Fall of the Void (Inactive)

Game Master Vinsomner

Galactic Map
Sector: Centuria Sector Therian Nebula
Solar System: CS-X102
Planet: III

Space Battle Map


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Male Human Diplomat (Free Agent)

"Now you're talking. Extra share if I take the shields down first try"?

1d6 ⇒ 5 shooting
1d6 ⇒ 2 WD


Game Master

Fixed the battlemap. Pilot! Rio when you want to make a move, use the arrow tool and make it green to point at the desired location you want your ship to move.

Gunners! Make sure you let me know what gun your firing each round! Just makes it easy for me to remember :) I know Linc got a heavy laser, I'm assuming you do as well Brint

Also found the clarification for rolls for unskilled attempts:

Game Rule stuff:

Unskilled Attempts
If a character doesn’t have a skill for an action he’s
attempting, he rolls a d4 and subtracts 2 from the total. Wild
Card characters still get their Wild Die for these rolls (which
are also subject to the –2 penalty). The GM may decide that
a character has no chance at a particular skill if he has no
training in it—such as performing surgery or flying a plane.

Also when shooting weapons, if your shooting skill roll is above 4, you hit: So roll for the dmg. You can reference all stats of your vehicles and weapons in the campaign info. So lincoln, you can roll your damage roll!

The AMCM flares up to life, though the missiles are still on course towards the ship for just a moment before a few spin out of control, exploding haphazardly as their prematurely detonated by the system.

Remain Missiles: 1d8 ⇒ 4

It only took a matter of seconds when the ships were on each other.

The enemies seemed to be caught slightly off-guard by Rio's maneuver, being completely open to the fire at close range from the ship's guns.

The flanking ships were suddenly entangled by your allies as they suffered laser and autocannon fire, quickly being ganged up upon.

"We got your back Sunrunners! Red Eagles always back up their words!"

Eclipse Gunners - Autocannon: 1d4 ⇒ 21d4 ⇒ 41d4 ⇒ 3
Eclipse Gunners - Autocannon: 1d4 ⇒ 41d4 ⇒ 21d4 ⇒ 4
Eclipse Gunners - 2x Missiles: 1d4 ⇒ 11d4 ⇒ 4

Remaining Missile Attacks: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (1) - 2 = -1
With Rio's piloting two of the missiles try to correct their trajectories but luckily smash into one another, exploding.

Two of the missiles strike Eclipse.
Missile DMG to Eclipse: 8d6 ⇒ (2, 2, 3, 2, 2, 6, 6, 4) = 278d6 ⇒ (3, 6, 2, 1, 6, 3, 2, 6) = 29
The hits were hard, everyone could feel the jolt of the ship as they smashed into the ship with their heavy payload.

Fresh crew always struggled to find their barrings. They seemed a bit nerve-wracked but a cheer rose up as some shots landed on the missiles. One of the missiles launched from the Eclipse struck the target with a solid blast.

Eclipse Gunners - Autocannon DMG: 3d8 ⇒ (1, 4, 2) = 73d8 ⇒ (5, 6, 2) = 133d8 ⇒ (2, 7, 1) = 10
Eclipse Gunners - Missile DMG: 6d6 ⇒ (2, 5, 3, 1, 2, 2) = 15
Lincoln Damage - Heavy Laser: 4d10 ⇒ (2, 8, 1, 8) = 19

The starboard ship turns about, barring its weapons at long range as it tries to adjust after taking several good hits to the shields. It fires back with two heavy lasers of its own.

Enemy Red One: 1d6 ⇒ 51d6 ⇒ 3
Enemy Red One - Heavy Laser: 4d10 ⇒ (5, 1, 10, 1) = 17

The first shot hit but glanced across the shields as the second laser passed harmlessly over.

Woo that took awhile! Double and triple checking it!


Rio smiled at the exchange, even though the Eclipse shook with a few shots. Don't worry Eclipse. We'll get through this. Hmmm, we need to get to the base...

Rio nods to himself before responding to the Eagles, "I hear you Red Eagles. Keep'em off my six, I'm making a break for the base!

Tek, Zach, sit tight a moment. I'm making a break for the planet now.

Gunners, get ready!

Rio hits the thrusters, forcing a bit more speed out of the Eclipse. As the Eclipse nears the cruiser, his hands fly over the controls of the Eclipse, initiating a hard break and juke to port, rolling the Eclipse so that all weapons can come to bear in the cruiser. FIRE AT WILL!

