
Noah 2.0 |

We turn with the same quickness... IF we win the piloting roll it must move first. If it does we can likely choose to stay out of its forward arc.

Ed Shirren |
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"Friend of yours Ed?"
Not my friend, Ed replies curtly as his sense of fear and panic turns to anger. He taps a screen to hail the other ship. I don't know if you're working for A.E. or E.O.X. and I don't care. You were wise to hide and run away from us last time, but you've got nowhere to hide this time and an angry Vesk with Big Guns pointed at your little ship!
Captain's Taunt: 1d20 + 4 ⇒ (8) + 4 = 12

Kris-7 |

Kris continues to monitor the approaching crafts vector and make changes of her own to the Hippocampus's trajectory.
Calling out to both the Captain and the gunner as she makes course changes.
"Current heading 2-4-0 degrees, bringing shuttle about to 1-2-0 degrees, monitoring incoming vessels vector, range to intruder vessel computing, range to incoming vessel 1-6-5 thousand meters, well within coil gun range."
Piloting check: 1d20 + 10 + 3 ⇒ (1) + 10 + 3 = 14 Dicebot :(
Kris's face remains emotionless, as the craft overcorrects a bit before settling back into here planned position.
GM, the HIppocampus has 5 hexes remaining but I'd like to defer remaining movement until opposing piloting check completed

Noah 2.0 |

Noah uses the Engineering station to divert power to the weapons.
Engineeriing: 1d20 + 9 ⇒ (16) + 9 = 25 1s rolled as damage are treated as 2s.

Galactic Master Black Dow |

The comms crackle with static dressed laughter in reply to Ed's threat;
"Such a scary crew. The Vesk... Retsiji right? That big pile of scales couldn't hit a barn door. More the face-to-fist type according to his file..."
The cold voice sighs;
"You and your friends can't run from me Skzzrrr'ed'kl. So why don't you power on down and I'll make it quick... Think it over while I come get you eh?"
Piloting: 1d20 + 1 ⇒ (9) + 1 = 10
ROUND 1 Bold phase currently in play
ENGINEERING (Noah)
HELM: Kris & TBAssassin
GUNNERY: Retsij
Ed has already chimed in with a Captain's taunt which unfortunately did not dent your pursuer's icy confidence... Hippo to move first...

Kris-7 |

lower roll goes first on piloting check ;)

Kris-7 |

true
If Hippocampus has the lower roll
Kris adjust the truster maintaining the same amount of thrust but rolling them around to 3-6-0 and sliding the Hippo to their right, keeping the necro craft within their forward arc.
"Sliding Right"
Piloting stunt - Slide(DC12): 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25 additional +3 from Hippocampus bonus to piloting maneuvers

Kris-7 |

drifted forward 1 space when I made the initial turn to face the incoming craft and advised GM I was waiting on the pilot checks to continue. We were supposed to be on intercept course but we were not facing each other so just went with it and pulled an about face

Galactic Master Black Dow |

Low roll goes first each round. check.
Piloting: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
As you open fire on the smaller craft, the coil-gun spits at a darting shadow as the interceptor darts forward then nimbly turns presenting its fore toward the Hippo's aft.
The comms crackle again;
"Anyone onboard who turns on their shipmates will earn credit and a new ID... Any takers?"
Round 2
ENGINEERING UP :)

Paeon Tel'domah |

The comms crackle to life in the ears of both friend and enemy as a bolstered albeit slumbered Paeon chimes in,
"You'd have had a better chance staying in the shadows, skulker. We are... determined."
Paeon cuts all comms and broadcasts telepathically to friends,
{Where do you need me?}"

Noah 2.0 |

Unsure what your skills are. You do not seem to have them clearly recorded. I see ranks and bonuses but no total. I think we need science or engineering and another gunner.

Paeon Tel'domah |

Unsure what your skills are. You do not seem to have them clearly recorded. I see ranks and bonuses but no total. I think we need science or engineering and another gunner.
All Paeons skills are under the skills tab.. and ranks + bonus is the skill total. Sorry if that isn't clear updated the tab to hopefully make it easier at a glance. All the Captain actions are bluff intimidate diplomacy etc which Paeon has basically +9 to all rolls in those departments. Not sure if that's a role we want to change.
Happy to just sit back and let you guys do this though as I have been absent and late to the party.
Edit: I see that captain cannot be changed once it is selected. I guess ill man the forward cannon!

Galactic Master Black Dow |

@All: Wee necroskulker hasn't opened fire... as yet.
@Paeon: Welcome back chief... :) Liking the new look!
The small interceptor's comm's crackle in reply at Paeon's veiled threat;
"Sounds like the haughty lasher...Paeon Tel'domah if my files are correct. Alas your shuttle presenting itself like a fly to a hungry spider means my time in the shadows is over Paeon..."
HELM PHASE UP!
Necro-Piloting: 1d20 + 1 ⇒ (7) + 1 = 8

Kris-7 |
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Round 2 piloting check
hippocampus piloting: 1d20 + 10 + 3 ⇒ (3) + 10 + 3 = 16
@all remember the Hippocampus give +2 to computer checks, and a +1 to 3 checks per round if I read the specs right. I'm already enjoying the +3 to piloting.
@GM, I'll post round 3 piloting check when I post round 2 movement if that will help with speeding things along, Necro is up

Ed Shirren |

Do we need Paeon Tel'domah as captain...?
i think it is too late now, but in the future- sure.
Ed feels helpless as his bluff is called and the assassin seems to just be toying with them. Who are you working for then? What do you want?

