GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH (Inactive)

Game Master Black Dow

ΔDVENTURE, INCIDENT & INTRIGUE ΘN ΔBSΔLΘM STΔTIΘN! GΔNG-WΔRFΔRE, CΘRPΘRΔTE CΘNFLICT & ΔNCIENT THREΔTS CΘLLIDE IN THE DEPTHS ΘF PΔCT WΘRLD SPACE.. ΔND BEYΘND…

“The bounties of space, of infinite outwardness, were three: empty heroics, low comedy, and pointless death.” ― Kurt Vonnegut, The Sirens of Titan

CURRENT MΔP: HΘSTILE WITNESSES!

SUNRISE MΔIDEN SCHEMΔTICS


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Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Pretty sure all weapons only fire in their arc, with the exception of turrets, which can fire in any arc.


My bad. Core Rule book page 320: "The attacking starship can fire a weapon against only ships in the same arc as that weapon" - ignore the torpedo launch (for now...)


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

From my study of Western literature I believe the expression is "Give um both barrels." Noah says from the piloting console.


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Nipper takes a bearing on the enemy ship and lets off a salvo:

Light Particle beam (turret): 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11

But the new ship's controls give him a some trouble. "Blast it! This interface is going to take some getting used to."


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon with not much to do at the moment takes control of the gyrolaser (front arc?).

Shootem: 1d20 + 3 ⇒ (20) + 3 = 23

dmg: 1d8 ⇒ 6
dmg: 1d8 ⇒ 8

Critical Damage Effect?: 1d100 ⇒ 1

I'm a little lost at the moment, are we in the gunnery phase if so.. action as above? If not.. i guess just ignore it all? Also i have no idea what way our ship is facing, figured toward the enemy so chose the front arc weapon.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Nope - we are facing away so you are using the flack thrower which does 3d4.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Flack Thrower: 3d4 ⇒ (4, 3, 4) = 11
Flack Thrower: 3d4 ⇒ (3, 2, 1) = 6

Thanks noah!


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed bounces in the Captain's chair looking very excited if uncertain what exactly is going on!


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Yup - we're in Gunnery Phase of Round 1. Long day been had - will post upon the morrow! Will try and make the phases more clear - perhaps similar to the initiative headers I do for normal combat.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Space combat is so slow in this game due to the phases that many on-line players skip it entirely. There are rule sets to speed it up but I have not looked them over.


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Didn't Paeon already act this turn? We don't get an action each phase, right?


Correct you don't get an action per phase. I'm going to hand-wave Paeon's potential double-dip as its 1. Been a shambolic start to the combat thanks to me 2. Its a Crit (and adds some serious spice to the combat :)

Paeon rips into the Eoxian vessel with the Maiden's Flak Thrower. The artillery weapon proves too much for the shields and ribbons into the cadaverous hull of the Rictus...

1d100 ⇒ 59
Weapons Array Effected: 1=Forward; 2=Port; 3=Starboard: 1d3 ⇒ 1 (heheh)

... causing the vessel to spark and flare at its fore!

Noah:

Your scanning information detects that Flak Throwers damaged has caused critical damage to the Iron Rictus' Forward Weapons Array (which is now glitching) (Operates at -2 until fixed)


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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: -
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7 (Forward Weapons Array Glitching)
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ROUND 2 Initiative Piloting Roles:

NOAH2: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
IR: 1d20 + 8 ⇒ (16) + 8 = 24

R2 INITIATIVE ORDER: IRON RICTUS (24), SUNRISE MAIDEN (13)
SHIP PHASE (Bold is current)▸ Maiden Engineering; Maiden Helm; Maiden Gunnery; IR Engineering; IR Helm; IR Gunnery
R2 CREW ACTIONS (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Maiden Up!


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Hmm. Did not understand you were rolling my piloting but will go with it. The map looks skewed. Maybe it got moved by someone? I think our best chance it to run hard keeping our flack thrower ready for those torpedos we know will be on their way. Can we move forward our full move (off the current map)? Noah will begin evasive maneuvers too.

Piloting, EM DC 15: 1d20 + 10 ⇒ (18) + 10 = 28


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed is slightly shaken, but stirred by a successful assault on the Iron Rectum. They're too fast to outrun and I don't want to have them hammering our rear while we're running. Target their engines. If we can slow them, we'll have a better chance to run!


@Noah - rolled the Piloting Check for initiative to speed up the process - wasn't trying to remove you from the step or anything chief. Yeah can move off the map - will effectively just recycle it as the chase plays out

Remember while running is absolutely an option, they have zero shields on their rear (at present) so are open to direct hull damage from any weapons you bring to bear.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We lost piloting so they move first. In the RaW there is no likelihood that we can fire at their real shield when we move first. On a good hit our weapon brings down a shield and does little else. But they can balance and restore shield energy before we fire again anyway. I have to admit that I have no idea how the new rule set you want to use works so I might be missing something. My actions are based on the rules I know. And under those rules I am certain my tactics are sound. We run/evade when we loose piloting checks and close and fight when we win. We should win 55-60% of the time.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20
Noah 2.0 wrote:
We run/evade when we loose piloting checks and close and fight when we win. We should win 55-60% of the time.

other than Noahtoo sounding a little bit like C3PO- "Odds of survival in a head-on attack are 3,720 to 1!" ;) What he's saying makes sense to me.


