| Kira Wyndaru |
Assuming Perallus is able to tell us stuff about Dunelizards, I'll try to see what I can do with how best to fight them, if allowed.
Knowledge Tactics: 1d20 + 9 ⇒ (20) + 9 = 29
Hopefully that gives us some Tactical advantage. :)
EDIT: Holy crap! The dice on these boards seem to be quite hot.
Talmonis
|
Assuming Perallus is able to tell us stuff about Dunelizards, I'll try to see what I can do with how best to fight them, if allowed.
[dice=Knowledge Tactics]1d20 + 9
Hopefully that gives us some Tactical advantage. :)
EDIT: Holy crap! The dice on these boards seem to be quite hot.
Yes, you will recieve a tactical benefit for the checks. I'll let you know what kind later on, most likely It will be a bonus to either your to hit or to your reflex defense against them.
Talmonis
|
One at a time, you're each loaded into the launch tubes. Lit by guide lights, and a signal officer with wands directing all actions. Your comm channel opens again, the hangar team preparing you for launch.
"All signals green Night Leader. Prepare for launch in 5. 4. 3. 2. 1. Launch!"
Each of your turns to launch come quickly. On the launch command, you're sent hurtling through the tube, bracing for the g's down the flashing gray tunnel. In seconds, you're greeted with open space, filled with the dancing green and red lights of combat.
Your HUD screams in red light, indicating that there are enemy contacts inbound.
Roll for initiative folks. For all intents and purposes, your squadron mates are ALSO dealing with their own fighters, but the 6 on the map are yours to handle. Armiger is firing at the Maurauder Frigate.
Dune 1Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Dune 2Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Dune 3Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 4Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 5Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Dune 6Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
| Perallus Alden |
initiative: 1d20 + 10 ⇒ (3) + 10 = 13
I think initiative checks are just initiative checks, Kira. Might be wrong.
Perallus opens a comm channel to his squadmates. "Night leader, dunelizards outclass us in armor and shields, but we've got a slight edge in speed and firepower and they're big targets. They also likely have hyperdrives and extensive modification."
| Kira Wyndaru |
"Night Leader, this is Night 5. Night 7 is correct. Try aiming for their lower flanks."
EDIT 1: Phew, found it: Page 169 of the Core Rulebook, under Pilot entry, for Characters in Vehicles.
EDIT 2: Of course, this is the only place where I can find adding both size modifier and ship's Dexterity modifier. Everywhere else it says to add only the ship's size modifier. I've checked the errata document that I have, and it doesn't have any changes, so *shrug*
Talmonis
|
We're just going to use the ship's size mod. Don't worry about the reroll, I'll just treat it as a 23.Of course, this is the only place where I can find adding both size modifier and ship's Dexterity modifier. Everywhere else it says to add only the ship's size modifier. I've checked the errata document that I have, and it doesn't have any changes, so *shrug*
| Kira Wyndaru |
Ok, I have moved my TIE Interceptor as my move action; I assume no check is needed for that. As a Standard action, I'm going to spend a Force Point and activate my Fool's Luck talent, getting the +5 competence bonus to skill checks until the end of the encounter. I have also updated my character sheet to reflect this.
That is the end of my turn.
| Kira Wyndaru |
"Night 5, Night 2. I'm on your port wing, 2 klicks. Let's light'em up."
"Copy, Night 2." Kira scans her instruments quickly. "Night squadron, this is Night 5. Anyone got any readings on who exactly we're fighting? Dunelizards aren't normally flown by the New Republic."
Talmonis
|
Melgora remembers that a group of mercenaries out of the Adrennas system turned to pirating after the planetary government outlawed mercenary work. They called themselves "The red scourge", and hit shipping in and out of the system. Around 5 ABY, they joined up with the Zann Consortium's criminal organization and expanded operations into open spacelanes. Considering that they are now backed with Consortium hardware, they could be very well equipped and dangerous.
The Zann Consortium however, is another matter. If ever there was a criminal organization that rivaled or outgunned the hutts, the Zann Consortium is it. Nobody knows where they're based out of, but their organization spans the galaxy. They are a danger to the Empire second only to the New Republic. Tyber Zann even stole the Super Star Destroyer known as Eclipse at one point. You know that the ISB is hunting them at every turn.
Talmonis
|
Dune 4: Attacking Melgora: 1d20 + 3 ⇒ (2) + 3 = 5
Dune 2: Attacking Melgora: 1d20 - 2 ⇒ (11) - 2 = 9
Dune 3: Attacking Melgora: 1d20 - 2 ⇒ (13) - 2 = 11
Dune 4: Attacking Melgora: 1d20 - 2 ⇒ (4) - 2 = 2
Dune 5: Attacking Kira: 1d20 - 2 ⇒ (12) - 2 = 10
Dune 6: Attacking Kira: 1d20 - 2 ⇒ (16) - 2 = 14
The dunelizards sweep in, firing at the two lead fighters. Melgora and Kira's skills, coupled with the extreme ranges being shot from keep the shots far from their mark.
Talmonis
|
Sensors are indicating that Harry's interceptor is having some kind of malfunction.
