GM Mawgrim's Dead Suns campaign (group A)

Game Master Mawgrim

Combat maps: Google Slides Link :: Loot list: Google sheets link
Current ship: Hippocampus, tier 1


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Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

The site ate my post!

"I am only really experienced at performing the duties of a science officer I am afraid Valorus but I could try my hand at other positions."


N Male Ysoki | Mechanic 1 | SP 7/7 | HP 8/8 | RP 4/4 | EAC 14, KAC 15 | Fort +3, Ref +5, Will +0 | Init +3 | Darkvision, Perception +4 | Speed 30ft | Conditions: none
Skills:
Bluff +4, Computers +11, Engineering +9, Perception +4, P. Science +7, Sleight of Hand +7, Stealth +9

Patches scratches the underside of his chin, his fur looking even more rumpled than usual. "Put me on the engines or the computers. I can probably use one of the guns, but I'd rather let one of you bigwigs handle that."


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

"I'll take the captain's chair, assuming that you don't mind listening to me."


ok, so the current roles (as people have volunteered) are
Captain: Artemis
Pilot: -nil-
Engineer: Patches or Valorus
Science officer: Krevlor, Patches, or Valorus
Gunner: Darshe or Patches.
I’ll give one more day for Nina to volunteer a position before I set her as a passenger. And someone should step up to pilot the ship - remembering that Piloting is not a trained-only skill, so anyone can technically do so.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

If we don't have a pilot, I am trained, but I only have +5.


N Male Ysoki | Mechanic 1 | SP 7/7 | HP 8/8 | RP 4/4 | EAC 14, KAC 15 | Fort +3, Ref +5, Will +0 | Init +3 | Darkvision, Perception +4 | Speed 30ft | Conditions: none
Skills:
Bluff +4, Computers +11, Engineering +9, Perception +4, P. Science +7, Sleight of Hand +7, Stealth +9

"Take orders from a technological being with an indeterminate agenda? Eh, I've done weirder." Patches snickers as he fiddles with some of the ship's on-board equipment.

That's better than mine! I have Computers +11 and Engineering +9, so put me wherever I'll be most useful.


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Darshe shrugs, not caring much one way or the other. "I've always been more of a follower than a leader. Sad but true."

Artemis is the only one who has Piloting trained, unfortunately. Is Nina still with us? In any case, I think we can survive with a crappy pilot for now. Could always invest ranks in Piloting later.


Ive spoken briefly with Nina, and her player hasn’t been available much lately for real life reasons amongst other things, so I will set her as a passenger for now - If/when she’s ready, Nina can join you all on the bridge. And yes, you can survive a less than great pilot, thanks to a lot of the stunt DCs changing in the FAQ.

Hippocampus (Tier 1) - statistics:

Small light freighter
Speed 6; Maneuverability good (turn 1)
AC 14; TL 14
HP 40; DT n/a; CT 8
Shields Basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core(s) Arcus Light (75 PCU); Drift Engine None; Systems basic medium-range sensors, crew quarters (common), mk 2 armor, mk 2 defences, mk 1 trinode computer (tier 1); Expansion Bays cargo hold, guest quarters (common), life boats
Modifiers +1 any three checks per round, +2 Computers, +2 Piloting; Complement 5 (6 max)

Current roles
Captain: -nil-
Engineer: Patches(?)
Pilot: Artemis
Science officers: Krevlor, Valorus
Gunners: Darshe
Passengers: Nina

As each of the Starfinders take a seat at one of the six stations in front of them, the HUD monitors reconfigure themselves to provide quick access to the predominant systems they would use for their chosen roles. After the system checks are complete and the airlock doors are sealed, Absalom Traffic Control opens the outer door of the bay's airlock, revealing the tranquility of space on the other side, and after the doors are fully opened gives the all clear for the Hippocampus to leave the station.

The thrusters of the freighter take a couple of minutes to fire up completely, sending a subtle vibration through the entire ship as it lifts off of the hangar floor and launches forwards. As Artemis navigates the Hippocampus around and through the Armada, getting used to how the ship handles, the navigation system automatically begins setting the suggested heading and coordinates as programmed by the Stewards - a nearly two hour voyage out to the quarantine zone where the Acreon and the Drift Rock are floating.

