Children of the Empire

Game Master Talmonis


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male Human scoundrel 4/soldier 1 (Night 7)

Dunelizards...

knowledge technology: 1d20 + 9 ⇒ (20) + 9 = 29
Whoah. Ok, anything I SHOULDN'T know with a roll like that, or shall I cruise the starship entries and see if I can give my fellow pilots some intel? lol

Dark Archive

Male Human Wizard

With a knowledge roll like that, you've taken Dunelizards apart nearly blindfolded, and can put them back together in your sleep. Full entry information is available to you to strategize with.


Female Human Soldier 4 / Scoundrel 1 (Night 5)

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.

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Male Human Wizard
Kira Wyndaru wrote:

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.

Dark Archive

Male Human Wizard

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


Female Human Soldier 4 / Scoundrel 1 (Night 5)

Kira will be rolling for initiative. IIRC, I add the TIE Interceptor's Size and Dexterity modifiers to my Initiative check (or Pilot check, but they're the same)?

Initiative: 1d20 + 14 ⇒ (16) + 14 = 30


male Human scoundrel 4/soldier 1 (Night 7)

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."

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Male Human Wizard

Perallus, you recall when you last worked on a dunelizard that they have weak welding on the lower flanks. With Kira's tactics check and this knowledge, you'll treat the Dunelizards as if they had 2 armor less.


M Human Force Adept / Jedi Guardian 1/3

Initiative 1d20 + 9 ⇒ (4) + 9 = 13


Female Human Soldier 4 / Scoundrel 1 (Night 5)

"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*


M Human Force Adept / Jedi Guardian 1/3

"Night leader Night 4 copy."

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Male Human Wizard

Quote:
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*

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.


"Night 2 maintaining formation," Melgora says calmly as she checks her instruments.

Initiative: 1d20 + 10 ⇒ (16) + 10 = 26

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Male Human Wizard

Harry's Initiative: 1d20 + 7 ⇒ (11) + 7 = 18

Dark Archive

Male Human Wizard

Ok, initiative order is as follows:
Kira
Melgora
Harry
Dune 5
Ianthe
Perallus
Helrun
Dune 3
Dune 4
Dune 1
Dune 2
Dune 6

Kira and Melgora, please move yourselves on the map and take your turns.


Female Human Soldier 4 / Scoundrel 1 (Night 5)

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.


Seeing Kira jet out ahead, Melgora guns her engines to keep up.

"Night 5, Night 2. I'm on your port wing, 2 klicks. Let's light'em up."

Attacking Dune 4 with laser cannons.

1d20 + 7 ⇒ (7) + 7 = 14
3d102 ⇒ (31, 51, 44) = 126


Whoops, roll code got messed up.

3d10 ⇒ (4, 5, 6) = 15x2=30


Female Human Soldier 4 / Scoundrel 1 (Night 5)
Melgora Kormanthul wrote:
"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."

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Male Human Wizard

"Night 5, this is Night leader. Intel reports these are pirates under the flag of the "Red Scourge of Adrennas". Some offshoot that pays dues to the Zann Consortium. Assume they're well equipped and deadly."


Female Human Soldier 4 / Scoundrel 1 (Night 5)

"Copy, Night Leader."

Pity I don't have Knowledge (Galactic Lore) as a trained skill, in order to find out more about the Red Scourge of Adrennas and/or the Zann Consortium :)


M Human Force Adept / Jedi Guardian 1/3

"Copy we are outgunned so hit them harder faster and in a weak spot."

Laser Cannons1d20 + 5 ⇒ (12) + 5 = 17
Damage 2d10 ⇒ (2, 3) = 5 10

DM want to keep damage at 2d10 *2 or should we go 4d10?

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Male Human Wizard

2d10x2 or 3d10x2? I'll check it when I get home. Don't forget to add your class bonus to damage (or any other modifiers) before you multiply also.

P.S. Helrun, you jumped your turn a bit =P I need to move Dune 5, then Ianthe goes, then Perallus.