Ok. I'm going to run the pbp space combat as written as there's too much back and forth on the merits and lack thereof. Easier for everyone if we just run as published - if it takes a month to complete a combat then c'est la vie.

So.. Ignore my R2 Post above. See my R2 MkII below

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: -
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7 (Forward Weapons Array Glitching)
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ROUND 2

SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

GMBD's Rolls for Rictus:

Engineering Patch of Forward Weapons Array DC14: 1d20 + 7 ⇒ (18) + 7 = 25

As you ponder any Engineering actions, the Maiden's sensors note that the Iron Rictus' forward weapon array has been successfully fixed and is no longer operating at sub-par.

MAIDEN's ENGINEERING up next please. If no-one is acting in that capacity we'll move onto Helm phase and Piloting checks...


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

finally got a chance to update, been really busy with training! Startoad will waits for gunnery if he can.


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

The Cadaver Cruiser quickly outmaneuvers Ed's ship and his bravery fades again. Run Away! Run AWAY! he belatedly orders as Noahtoo hits the burners. Nipper, use the computer assist! Tighten up your seat so you don't swivel so much, he encourages. Assist Nipper: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon will just chill until we are in range to fire again


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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: -
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7
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[ROUND 2 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Knowing the Rictus will turn soon enough, Noah heeds Ed's frantic cajoling and punches the Maiden forward, executing a series of evasive manoeuvres as she goes (am running with Noah's earlier Piloting decision and roll as its savvy) - full move + evasion.

In response the Iron Rictus does not follow, but ominously flips in position (Turn in Place) to face front against the Maiden...

DAWN's dulcet tone filters through your collective comms;

<ATTENTION ALL CREW. SENSORS INDICATE THE WEAPONS SYSTEMS ON THE IRON RECTUM ARE BEING PRIMED.>

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: - CONDITIONS: Evading (+2 circumstance bonus to its AC and TL until the start of the next round)
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7
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[ROUND 2 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Gunnery Up chappies. Map updated.


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Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

"I'm doing my best here Ed. I don't think the ship designers had my people in mind when they built her. My feet can't even reach the deck."

Nipper calibrates the targeting computer for the turret, taking into account the slightly long range:

Particle Beam: 1d20 + 3 + 2 + 1 + 2 - 2 ⇒ (18) + 3 + 2 + 1 + 2 - 2 = 24 (I think that's right (piloting+dex+ship bonus+Ed aid-second range increment)

Damage: 3d6 ⇒ (5, 5, 4) = 14


Behind GMBD's Iron Curtain:

1d100 ⇒ 43 Weapons Array 1d3 ⇒ 3 Starboard.

Even at distance Nipper's aim is true and turret's Particle Beam scythes through the Cairncarver's front shields and rents the hull! Sparks flair up across the enemy ship's starboard side...

<ATTENTION! ATTENTION! SENSORS INDICATE THE STARBOARD WEAPONS SYSTEMS ON THE IRON RECTUM ARE GLITCHING. GOOD SHOOTING FINGERNIPPER!>

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SHIP STATUS
Sunrise MaidenSHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: 0/55; CT: 11; CONDITIONS:Evading (+2 circumstance bonus to its AC and TL until the start of the next round)
Iron RictusSHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: Starboard Weapons Array Glitching (-2 penalty on that arc's gunnery checks until fixed)
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[ROUND 2 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Remaining Maiden crew to go... if they wish to act... Map Updated with forward arcs displayed.


Not much the Maiden's other gunners can do at present. Flak Thrower can't fire beyond Short Range (% Hexes)

Though damaged the Cairncarver is far from toothless, and returns fire with its forward Light Particle Beam...

Forward Light Particle Beam vs AC15 (13+2): 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage: 3d6 ⇒ (1, 4, 4) = 9

... frying the Maiden's aft shields.

From the vessel's maw the 2nd Gunner launches a plasma torpedo;

(Forward) Light Plasma Torpedo Launcher vs TL15 (13+2): 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8

However it fails to acquire a target lock and buzzes through the surrounding space like an explosive hornet.

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A6; HULL DAMAGE: 0/55; CT: 11; CONDITIONS:
Iron Rictus▸ SHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: Starboard Weapons Array Glitching (-2 penalty on that arc's gunnery checks until fixed)
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[ROUND 3 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R3 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

As the Maiden absorbs the brunt of the Cairncarver's potent weaponry, DAWN continues her play-by-play:

<ATTENTION CREW. AFT SHIELDS ARE AT 60% CAPACITY. PLASMA TORPEDO HAS NOT ACQUIRED TARGET LOCK...>

Engineering Phase is go.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad screws as the ship is hit. He goes to the console and begins punching in buttons and to divert power to the aft shields.

engineering: 1d20 + 8 ⇒ (6) + 8 = 14


Startoad's efforts prove successful as he reroutes auxiliary power to restore some of the Maiden's aft shield integrity.