After a short trip of weaving through the ships and other space-bound buildings in the Armada, the Hippocampus finally enters truly open space and Absalom Station retreats behind the group. About an hour into the journey, a cursory glance at the ship's sensor array reveals that a small ship has broken away from the Armada and appears to be following the Hippocampus, closing in on an intercept course. Strangely though, the other ship's transponder does not appear to be working and it is not broadcasting any identification codes.

Artemis, can you make sure you are signed up to the roll20 game for map stuff, as you will be the one moving the ship around :) Valorus and Patches, I hope you don’t mind the roles I’ve put you into. You’ll have the opportunities to swap roles at any time as you need.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

I am getting a "not authorized" message when I click on the Roll 20 link.


Hmmm, odd. I'll check the link when I get home from work.


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

"No transponder or ID codes? That can't be a good sign," Darshe grumbles, sitting up from his relaxed position. He flips a few switches on the weapon controls, having not expected to actually use them. Not that he wanted to... though the prospect was a little exciting. "Well, let's figure out what they want."


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlor begins scanning the approaching ship and opens up a comm line. "Unidentified vessel, your transponder is malfunctioning. Break off your current course and affect repairs. If you fail to do so we will assume you are a pirate and defend ourselves."
Computers Check to Scan: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27


@Krevlor: you're not currently in ship combat and the basic mid-range sensors are currently out of range of the other ship, but when it begins you can use that roll for your action during the Helm phase.

Attempting to hail the intercepting ship is met with a sinister silence in communications as whoever is piloting the other vessel refuses to respond, choosing only to continue to close on the Hippocampus. A tense few minutes threatens to expand into eternity before several alarms on the bridge blare loudly - not only is the mystery ship armed, but its targeting systems are now locked onto the Hippocampus.

Entering ship combat

GM Stuff:
Starting distance: 3d6 + 5 ⇒ (5, 2, 6) + 5 = 18
Enemy piloting check: 1d20 + 14 ⇒ (17) + 14 = 31

Round 1
Trinode computer bonuses (+1) remaining: 3/3

Current roles
Captain: -nil
Engineer(s): Patches
Pilot: Artemis
Science Officer(s): Krevlor, Valorus
Gunner(s): Darshe

Current phase: Engineering/Helm (combined)

In order to speed up ship combat a bit, i'll combine the first phases, but the Engineering phase will resolve first as per the red/green dots on the map. Artemis, you will need to exceed 31 to win initiative this round, otherwise you get to move first.


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

Valorus starts to use his computer to target the enemy's weapon system after the alarms go off. Hopefully they can knock it out and then he can target the engines.

Computers: 1d20 + 7 ⇒ (11) + 7 = 18


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Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

Piloting Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

"<<Hang on!>>" shouts Artemis over the shipboard comms as he begins trying to juke and list lazily to the left.

Piloting vs. DC 12: 1d20 + 7 ⇒ (14) + 7 = 21

Increase our TL and AC by 2 for this round. I've also made my move on the map. Man, our turn radius is amazing!


Patches' action as engineer will still occur as if the ships were at their respective dots. I've also fixed the map back up as one of the tiles had moved, and put the dot back onto the PCs starting position for reference :)

Listing the Hippocampus in an evasive starboard turn, Both Valorus' and Krevlor's hands fly across their HUD's as they access varying systems. The shirren manages to assist the weapons system target the engines of the approaching enemy ship, while Krevlor starts to scan the enemy vessel in order to get its vital statistics.

Basic information: 1 living crew on board, Death's Head Necroglider - tiny interceptor, speed 12, perfect maneuverability.
Defenses: AC 17, TL 17, 30/30 Hull points, basic 20 shields (5 in each quadrant), 70 PCU
Weapon 1: Gyrolaser (forward mounted)
Weapon 2: Light EMP cannon (forward mounted)

Both ships are now in each others forward arc. There are 3/3 trinode computer bonuses (+1) remaining for use. I'll give another day or so for Darshe and Patches to have their turns before moving the combat forwards.


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

"I've always wanted to do this..." Darshe remarks as he manipulates the targeting controls, attempting to line up the reticle with the assistance of the ship's integrated control module. His heart pounds with excitement as he fires on the necroglider with the Hippocampus's laser cannon, perhaps a bit too enthusiastically.

Gunnery Check (Computer Bonus): 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11


GM Stuff:
Enemy attack w/ snap shot, EMP cannon: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10

As the two pilots come into range of one another, each of the ships fire their weapons. Darshe's HUD displays no hit against the smaller craft, and the diagnostics of the Hippocampus indicate no damage to the ships shields in return.