Pilot: 1d6 ⇒ 2
Wild Card: 1d6 ⇒ 3

Grand Lodge

Stats:
Crypt Breaker Alchemist 1 | HP [0/8] | AC 14, T 13, FF 12, CMD 10 | Fort +2, Ref +4, Will +1 | Melee +0, CMB -2, Range +3 | Init +2
Kobold
Skills:
Appraise +7, Disable Device +6, Knowledge (Arcana) +7, Perception +7, Survival +6, UMD +4, Craft (Alchemy) +10, Linguistics +4

I'ma firin' may laza!

Brintak shook with the ship. 'At least we weren't hit by them all,' he thought to himself. Getting his head back in the game, he thumbed the controls for one of the heavy lasers and targeted the enemy cruiser the piolet was hearing them towards. The moment the command was given, he pressed the trigger, hoping his abilities would be up to it.

Attack: 1d4 - 2 + 1d6 ⇒ (4) - 2 + (2) = 4
Wildcard Attack: 1d6 - 2 + 1d6 ⇒ (5) - 2 + (5) = 8
Damage: 4d10 ⇒ (6, 1, 8, 6) = 21


Once the gunners fire off a volley, Rio will be making all do haste to the base.


Male Human Diplomat (Free Agent)

Damage from last shot.

4d10 ⇒ (2, 5, 9, 9) = 25

"Sure... why not... it shall only add to my legend


Game Master

Lincoln go ahead and make your second attack


Sunrunners, get ready, we're about to live up to our name. Rio offers in a tone of voice touched with a hint of danger.

Eclipse. I need you to calculate a micro-hyperspace jump. I want us to FTL past the defenses to within 200 meters of the base. Initiate it the jump the moment we have a straoght path to the targeted coordinates.

Know:Astrogation: 1d6 ⇒ 2
Wild Card: 1d6 ⇒ 1

Rio glances at the display, watching the dance of red and blue as he turns the Eclipse toward the base.

Pilot: 1d6 ⇒ 6
Wild Card: 1d6 ⇒ 2


Game Master

The gunners take their targets, all aiming for the next ship that was before them.

Eclipse Gunners - Autocannon: 1d4 ⇒ 21d4 ⇒ 31d4 ⇒ 1
Eclipse Gunners - Autocannon: 1d4 ⇒ 11d4 ⇒ 11d4 ⇒ 3
Eclipse Gunners - 2x Missiles: 1d4 ⇒ 11d4 ⇒ 3

Unfortunately all their shots went wide as the enemy pilot seemed to have gotten a bit of control over their ship. They also managed to evade the shots from Brintak and Lincoln.

"Of course Sir, plotting now."

As soon as you aligned to the bases location the ship drives hummed up, gathering power as you begin barreling towards the planet. The bigger few of the battle was a bit more impressive as it was a complete slug fest between the larger ships. One of their destroyers was slammed in by a large mass driver shot. The bullet completely ripping through the hull of the ship, causing a internal chain explosion that tore the ship apart in a impressive display.

The ship now following takes another two shots at the Eclipse as it gains orientation on the tail of the ship.

Enemy Red One: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (1) - 2 = -1

Both shots just missing as they arch overhead.

Fate: 1d100 ⇒ 25

It was only a split second as the ship suddenly launched into a micro-warp, suddenly almost in an instant you appeared in the atmosphere above the planet. Your destination was slightly off as you actually were a lot closer then 200 meters in your landing, but you were barely smashing into one of the large artillery installations on the base.

Make a piloting check to avoid smashing into it!


Male Human Diplomat (Free Agent)

You might want to use a benny and re-roll that Astrogation Roll. Also, don't forget that dice can explode, so you can roll another d6 and add to your Pilot Skill roll.

1d6 ⇒ 3 Shooting
1d6 ⇒ 6 WD Total of 8 Hit with a raise... so extra 1d6
1d6 ⇒ 2 XD

4d10 + 1d6 ⇒ (9, 10, 10, 4) + (3) = 36 Damage Total damage of 53!
2d10 ⇒ (10, 5) = 15 And those two 10's explode
1d10 ⇒ 2 XD1


Game Master

Holy fook! 53 damage! That's.... against a 33 toughness. So a raise is every 4 over... so thats... 5 raises to be exact... That equates out to 4 wounds and 1 out of control. 3 wounds kills. Can you confirm this Lincoln?


Ok, so I get to roll Pilot again due to having an Ace (max on d6).

Ace Pilot: 1d6 ⇒ 1 so addint that to the orinal 6 gives me a 7 total for Pilot.

Here's the Piloting roll to avoid collision.

Pilot: 1d6 ⇒ 6
Wild Card: 1d6 ⇒ 4

So anothet Ace Roll, Pilot Ace: 1d6 ⇒ 6 and another Pilot Ace 2: 1d6 ⇒ 2 for a grand total of 14 (6+6+2). That's two raises, whatever that means.