Knowledge (Galactic Lore) to find out more about the Red Scourge of Adrennas and/or the Zann Consortium:

Know(GL): 1d20 + 8 ⇒ (14) + 8 = 22

EDIT: Found some additional info on vehicles and TIE Interceptors. I'll post in Discussion to keep the IC thread readable.

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Male Human Wizard

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.

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Male Human Wizard

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.


male Human scoundrel 4/soldier 1 (Night 7)

Perallus moves up to support his squadmates and focus fire on dune 4.
"Right behind you, Night 2. Let's thin the herd."
attack, medium range: 1d20 + 2 ⇒ (19) + 2 = 21
damage if hit: 6d10 + 2 ⇒ (1, 8, 4, 7, 7, 6) + 2 = 35 X2=70

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Male Human Wizard

Dune 4 takes a solid hit from Perallus's Interceptor, and jukes to try and get out from under his cross-hairs.

70 damage -10 DR, -25 SR = 35 total damage.


Female Human Soldier 4 / Scoundrel 1 (Night 5)

"Nice shooting, Night 2." Kira says. It was indeed a nice shot: the Dunelizard got quite the nice sting, it seems.


Female Dwarf Unchained Rogue 5

Now that they had a focus, Ianthé followed Lt. Allen and fired on the same target. <"Night 6, right behind you, Night 5.">
@Dune 4, med.range: 1d20 + 3 + 4 - 5 ⇒ (11) + 3 + 4 - 5 = 13, Damage: 6d10 + 5 ⇒ (8, 10, 7, 2, 2, 9) + 5 = 43x2

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Male Human Wizard

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

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Male Human Wizard

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


Female Human Soldier 4 / Scoundrel 1 (Night 5)

Pilot: 1d20 + 12 ⇒ (11) + 12 = 23

EDIT: Oops, forgot to add the ship's Dex modifier, in which case the Pilot check should be 7 higher


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.

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Male Human Wizard

As far as I know, it's a straight up Pilot check. The initiator of the dogfight takes a -5 to their check.


Female Human Soldier 4 / Scoundrel 1 (Night 5)

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 :)


male Human scoundrel 4/soldier 1 (Night 7)

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.


Female Dwarf Unchained Rogue 5

<"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

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Male Human Wizard

Dune 6, in his haste, attempts to fly between the formation of TIE's and flies directly under Ianthe's crosshairs. A solid hit shakes the ship, damaging some systems.

72 damage - 10 DR - 25 Shields = 37 Damage.

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Male Human Wizard

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."

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Male Human Wizard

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


male Human scoundrel 4/soldier 1 (Night 7)

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


Female Dwarf Unchained Rogue 5

Ianthé follows suit, firing on Dune 6. <"Copy that.">
Attack: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8, Damage: 6d10 + 5 ⇒ (5, 1, 3, 7, 1, 7) + 5 = 29x2


Female Human Soldier 4 / Scoundrel 1 (Night 5)

"Copy, Night 7. Turn and burn."

Kira fires her laser cannons on Dune 6, determined to take some vengeance on the death of Harry's TIE Interceptor.

Attack on Dune 6: 1d20 + 9 ⇒ (9) + 9 = 186d10 + 2 ⇒ (8, 6, 10, 3, 2, 6) + 2 = 37 x2


M Human Force Adept / Jedi Guardian 1/3

Attack 1d20 + 8 ⇒ (11) + 8 = 19

Damage: 6d10 ⇒ (1, 4, 4, 5, 7, 3) = 24 x2 + 5

"Integrating interlocking fire."

Dark Archive

Male Human Wizard

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."


male Human scoundrel 4/soldier 1 (Night 7)

"Gonna be a busy day. Score one for Night Squadron." Perallus banks around and forms up on his squadron leader, preparing for docking sequence.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

<Night 6, Copy that. Coming home.> Following suit, Té turns to head back to the ship.


M Human Force Adept / Jedi Guardian 1/3

Helrun docks his ship and runs a diagnostic program.

Dark Archive

Male Human Wizard

The sight on the hangar deck when you arrive is that of extreme activity. Stormtroopers and marines march in formation into drop shuttles, while armor assets are loaded into landers. As your TIEs are locked into the overhead clamps, technicians rush to assist your egress.

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