Darshe attacks the interceptor and misses. The enemy vessel attacks the Hippocampus and misses.

Round 2
Trinode computer bonuses (+1) remaining: 3/3

Current roles
Captain: -nil
Engineer(s): Patches
Pilot: Artemis
Science Officer(s): Krevlor, Valorus
Gunner(s): Darshe

GM Stuff:
Enemy Piloting initiative check: 1d20 + 14 ⇒ (14) + 14 = 28

And on to round 2 :) Artemis, you will need to exceed 28 to win initiative this round, otherwise you get to move first. I have moved the starting position dots for both ships.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

My max piloting is 25.

Artemis continues his evasive maneuvers, ending so close that the group can almost see into the other ship's windows.

Evasive! DC 11: 1d20 + 7 ⇒ (8) + 7 = 15


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

Valorus, too, also keeps up his steady pace with keeping the systems targetting the weapons.
Computers: 1d20 + 7 ⇒ (9) + 7 = 16


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

"Damn. Well, how about this then?" Darshe mutters as he switches over the coilgun and opens fire.

Gunnery Check (Computer Bonus): 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Hot damn. :P


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

"Valorus seems quite competent at this. If we turned to get the vessel in our forward arc I could fire the other weapon perhaps?"

Computers to Target Enemy Weapons: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15


The smaller ship makes a series of quick turns and conducts a swift flyby, shooting its gyrolaser at the Hippocampus' starboard side. Krevlor and Valorus both watch as the shields deplete and the warning alarms begin to sound, indicating that the hull has taken damage. Darshe attempts to return fire, but the shots from the turret-mounted gun do not connect with the speeding ship.

GM Stuff:
flyby, dc 16: 1d20 + 14 ⇒ (15) + 14 = 29
attack (gyrolaser) w/ snap shot: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 attacking starboard arc with forward arc
damage: 1d8 ⇒ 6

Round 3
Current roles
Captain: -nil
Engineer: Patches
Gunner(s): Darshe
Pilot: Artemis
Science Officer: Krevlor, Valorus

Current Ship Status
HP
39/40
Shields Basic 20 (5/5 forward, 5/5 aft, 5/5 port, 0/5 starboard)
Systems All fine

GM Stuff:
Enemy piloting initiative: 1d20 + 14 ⇒ (5) + 14 = 19

Artemis, you will need to exceed 19 to win initiative for this round.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlor carefully redirects power from the other shield facings to the starboard.
Computers: 1d20 + 5 ⇒ (10) + 5 = 15
There should be 4 on all facings now.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

That I can do![/dice]

Piloting Initiative: 1d20 + 7 ⇒ (7) + 7 = 14 [ooc]I didn't, but I at least had a chance!

Artemis again takes an evasive maneuver while positioning the ship right in front of the fighter.

Maneuver Check TN 11: 1d20 + 7 ⇒ (4) + 7 = 11


GM Stuff:
Flyby, DC 16: 1d20 + 14 ⇒ (13) + 14 = 27

As Artemis circles the Hippocampus closer to the enemy ship, the interceptor performs a flyby. As it rockets past the larger ship the alarms blare that the enemy's weapons are readying another attack. Krevlor manages to reconfigure the shielding systems of the freighter, and evenly redistributes power between all of the shields to even them out again.

Current Ship Status
HP 39/40
Shields Basic 20 (4/5 forward, 4/5 aft, 4/5 port, 4/5 starboard)
Systems All fine

Darshe, Valorus and Patches can still take their turns, with any actions that Patches takes being resolved first as if the Hippocampus is at the green dot :)


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

"Come on, damn it, throw me a bone here..." Darshe mutters, evidently speaking to the ship. He takes another shot at the necroglider with the Hippocampus's coilgun.

Gunnery Check (Computer Bonus): 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

While Krevlor redirects the shields, Valorus continues the only thing that he really can do, which is keep the targeting system focused on the weapons. Computers: 1d20 + 7 ⇒ (18) + 7 = 25

Could I cast Supercharge weapon on the weapons that Darshe fires? Asking for future rounds.


Ok, so with no word from Patches for a couple of weeks, I'm going to start botting his actions for the remainder of the ship combat or until he returns, whichever comes first. Valorus: unfortunately supercharge weapon will have no effect in starship combat as you would need to touch the weapons and they are on the outside of the ship

Patches action: Divert (shields): 1d20 + 9 ⇒ (13) + 9 = 22
Redistributing 3 points of shields to rear, port, and forward arcs.