Game Master

To make anything with a skill check, its just a 4. Circumstances add or subtract for the target. When you succeed the target number by 4, its considered a raise, and then special things happen in certain cases. It's always a way to do something frakking amazing. Like what you just did.

Before the Eclipse jumped into the short range jumped, the last shot landed true. Either luck or skill the heavy laser punctured the enemies shield and hit the bridge of the ship, ripping through the protective glass canopy of the starship. It suddenly exploded into a brilliant show of red and blue.

Now after the jump

Suddenly everyone could feel inertia return as you feel the ship suddenly bank, pulling the millennium falcon move to pivot the ship horizontally to void smashing into the installation. It seems that you caught the base in complete surprise. Their installations weren't even firing yet.

The base was a glimmering metal fortress, large installations arrayed throughout for a situation just like this. Larger batteries were surrounding the base several hundred meters away, which were moving to target ships in the space battle above.

Sirens flared to live as the ship passed above, "Sir. They are attempting to lock in on us with their ground to air batteries."


What is Rio doing to the ship?Tamm thinks as he feels the ship bank.


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

Tek glances at Zach as he feels the ship lurching and banking. That almost felt like we went hyper for a moment. Certainly not in the plan.

The Vaedi opens his comm channel again. "Rio, what's going on up there?" He pauses as the ship's AI warns them of incoming fire. "Whatever it was, you might want to do it again, get us down on the ground, and get moving. You're a great pilot but full AA-batteries are gonna tear us to shreds."


OH SHIT!!! The only thought that flashes through Rio's mind as he wrenches the Eclipse into a hard pivot to avoid a collision.

Eclipse, Open bay doors. Tek, Zach, as soon as the doors open, start pounding the base. We'll take out the AA-batteries. Gunners, open fire on the AA-Batteries. Don't give'em a chance. Commands issue forth from Rio with an icy calm despite his his heart being in his throat.

Rio then comms the rest of the "fleet", Leinder, Sunrunners are planetside, beginninh our assault on the Base. We will do what we can about the AA-Batteries.


Lincoln, nice shot on that cruiser. See what you can do about these batteries.


Rio Wolf wrote:


Eclipse, Open bay doors. Tek, Zach, as soon as the doors open, start pounding the base. We'll take out the AA-batteries. Gunners, open fire on the AA-Batteries. Don't give'em a chance. Commands issue forth from Rio with an icy calm despite his his heart being in his throat.

Feeling the ship wrench and lurch under him Tamm thinks, What is that black-hole brain doing to my baby. His thoughts are interrupted by the command to get ready. "Roger, Mech 1 ready." And take care of my baby.

He looks a Tek and gives him the thumbs up sign.


Game Master

The bay doors were beginning to open slowly almost immediately after the orders from the captain. Unlike most cruisers, the bay doors were located on the starboard side of the ship, not the rear end, making this an easier task to shoot from the hangar. The design was to allow easy loading and unloading of the walker and exo suit, though it also happened to provide an amazing opportunity such as this.

The base was revealed to Zach and Teku with a rushing sound of wind. The base sprawling out beneath and beyond. The base was in complete disarray as they weren't expecting a cruiser of all things to FTL right on top of the base. It was a hair brained tactic, but luckily enough the Sunrunner's pulled it off.

If the pilot keeps a circle on the base, keeping its starboard side facing, the mech pilots and half the gunners can target the AA installations. The ship has to be tilted in order for clear line of fire.
Make a piloting check Rio and let me know the distance your going to try and maintain. Also since the suit and walker are technically still strapped in, they do not suffer the unstable platform adjustment.

There were about ten AA batteries currently trying to gain a lock on the ship that were of immediate threat. Denoted by red crosses on the map.

There were several orbital weapons that were much larger and would require a bit more work to take down. Denoted by the squares

"Ro-er Sunrunners." Came a voice that was a bit choppy and had a tinge of static.

"Red Eagle here. We lost a ship, but were on our way. So is the rest of the detachment. Have to punch through their line now so it may take a couple minutes."


Pilot: 1d6 ⇒ 2
[Wild Card: 1d6 ⇒ 3

Bennie reroll:
Pilot: 1d6 ⇒ 4
Wild Card: 1d6 ⇒ 4

Rio banks the Eclipse to Starboard maneuvering into a wide circle of the base. The bigger the risk, the greater the reward. Rio thinks, as he pushes the Eclipse to fly within 50 meters of the ground.

Light'em up!


As the bay doors open Tamm focuses on the nearest AA battery and begins blasting away.
Vinsomner could you roll damage for me I'm at work and having trouble finding the Mechs weapons on my phone, Thanks.