Round 2 initiative:
Dune 1Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Dune 2Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Dune 3Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Dune 4Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Dune 5Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Dune 6Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
HarryInitiative: 1d20 + 12 ⇒ (9) + 12 = 21
PerallusInitiative: 1d20 + 13 ⇒ (5) + 13 = 18
KiraInitiative: 1d20 + 12 ⇒ (12) + 12 = 24
HelrunInitiative: 1d20 + 12 ⇒ (14) + 12 = 26
MelgoraInitiative: 1d20 + 13 ⇒ (14) + 13 = 27
IantheInitiative: 1d20 + 13 ⇒ (5) + 13 = 18
Talmonis
|
The Dunelizard pilots split out of formation and hit their afterburners, pairing up against the three lead Night pilots. They come screaming into your immediate area, collision alarms blaring as they nearly ram you.
I need pilot checks from Kira, Melgora and Perallus please. They are attempting to enter a dogfight with you.
Dune 1 Pilot: 1d20 + 1 ⇒ (20) + 1 = 21
Dune 2 Assist Pilot check: 1d20 + 6 ⇒ (16) + 6 = 22
Dune 3 Pilot: 1d20 + 1 ⇒ (11) + 1 = 12
Dune 6 Assist Pilot check: 1d20 + 6 ⇒ (2) + 6 = 8
Dune 4 Pilot: 1d20 + 1 ⇒ (5) + 1 = 6
Dune 5 Assist Pilot check: 1d20 + 6 ⇒ (6) + 6 = 12
Result:
Dune 1= 23
Dune 3 = 12
Dune 4 = 8
| Melgora Kormanthul |
Pilot: 1d20 + 10 ⇒ (13) + 10 = 23 Do we need to add the ship's DEX mod to our Pilot checks, as Kira implies? If so, my result is a 28.
"Night 2. I have contact with bogies, going evasive." Melgora bites her lip and sends her Interceptor into a tight barrel-roll, relying on the machine's inherent agility as she jukes and jinks through space.
| Kira Wyndaru |
I was just going by your post in the discussion thread that we do indeed add the ship's Dex modifier to Pilot checks in addition to size modifier (my current Pilot modifier is +12 with Fool's Luck and without the ship's Dex modifier; with it, my modifier is +19). If that's wrong, then my Pilot check is 23 :)
| Perallus Alden |
Tried to post earlier, paizo went down and I got pulled away for a bit.
"Not today, boys. Dogfighting's not my style; you're gonna have to find a new dance partner."
pilot: 1d20 + 17 ⇒ (17) + 17 = 34
Perallus pulls into a short exchange with the dunelizard, faking a turn and breaking the dogfight.
| Ianthé Jack |
<"Let's show this overconfident pilot what happens when you overextend">
Seizing the opportunity to have one of the Dune Lizards stuck, Té orients on the one that had put himself too close to all of them, and fires.
Attack: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22, Dmg: 6d10 + 5 ⇒ (7, 8, 7, 2, 4, 3) + 5 = 36x2
Talmonis
|
The rush of adreneline sets your heart pounding in your ears. Time seems to slow around you, as you dance out of the way of the oncoming Dunelizard fighters. As you rocket past one another, you see a flashing warning coming from your HUD screen. Red beams lance forth from the hostile fighters, searing through the armored cockpit of Night 3. The combined firepower exploding the small fighter in a glowing ball of propellant. Harry's IFF signal goes black.
The comm channel in your helmet opens:
"Nights, this is lead. Keep up the pressure, Hammer is inbound to lend a hand. Let's make 'em pay."
Meanwhile:
The Armiger does it's best to close the distance between itself and the massive rock in space. Slow but determined, it brings it's considerable firepower to bear on the advancing Marauder Corvette. Captain Hawkwith's voice fills the secondary comm channel:
"All assault sections, this is Armiger actual. Prepare for ground assault. Intel reports a repulsor field active across the surface of the asteroid, but no oxygen. Masks and helmet units required."
Talmonis
|
Round 3
Dune 1 Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Dune 2 Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Dune 3 Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 4 Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Dune 5 Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Dune 6 Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Perallus Initiative: 1d20 + 13 ⇒ (17) + 13 = 30
Kira Initiative: 1d20 + 12 ⇒ (9) + 12 = 21
Helrun Initiative: 1d20 + 12 ⇒ (9) + 12 = 21
Melgora Initiative: 1d20 + 13 ⇒ (16) + 13 = 29
Ianthe Initiative: 1d20 + 13 ⇒ (12) + 13 = 25
| Perallus Alden |
holy crap those dunelizard init rolls. Not that skill training would matter in a fight like this, geez.
Perallus focuses his attention on the surrounded dune 6. "got him flanked, pilots. Let's burn him down."
attack, point blank: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 6d10 + 2 ⇒ (10, 2, 8, 10, 6, 6) + 2 = 44X2=88
Talmonis
|
The combined fire from all three pilots shatters the Dunelizard's defenses and causes it to explode spectacularly. To the right, two more explode as missiles streak from a pair of Hammer's TIE Bombers. The remaining dunelizards break off at maximum speed.
Feel free to take attacks of opportunity if you want.
Your main comms open again, via Commander Revik:
"Nights, return to the Armiger. We have new orders."