GM Stuff:
Enemy attack (gyrolaser) w/snap shot: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
damage: 1d8 ⇒ 1 targeting aft arc with forward weapons

Patches snaps out of his fugue and starts hurriedly tapping away at the console in front of him, redirecting CPU power to the shields and restoring them. The two ships trade more weapon fire, but neither of them take any damage as all weapons fail to hit their targets.

Round 4
Current roles
Captain: -nil
Engineer: Patches
Gunner(s): Darshe
Pilot: Artemis
Science Officer: Krevlor, Valorus

Current Ship Status
HP
39/40
Shields Basic 20 (5/5 forward, 5/5 aft, 5/5 port, 4/5 starboard)
Systems All fine

Patches' action: Divert (weapons) DC 11: 1d20 + 9 ⇒ (19) + 9 = 28
All 1's on weapon dice for this round are treated as 2's.

GM Stuff:
[dice=Enemy piloting initiative]1d20+14[/dice

Enemy has rolled a 27 on its initiative, so Artemis you can move your ship first. You can also choose to assume the captain's role and use the Glide minor crew action to move at half ship speed at the cost of increasing the number of hexes to turn by 2. It just means that you won't be able to do any stunts like Flyby or Evade, but can instead use Taunt/Encourage/Demand. The choice is yours :)


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Darshe opens fire yet again, and yet again his shot misses, hitting only the dark vastness of space. Groaning audibly, he looks over his shoulder at the rest of the bridge.

"Anyone else want to give this a shot? I can't pin the damn thing down."

Gunnery Check (Computer Bonus): 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

Artemis continues to evade.

Quick question about the movement if your ship: is it supposed to be able to turn more than 90 degrees on a turn? I ask because looking at your arrows, it's first turn should have only gone to the left front hex face, but you moved it to the left back hex face.

Evasive! DC 11:: 1d20 + 7 ⇒ (14) + 7 = 21


The enemy interceptor has perfect maneuverability, meaning that it can turn two hexes for every hex of movement it takes.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

Fair enough!


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

"We do have two guns Darshe so I'll get on the other one."

Light Laser Cannon Computer Bonus: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage: 2d4 ⇒ (1, 1) = 2 Thanks to Patch it'll be 4


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

Computers to Target Lock Weapons still: 1d20 + 7 ⇒ (5) + 7 = 12

{Should I switch to their engines instead? Perhaps if we hit that it will slow them down from us.}


With Valorus targeting the smaller ships computers, and Patches' actions to divert some of the auxiliary power to the Hippocampus' weapons, Krevlor switches the console in front of him to a targeting system for the forward-mounted light laser cannon.

GM Stuff:
Piloting (flyby): 1d20 + 14 ⇒ (1) + 14 = 15 Failed
Attack (gyrolaser) w/snap shot: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17 Hit
Damage: 1d8 ⇒ 4

The interceptor makes a poor attempt to perform a flyby, but some expert flying from Artemis causes the smaller craft to whiz past without shooting. This allows for the gunners aboard the Hippocampus to make a parting shot at the interceptor as the two ships trade weapons fire at one another.

Either Darshe or Krevlor can go ahead and make an attack of opportunity against the enemy craft :) I'll factor all the shots taken at the same time.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

I'll leave it for Darshe, he has control of the more potent gun


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Frustrated by his continued missed shots, Darshe is overeager in his attempt to take advantage of the interceptor's sloppy maneuvering, and ends up missing yet again. The soldier has to physically restrain himself from slamming his head against the console.

Gunnery Check: 1d20 + 3 ⇒ (1) + 3 = 4


Shame about the bad dice luck there :(

The two ships trade their gunfire as they swoop around one another, with Krevlor's HUD lighting up with a direct hit against the smaller ships forward shields. Valorus watches the frontal shields of the Hippocampus begin to deplete as the enemy's gyrolaser tears across them in similar fashion.

Darshe misses with his attacks, but Krevlor hits and deals 4 damage to the enemy ship's forward shields. The enemy ship attacks (rolls made in previous post) and hits, dealing 4 damage to the Hippocampus' front shields.