Shooting: 1d6 ⇒ 5
Wild: 1d6 ⇒ 6

Ace: 1d6 + 6 ⇒ (4) + 6 = 10


Game Master

Sure, but I need to know if your using the mass drivers or the lasers on the walker.

Weapons for Walker:

Dual Linked Mass Driver 4
Attack: +1
Range: 100/200/400
Damage: 4d12+2
RoF: 1
Shots: 30
Dual Linked Super Heavy Laser
Attack: +1
Range: 150/300/600
Damage: 6d10+2
RoF: 1
Shots: 200
Dual Linked Heavy Flamethrower
Attack: +1
Range: ----
Damage: 3d12+2
RoF: 1
Shots: 60


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

"Roger that, Rio!" Tekumsah flips down the helmet on his exo suit for extra protection as the doors open. Opening his comms with Zach, he points out the open bay to the various batteries. "I'll take stern targets, you hit the ones up front! Give 'em hell!" That said, he lowers the minigun and opens fire, unleashing a hail of high-velocity death across the enemy emplacements.

The minigun has an RoF of 4, and I'm going to aim one shot at each of the 4 left-most batteries on the map, aiming at the ones closest to us. Preferably there's some way for us to only fire as we pass the emplacements, since I imagine our ship is still moving during this, but apply range penalties as necessary, Vinsomner! I'll roll in a spoiler since there'll probably be a large number of dice involved. Also, so I'm clear, the exo suit is set up so you can use its weapons one-handed, right?

Attack Rolls:
Shooting 1: 1d10 ⇒ 9
Shooting 2: 1d10 ⇒ 7
Shooting 3: 1d10 ⇒ 9
Shooting 4: 1d10 ⇒ 2
Wild: 1d6 ⇒ 3
Looks like probably 3 hits and a miss, with 2 hits being possible Raises. I'll keep Raise damage extra.

Damage 1: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Raise Damage 1: 1d6 ⇒ 5 So total 12.

Damage 2: 2d8 + 4 ⇒ (4, 2) + 4 = 10

Damage 3: 2d8 + 4 ⇒ (6, 3) + 4 = 13
Raise Damage 3: 1d6 ⇒ 2 Total 15.

Grand Lodge

Stats:
Crypt Breaker Alchemist 1 | HP [0/8] | AC 14, T 13, FF 12, CMD 10 | Fort +2, Ref +4, Will +1 | Melee +0, CMB -2, Range +3 | Init +2
Kobold
Skills:
Appraise +7, Disable Device +6, Knowledge (Arcana) +7, Perception +7, Survival +6, UMD +4, Craft (Alchemy) +10, Linguistics +4

Brintak gave a feral grin, his pointed teeth showing, as he aligned the targeting reticle of the heavy laser onto one of the AA batteries and let loose.

Attack: 1d4 - 2 + 1d6 ⇒ (4) - 2 + (2) = 4
Ace Attack: 1d4 ⇒ 1Total of 5
Wildcard Attack: 1d6 - 2 + 1d6 ⇒ (3) - 2 + (2) = 3
Damage: 4d10 ⇒ (7, 6, 8, 7) = 28
Think I got the Ace thing right. Roll another die if you roll max?


Mass drivers please


Game Master

Indeed the exosuit is set up to use weapons one-handed! And that sounds like a good idea. Trying to think if there will be a penalty due to moving, but for range their is. I'm thinking if Rio keeps passing his pilot checks, you wont suffer penalty to shooting as he's trying to keep the targets in field of view since you can't really follow the targets without risking shooting a hole in the ship.

@Brintak: Yeah, when you roll max, you ace. So lemme break down your rolls.

Brintak Read Plz:

First I'm a little confused as to where your getting that 1d6 adding to your rolls. If you can clarify this to me I might be completely off base here in my explanation below.

I think their may still be some confusion on how the rolls work (I might just be reading it incorrectly, so I apologize if I am!) Ignore this if I am incorrect about your rolls.
So since your shooting and it's an unskilled roll (correct?)
Your initial attack is 1d4 - 2 = (4) - 2.
Then your wildcard is 1d6 - 2 = (2) - 2.
So you did ace your initial attack roll, so you get to roll again.
Your ace roll is 1d4 = 1 then add the result. So yes you have a 5.
Since you only add modifiers after the dice have been summed, your resulting roll is 5 - 2 = 3.
Your damage is correct.

Zachariah DMG Roll: 4d12 + 2 ⇒ (12, 4, 5, 4) + 2 = 27

Just waiting on Lincoln rolls, then I will post!

