed. This will put my weak shield towards him, but it's more important that I get out of dodge to repair weapons rather then hang around and risk being phasered.
I don't have much chance against him without torpedo launchers, so I've instructed my damage control parties to concentrate on the tubes.
Sure enough, he's fired. Since I was still turning when he fired and I'm turning to course 000, there's a chance they'll miss me.
Some turns have passed. I've been dodging back and forth, and it's paid off. One of my launchers has come back online!
In the missing frames, I loaded and fired my torpedo at him while dodging his shot.
A lucky shot! My Mark VII torpedo has hit his front shield. Some of the explosion has made it to his hull. We should scan him to find out exactly what got hit.
That torpedo must have hit barracks, because it's killed 33 Klingons! It's also knocked out a phaser and his tractor beam.
I fired again, another hit!
Things are hot, I'm dodging his shots as best I can, but it's tricky.
Next: "The tables have turned."
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