Round 5
Current roles
Captain: -nil
Engineer: Patches
Gunner(s): Darshe, Krevlor
Pilot: Artemis
Science Officer: Valorus

Current Ship Status
HP
39/40
Shields Basic 20 (1/5 forward, 5/5 aft, 5/5 port, 4/5 starboard)
Systems All fine

Patches Divert (shields) action, DC11: 1d20 + 9 ⇒ (17) + 9 = 26 Success, restoring 3 points to front shields.

Furrowing his brow, the ysoki mechanic works furiously on his console to divert power to restoring the shield capacity in the front section of the ship.

Shields (now) Basic 20 (4/5 forward, 5/5 aft, 5/5 port, 4/5 starboard)

The enemy vessel appears to shift its trajectory, moving in a slow gliding arc around the Hippocampus.

Enemy vessel will be going on 14. Artemis you're up and on a 15 or higher I will move the enemy vessel first.


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

Piloting: 1d20 + 7 ⇒ (10) + 7 = 17 Holy ACOW, I won! *does Snoopy Dance*


Nice roll!

The enemy interceptor carries out a lazy glide around the Hippocampus, maneuvering its weapons into a broad arc.

Artemis you may move the Hippocampus, and everyone else may make their actions also :) Going forward, in order to speed things up I can make both of the initiative rolls if that might help? It will mean I can move the enemy ship immediately if it loses, and I can let you resolve movement first if it wins initiative. Tis your call Artemis :)


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

I'm fine with that.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlor lines up another shot with the light laser cannon. "Got him. If we keep this up we they'll scurry off to the void again before long."

Light Laser Cannon Computer Bonus: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage: 2d4 ⇒ (2, 2) = 4


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Reining in his mounting frustration, Darshe holds his breath as he pivots the turret, lining up his shot, and finally, finally landing a hit.

Coilgun (Computer Bonus): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 4d4 ⇒ (4, 1, 1, 2) = 8


Max HP/SP: 16/14 | EAC: 12; KAC: 13 | Init +5 | Fort: +1; Ref: +4; Will: +4

"We don't have to kill them, just drive them away so we can finish our mission!"


I will give Valorus a chance to post his action, and I’ll move game forward to next round tomorrow morning on way to work.


Male Shirren Technomancer 2; Stamina 12/12, HP 16/16, resolve 5/5, Fort +1, Ref +2, Will +4, EAC 13, KAC 14; Spells left: 1st (3) Cache (1)

{Changing the target system to the engine. That might slow them down.}

Computers: 1d20 + 7 ⇒ (6) + 7 = 13


I'll go ahead and resolve all gunnery actions, however your ship still has not moved from its starting position. At this point anyone is free to move the ship to a position where both of your gunners can fire from.

GM Stuff:
attack (gyrolaser) at -2 for broad arc: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
damage: 1d8 ⇒ 1
Critical damage threshold: 1d100 ⇒ 7 Life support systems damaged (glitching).

Both life support and engines are glitching.

With the Hippocampus in firing range of the smaller ship, Valorus targets the smaller ship's engines. Krevlor and Darshe both fire at the smaller ship, each of their HUDs lighting up with direct hits, while the Hippocampus' shields remain at 100%, indicating a complete miss from the smaller ship's weapons.

Both Krevlor and Darshe hit, for a total of 12 points. As Krevlor scored a critical hit, Valorus' target system (engines) comes into effect. Nice shooting!

Round 6
Current roles
Captain: -nil
Engineer: Patches
Gunner(s): Darshe, Krevlor
Pilot: Artemis
Science Officer: Valorus

Current Ship Status
HP
39/40
Shields Basic 20 (1/5 forward, 5/5 aft, 5/5 port, 4/5 starboard)
Systems All fine

I'll post the Engineering and initiative checks for the new round tomorrow once I know where the Hippocampus is positioned at the end of last round.


Medic. FP: 0/1, Wounds 9/9. TB: 3. Armour: 4.

Krevlor focuses and keeps the pressure on the other ship firing the laser cannon again.

Light Laser Cannon Computer Bonus: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage: 2d4 ⇒ (3, 3) = 6


Human Spacefarer Soldier 2 | SP 6; HP 18; RP 4 | EAC 13; KAC 15 | Fort +4, Ref +2, Will +3 | Free Grenade: N/A

Emboldened by his success, Darshe chases the necroglider with his targeting reticle and fires another shot.

Coilgun (Computer Bonus): 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

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