Grand Lodge

Stats:
Crypt Breaker Alchemist 1 | HP [0/8] | AC 14, T 13, FF 12, CMD 10 | Fort +2, Ref +4, Will +1 | Melee +0, CMB -2, Range +3 | Init +2
Kobold
Skills:
Appraise +7, Disable Device +6, Knowledge (Arcana) +7, Perception +7, Survival +6, UMD +4, Craft (Alchemy) +10, Linguistics +4

I thought you were supposed to add the skill's ability to the check. If not I apologize. I'll keep this in mind for the future. Gonna work on my laptop this wekend so I can access my books.


Male Human Diplomat (Free Agent)

Let me switch over to the Auto-Cannons and see if I can create a little confusion. They are already on the ground, so not as much fun.

Lincoln will shoot one autocannon shot at each of three targets in range.

1d6 ⇒ 1 Shooting #1 Miss
1d6 ⇒ 2 WDa

1d6 ⇒ 3 Shooting #2 Hit
1d6 ⇒ 4 WDb
3d8 ⇒ (1, 4, 3) = 8 Damage

1d6 ⇒ 4 Shooting #3 Total of 11, Hit with raise
1d6 ⇒ 6 WDc 8-Damage
1d6 ⇒ 5 XDc
3d8 + 1d6 ⇒ (8, 2, 2) + (5) = 17 Damage 21 Damage
1d8 ⇒ 4 XDc2


Game Master
Brintak wrote:
I thought you were supposed to add the skill's ability to the check. If not I apologize. I'll keep this in mind for the future. Gonna work on my laptop this wekend so I can access my books.

I just checked, I don't believe so. Though if anyone else can confirm this that would be appreciated.

Also I made little target reticules for everyone! Use those to designate your targets :) Will make sure I'm not having you guys shoot the wrong things.

Eclipse Gunners Attacks:

Missile: 1d4 ⇒ 3
Heavy Laser: 1d4 ⇒ 3

Rio managed to keep the ship is a good stable orbit around the base, allowing the mech operators to fire without too much trouble. Though it seemed the gunning crew the Sunrunners hired on weren't too good of shots. It happens when you hire cheap crew!

The first volley seemed to put the base in even more of a panic as Teku's autocannon pelted a few of the batteries, seemingly doing minor damage but causing the soldiers around it to scatter and duck, creating a nice suppression on the ground troops.

Brintak and Zach were both rewarded as they saw their targets explode, showering the nearby infantry with shrapnel.

Lincolns attacks had more of a suppressive fire to the ground combatants much like Teku's, only causing minor damage to the AA batteries.

Sirens blasted within the ship as a few of the batteries obtained a lock and fired a salvo of missiles.

AA Batteries Locking Attempt - Rio make your opposing pilot checks.
Attacks: 1d6 ⇒ 31d6 ⇒ 41d6 ⇒ 61d6 ⇒ 5

Evading Missiles:

Evading a missile requires a Piloting roll at –4. Note that
many craft contain additional evasion systems, such as chafe
or flares, that add +4 to this roll if they’re of the right type (flares
for heat-seeking missiles and chafe for radar-guided missiles).


As the alarms blare of the incoming missile, Eclipse! Anit-missile chafe! Rio orders as he executes a simple drop and lift to avoid the incoming missile.

Pilot: 1d6 + 4 ⇒ (6) + 4 = 10
Wild Card: 1d6 + 4 ⇒ (3) + 4 = 7

WOOHOO!!! AN ACE!! Pilot Ace: 1d6 ⇒ 4

So, I have a net total of 10!


Or a total of 6 if missiles ignore chafe.


Game Master

Oops appeared I missed an ace on one missile.

Missile Ace: 1d6 ⇒ 6
Missile Ace: 1d6 ⇒ 5
Holy... so a total of 17 for one missile.

All but one missile were evaded, the last missile finding a way through the chaff and staying on Rio pretty well before slamming into the ship.

Missile Damage with 8 AP: 6d6 ⇒ (4, 5, 4, 5, 4, 3) = 25 Effective toughness of Eclipse is 30 - 8 = 22. So that's a hit. Rio you need to make a Pilot check!

The explosion shook the ship, the blast covering the cargo bay doors and jolting the ship.

If Rio fails his Pilot Check, the mech users suffer a -2 to their next attack checks


BRACE FOR IMPACT! Rio bellows, doing what he can to keep the ship steady.

Pilot: 1d6 ⇒ 4
Wild Card: 1d6 ⇒ 3


The E clips shakes from the impact of the missile and Tamm thinks, Hang in there baby, as he fires the Mech's weapons again.