Meanwhile onboard the enemy vessel, dead flesh attempts to mend broken systems;

Engineering Patch DC13: 1d20 + 7 ⇒ (14) + 7 = 21

<AFT SHIELDS ARE AT 65% CAPACITY. ENEMY VESSEL HAS MENDED ITS GLITCHING WEAPONS SYSTEM>

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A9; HULL DAMAGE: 0/55; CT: 11; CONDITIONS: -
Iron Rictus▸ SHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: -
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Noah2 Piloting - Initiative: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Deader Piloting - Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
So in a tie the pilot with the lowest amount of Skill Ranks in Piloting loses. Noah has 3, Johnny Rotten has 2, so Rictus moves first...

Ominously the Cairncarver glides forward and closes the gap between both vessels...

[ROUND 3 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R3 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Sunrise Maiden HELM PHASE is up...


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Faster, Noahtoo! They're closing! Keep shooting, Nipper. You've got them now! Ed encourages. Assist Nipper: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

First, both ships not facing a hex side . That needs to be corrected. Second, I think the Rictus has moved and we are up, correct?


Map that needed correction is now corrected...

Galactic Master Black Dow wrote:


So in a tie the pilot with the lowest amount of Skill Ranks in Piloting loses. Noah has 3, Johnny Rotten has 2, so Rictus moves first...

Ominously the Cairncarver glides forward and closes the gap between both vessels...

Sunrise Maiden HELM PHASE is up...

You are correct in reading that the Rictus has moved. As stated above HELM Phase of Sunrise Maiden is up.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Not completely ignoring his captain, Noah knows the best way to get away from the faster ship is to disable it. So he comes about hard to port and maneuvers behind the enemy providing a targeting solution for both the turret and the flack thrower. I suspect their rear shield is still weak. Light them up gentlemen. He encourages.


@Noah: Just checking that you're conducting the Fly action and not a Maneuver? If latter I'll need a Piloting check (remember my rolling of Piloting checks is just for initiative only)


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Right. Just flew. No maneuvers this time. Could have flipped and burned but did not want to fly through the enemy hex as iirc that is a more difficult check. Hopping I do not need any evasion this round as they should not be able to target us.


[ROUND 3 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

Outmanoeuvred by Noah's deft flying, you swear you momentarily hear the hissed frustration of Kaptain Kul-Ancs...

Light Plasma Torpedo Launcher vs TL15 (13+2): 1d1d20 + 7 ⇒ (17) + 7 = 24

Then the previously launched Plasma Torpedo acquires a lock and speeds toward the Maiden...

DC24 Gunnery Check @ +8: 1d20 + 8 ⇒ (16) + 8 = 24

... however just before the torp impacts, Paeon activates the Vagabond's Flak Thrower and it destroys the projectile!

[R3 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Maiden's GUNNERY PHASE up. Nipper you have the benefit of Ed's encouragement! (+2 bonus). Have at it chaps!


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I think i am in range, 5hexes to atack with the flak thrower

After deflecting the assualt Paeon lines up to fire again,

Pew: 1d20 + 3 ⇒ (10) + 3 = 13
hit?: 3d4 ⇒ (4, 4, 1) = 9


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Was not aware that previously launched torps could try to acquire lock. You sure that is a thing? I must admit to just not recalling this one. But I have never seen it.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5
Paeon Tel'domah wrote:

I think i am in range, 5hexes to atack with the flak thrower

After deflecting the assualt Paeon lines up to fire again,

[dice=Pew]1d20+3
[dice=hit?]3d4

Yep. You are in range. That was the plan. :) I think there are some gunnery bonuses this round. The ship gives +1 to two rolls each round and iirc they are going to guns.


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

The ship has a flat +1 bonus to piloting checks as well.

"Let's light these deadites up!"

Turret firing solution: 1d20 + 3 + 2 + 1 + 2 ⇒ (4) + 3 + 2 + 1 + 2 = 12 Don't think that's going to cut it...


Noah 2.0 wrote:
Was not aware that previously launched torps could try to acquire lock. You sure that is a thing? I must admit to just not recalling this one. But I have never seen it.

Its not. Dramatic GM licence invoked lol. I misread the missed launch weaponry conditions. No harm no foul.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

not sure I can add anything currently during gunnery. Both weapons have already shot.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

oh yeah, only two weapons with rear facing. You could surge the aft shields, but I think that's next phase.


Both of the Maiden's weapons fail to land upon the Cairncarver, save spoiling the paintwork further...

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A9; HULL DAMAGE: 0/55; CT: 11; CONDITIONS: -
Iron Rictus▸ SHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: -
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

[ROUND 4 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

Iron Rictus Engineering (Divert - Weapons Boost) DC13: 1d20 + 7 ⇒ (2) + 7 = 9

Engineering Phase Actions Up (if you have any?)


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Divert power to shields perhaps? By my math that could allow us to restore our aft shields.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad continues to make strange sounds as he focuses to restore shields as quick as possible.

engineering: 1d20 + 8 ⇒ (10) + 8 = 18


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Aim for the cold red lights of their eyes, Nipper! Ed encourages. Assist Nipper: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13

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