Shooting: 1d6 ⇒ 2
Wild: 1d6 ⇒ 3

Bennie Reroll

Shooting: 1d6 ⇒ 4
Wild: 1d6 ⇒ 4

Damage: 4d12 + 2 ⇒ (8, 4, 2, 4) + 2 = 20


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

Seeing that the minigun did more suppression than damage, and feeling the urge to switch hands anyway, Tek drops the minigun and grabs his grenade launcher with his other hand, aiming that out the bay and firing.

Rolls:
Shooting: 1d10 ⇒ 4
Shooting 2: 1d10 ⇒ 5
Shooting 3: 1d10 ⇒ 9
Wild: 1d6 ⇒ 1
So 3 hits, one with a Raise.

Damage 1: 3d6 ⇒ (6, 2, 1) = 9 Ace: 1d6 ⇒ 5 Total 14.
Damage 2: 3d6 ⇒ (6, 6, 3) = 15 Aces: 2d6 ⇒ (1, 5) = 6Total 21.
Damage 3: 4d6 ⇒ (2, 6, 5, 5) = 18 Ace: 1d6 ⇒ 2 Total 20.


Game Master

For the battle map, when you click your targeting reticule, you can hold ctrl and click and drag to make a copy of it :)

Rio manages to hold the Eclipse steady as he continues to round about the base.

With Teku switching to the grenade launcher seemed to have a better effect as you could see the trails of smoke the grenades left before impacting the AA batterie. The several explosions killing those around it, trying to get it to fire off another salvo, but the combined damage caused a critical failure in the battery, the warheads exploding in its tubes, causing a spectacular display.

Zach would be greeted with a similar experience as the mass driver ripped through the central torso of the AA battery. Killing and destroying the piloting consoles.

AA Batteries Lock: Rio make your Pilot Roll to avoid missiles:

1d6 ⇒ 41d6 ⇒ 41d6 ⇒ 11d6 ⇒ 61d6 ⇒ 31d6 ⇒ 1

There was suddenly a thundering boom as one of the orbital weapon platforms fired. Sending its projectile up into orbit. All you can pray now is that shot was not intended for the dreadnought on your side.


Pilot: 1d6 ⇒ 2
Wild Card: 1d6 ⇒ 6 Ace: 1d6 ⇒ 3

Gives me a total of 9.


That didn't sound good, Tamm thinks as he hears the thundering boom.

He opens up with another round from the mass driver. Eat this! he thinks as the rounds leave the barrel.

Shooting: 1d6 ⇒ 4
Wild: 1d6 ⇒ 2


Game Master

Missile Ace: 1d6 ⇒ 2I need to stop forgetting about the aces

Zach Mass Driver: 4d12 + 2 ⇒ (1, 7, 8, 5) + 2 = 23

With Rio's piloting the AA Batteries were unable to get a lock onto the Eclipse. Allowing Zach to seize the opportunity to give another AA battery an explosive round to one of its missiles bays, causing an explosion that destroyed the turret.

"Hang in their friends! We just made it through the lines!" Came over the comms from your allies.

The larger, massive orbital batteries began firing up into the sky as they attempted to pick off the approaching cruisers and ships in the battle above.

There was also more commotion on the ground in the base, it seemed a large swath of troops rushed out the central hanger and were apparently trying to set something up. Two Mech suits came lumbering out as well, their bodies were that of the model Longbow.

They seemed to be moving into position to attempt to assist the AA batteries in taking the eclipse down.


We'll try to save some for you! Rio responds more confidently than he really felt. LONGBOWS!!! F+!& me!!! This is getting ugly fast.

Focus all fire on the Longbows! Rio orders as he maneuvers the Eclipse to just that end.

Pilot: 1d6 ⇒ 5
Wild Card: 1d6 ⇒ 1

Eclipse. See if you can remotely access their systems and turn their air-to-ground batteries toward those Longbows.

Grand Lodge

Stats:
Crypt Breaker Alchemist 1 | HP [0/8] | AC 14, T 13, FF 12, CMD 10 | Fort +2, Ref +4, Will +1 | Melee +0, CMB -2, Range +3 | Init +2
Kobold
Skills:
Appraise +7, Disable Device +6, Knowledge (Arcana) +7, Perception +7, Survival +6, UMD +4, Craft (Alchemy) +10, Linguistics +4

Please let this be the day my curse ends!

Shifting targets from the AA batteries to the Longbows, Brintak fired once more. "Eat hot lasers!" he yelled out in frustration.

Shooting: 1d4 - 2 ⇒ (1) - 2 = -1
Wildcard: 1d6 - 2 ⇒ (3) - 2 = 1

Nope, curse is still running strong.


Male Petrifern Phytokineticist | HP 68/68 (nonlethal 6); Burn 1 | AC 26, touch 19, FF 21; CMD 14 | Fort +10, Ref +10, Will +4 | Init +5, Perception +10 (blindsight 30 ft.)

Tek clenches his jaw and shakes his head as he sees the Mechs coming out. Well, at least we had a plan at one point. He opens his comm to Zach and shouts, "You take the left one, I'll get right!" With that, he once again opens fire with the grenade launcher, the other hand clenching and releasing around the grip of his minigun.

Attack Rolls:
Shooting 1: 1d10 ⇒ 8
Damage 1 with Raise: 3d6 + 1d6 ⇒ (6, 1, 5) + (1) = 13 Ace: 1d6 ⇒ 4 Total of 17.

Shooting 2: 1d10 ⇒ 3

Shooting 3: 1d10 ⇒ 7
Damage 3: 3d6 ⇒ (6, 4, 3) = 13 Ace: 1d6 ⇒ 1 Total of 14.

Wild: 1d6 ⇒ 2


"Confirmed, switching targets," Tamm replies. [i]Where the hell is the rest of the assault team, our hind parts are pretty exposed.[/b] As he blasts away at one of the longbows.
please target longbow for me phones browser won't let me

Shooting: 1d6 ⇒ 5
Wild: 1d6 ⇒ 4
Damage: 4d12 + 2 ⇒ (6, 2, 12, 9) + 2 = 31


Game Master

Oh yes, these walkers are two size points larger then your walker Zach, so both you and Teku get a +2 to attack against them. I will add the +2 to your attacks and roll for the dmg on Shooting 2 for you Teku.

"Attempting to gain control of AA Batteries, Sir." The ship replied, multiple consoles began to appear to the right of Rio, text being displayed at an insane rate as the AI attempted to gain control autonomously. It's first attempt came about as a failure as it hit a firewall.

By this time the eclipse has almost done a half circle around the base. Smoke was trailing up from the destroyed batteries and there was plenty of off casualties related as troops below in their exo-suits and atmosphere gear were running about. The group between the longbows seemed to be trying to set up a weapon on a mount while the Longbows stood as cover.

The Longbows locking computers were having difficulty getting a hold of the Eclipse as the pilots were having a harder time trying to get their lumbering walkers to rotate their torso's to match Rio's speed.

One of the AA batteries manages to release a salvo of two missiles, both hitting the Eclipse with glancing blows. Luckily the ship could take quite a beating and Rio's piloting was managing to save everyone from an fiery explosion!

One of the Eclipse gunners missiles managed to hit the right Longbow, along with the barrage from Teku's grenade launcher caused the mech to lose its stable position and was forces to take a step back, though the blows seemed to cause it not much harm then scratches and scorch marks. The story was different with Zach as he scored another hit as the mass driver rounds smashed into the torso of the Longbow. The Lonbow began to spin in the opposite direction that the ships were flying as it's controls were fried.

The base was beginning to resemble a warzone as shots were being traded back and forth from the base and the single ship in the sky, the Eclipse. How one cruiser was doing so much damage was beyond everyone at the base. But it seemed like the tide of the battle was beginning to turn to favor the Sunrunners as their reinforcements finally arrived with a hail of bullets and missiles, peppering the side of the base.

"Let's show them whose boss shall we boy's!? Came a males voice over the comms, a red dropship with fanned wings came swooping down, "Sorry for the late entrance, hope you left some for us Sunrunners! You guys seemed to have done quite a number!" two squads of exo-suits exited the red dropship quickly before it pulled back up to assist the Sunrunners. The Red Eagles were known to make ground combat their specialty with exo-suits.

"You got that right Red Eagles, there like a damn army! Came a female voice, "Lancers are going to deploy heavy walkers on the south eastern edge. Provide you boys some artillery support. Call in when needed, else were going to turn this base into dust!" The lancers ship was another cruiser heavily modified to deploy heavy walkers of the catapult class down. The lancers were known for use of long range tactics and supporting roles.

It seemed a part of the cavalry arrived. Hopefully this wasn't the only ones to come and assist!

Rolls:

Teku Shooting 2 DMG: 3d6 ⇒ (6, 2, 4) = 12 Ace: 1d6 ⇒ 5 Total of 17
Teku Shooting 3 Raise: 1d6 ⇒ 3 Total of 19
Eclipse Hacking Attempt: 1d10 ⇒ 3
Eclipse Gunners: 1d4 ⇒ 11d4 ⇒ 41d4 ⇒ 3
Eclipse Missile DMG: 6d6 ⇒ (4, 1, 2, 6, 2, 4) = 19
Longbow Locking attempt: 1d6 ⇒ 11d6 ⇒ 2Failed Locking attempts
AA Batteries Locking attempts: 1d6 ⇒ 21d6 ⇒ 11d6 ⇒ 61d6 ⇒ 11d6 ⇒ 3
AA Batteries Locking RAISE: 1d6 ⇒ 2 Total of 8
AA Missile DMG: 6d6 ⇒ (4, 2, 2, 3, 3, 5) = 196d6 ⇒ (1, 5, 5, 3, 3, 4) = 21
Zazh Wound Roll: 2d6 ⇒ (4, 1) = 5Controls hit!


Male Human Diplomat (Free Agent)

Lincoln decides to switch back to the more fun heavy lasers when he sees the heavy cannons weren't as effective. Targeting the less damaged Longbow.

"Whoopy Ki yi ay".

1d6 ⇒ 2 Shooting Total of 14 to hit
1d6 ⇒ 6 WD
1d6 ⇒ 6 XD
1d6 ⇒ 2 XD2

4d10 + 1d6 ⇒ (2, 9, 6, 1) + (2) = 20 Damage

Grand Lodge

Stats:
Crypt Breaker Alchemist 1 | HP [0/8] | AC 14, T 13, FF 12, CMD 10 | Fort +2, Ref +4, Will +1 | Melee +0, CMB -2, Range +3 | Init +2
Kobold
Skills:
Appraise +7, Disable Device +6, Knowledge (Arcana) +7, Perception +7, Survival +6, UMD +4, Craft (Alchemy) +10, Linguistics +4

'About time they showed up,' Brintak thought to himself as their escort finally arrived. 'Hopefully we can get groundside soon, ship-based weaponry is not my forte.' With that thought, he once more triggered the heavy lasers, hoping to hit the remaining longbow mech.

Attack: 1d4 - 2 ⇒ (1) - 2 = -1
Wild Dice: 1d6 - 2 ⇒ (6) - 2 = 4
Wild Ace: 1d6 ⇒ 1 For a total of 5, right?
Damage: 4d10 ⇒ (9, 5, 5, 2) = 21


Game Master

Just awaiting Rio's and the others posts before continuing here. But Brintak, you got it right! :)


Sorry thought I posted already, had a bunch of trouble with the site earlier

As reinforcements arrive Tamm thinks, Business as usual we take all the risks and someone else swoops in just in time to steal the credit. With a smile he says over the comms as he fires on more shot, "Disengaging safety harness, I'm taking Mech one on the ground."

Shooting: 1d6 ⇒ 1
Wild: 1d6 ⇒ 3

Damage: 4d12 + 2 ⇒ (2, 11, 10, 7) + 2 = 32


Rio smiles, Welcome to the party everyone! Tek stick with Zach. Eclipse, keep working on those AA batteries. Autocannons, ground support. Heavy Lasers and Missiles, target closest Orbital Battery.

Then iver intership com, It might be a good idea to have your lancers light up those orbital batteries. Rio offers, part suggestion, part command.


Game Master

The remaining Longbow staggered once more when it was pounded by another volley while it still spun out of control. The poor pilot must be infuriated as Zach's latest shot tore through its upper shoulder mount, destroying the missile bay and causing a small explosion.

"Good idea Sunrunners, Lancers moving to try and tear down some of those batteries." Their walkers begun to turn around and focus their fire on one of the orbital weapons, a storm of missiles arching through the sky as they pounded the installment.

The battle began to intensify with the additional troops being deployed to the field. A couple more cruisers made it through the front-lines, a bit more battered then the rest, but still more deployments meant it would make an easier time to get into the base and get to the good stuff.

The enemy were scrambling at this point, those who were trying to set up the AA turret between the Longbows scattered. They enemy began to draw back slowly, trying to re solidify their combat line.

Suddenly the Eclipse AI flickered on, its ominous single eye turning to look at Rio, "Sir, I've detected strange energy signatures inside the base in the form of what I assume are massive power fluctuations. The power fluctuation is almost akin to a stars death and birth."

Rio make your pilot check to avoid lock on. Also Zach and Teku, you need to make pilot checks as well to avoid damaging your respective gear from the drop, unless Rio dips close to the ground to deploy you.

Rolls:

Longbow Console Repair: 1d6 ⇒ 2Failed
Wound Roll: 2d6 ⇒ (5, 6) = 11
AA Battery Lock On: 1d6 ⇒ 51d6 ⇒ 51d6 ⇒ 61d6 ⇒ 51d6 ⇒ 2
AA Battery Lock On ACE: 1d6 ⇒ 3
Eclipse Gunners: 1d4 ⇒ 21d4 ⇒ 3
Red Eagle: 1d6 ⇒ 11d6 ⇒ 5

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