Galactic Master Black Dow |

Round 2
Science Officer - whomever is warming that seat can act. Am happy to have Paeon and Ed "swap roles" if need-be?
The necroglider hovers at a distance from your vessel;
Bad Intentions... (DC18): 1d20 + 8 ⇒ (13) + 8 = 21
Inside the Hippo various HUD alerts flash up that the small fighter has successfully obtained a targeting lock on the shuttle's Engines!
Hippo Helm phases up :)

Paeon Tel'domah |

Paeon laughs from his position as he sees Ed take off from the chair and settles into it himself, the familiar position brings a slight smile to his face
Making note of the irritating HUD alerts and clearing them from the screen in a wave of his hand he reaches out to the crew,
{Here we go now Kris, Lets get this piece of scrap metal moving before we lose those engines!}
Encourage DC=16Encourage: 1d20 + 9 ⇒ (1) + 9 = 10
The comms seem to sputter as Paeon attempts to communicate with Kris, a loud ringing buzzes through the intercom system. He yells aloud.
"Kris move us!"

Kris-7 |
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Kris doesn't even notice Ed vacate the captain's chair as she knows the Necro craft is lining up a shot to her rear.
"Hold On!
speed is 8 now with the engineering boost
hippocampus piloting(DC12?): 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23
Killing the impulse engines, Kris gets hard on the directional thrusters pulling a 180, before accelerating hard, the inertia dampers screaming as cetrifical force pulls hard on those not strapped in.
It almost appears Kris is heading directly at the Necro ship but actually on a parallel vector. Once behind the assassin's ship she repeats her maneuver, giving Retsiji and Ed a shot at the assassin's aft quarter.
hippocampus piloting(Round 3): 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21
Sorry for the delay have been typing on my mobile in betwixt the appointments I've had this afternoon. Once I'm back to my PC I can tell you which stunt that was :)

Ed Shirren |
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Suddenly realizing that the equipment locker is a lot closer to the targeted engine than the forward laser, Ed kicks off the other direction, pulls himself into the seat, and straps in.

Galactic Master Black Dow |

Yeah my bad. Been caught up with work and the rabbit hole that is Shadowrun 5E... Additionally I've been reading the right up of the Necro wrong. Pilot bonus is +1 not Pilot's Skill... which is +13... :S
So taking that into account Hippo would have lost and moved first. As such you guys get first shot at the enemy also... (Apologies - we'll still be ironing out the creases with the system as we go)...
GUNNERY UP!
Retsiji... Ed...

Paeon Tel'domah |

Noting the computer screen in front of him Paeon yells an order at Retsiji,
"You better damned knock that tiny excuse for a starship out of the air!"
Order: Encourage DC = 15 + starship’s tier
Diplomacy DC16: 1d20 + 9 ⇒ (5) + 9 = 14
Not a very good captain after all

Noah 2.0 |

Two questions/points - first, I am pretty sure that out captain, while able to act in any phase, can only act once a round. Second, the enemy, with only one crew member must choose between rolls. Pretty sure he can pilot and fire. But also pretty sure he cannot also engineer, captain, or science while doing so. I tried to look it up but it was not clear.

Galactic Master Black Dow |

The enemy can do some minor actions in different phases, but they are at a minus. Essentially you're right Noah they need to focus on a role :)
Kris pulls off an audacious maneouvre, allowing the cumbersome Hippo to outflank the nimble fighter!
Once lined up both your gunners open fire with mixed fortunes; Ed, having just settled into his station fires just wide. Retsiji, is more seasoned and his Veskarium training allows the coilgun to score a scathing hit on the fighter's aft*
(Took the liberty of selecting Aft as it befitted the Hippo's positioning)
The heavy projectiles devour the Necroglider's shields and chew into the hull of the smaller vessel.
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC16
HP23/30
Shields basic 10 (forward 3, port 2, starboard 2, aft 0)
Attack (Forward) gyrolaser (1d8), light EMP cannon (special)
In reply the a crackling energy beam scythes from the damaged interceptor...
Snapshot - Light EMP Cannon: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
... which just misses the Hippo!
Round 3
Engineering Phase, then Helm

Noah 2.0 |

Engineering to boost Weapons(1s will be 2s): 1d20 + 9 ⇒ (13) + 9 = 22
Lets go get him! Noah says as he diverts power to the weapons.

Paeon Tel'domah |
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Blips of colors and warning blare in front of Paeon's vision as he tries to keep track of everything that's going on.
{Kris perfect! Do it again.}
Patching into the comms Paeon raises his voice and blares an order at Retsiji,
"DO it AGAIN!"
Issuing a Demand for the gunner phase (has to be rolled before it gets to him)
DC=15+2xstarship tier = 17Demand(Intimidate): 1d20 + 5 ⇒ (8) + 5 = 13
My rolls :( :( :( :( :(

Kris-7 |

hippocampus piloting(Round 3): 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21
GM piloting roll for the next round from above, waiting to see opposing role

Noah 2.0 |

Noah does not have an action to scan. I am sure we just did hull damage and did. Not do enough damage to impact a random system.

Kris-7 |

pilot stunt(Evade - DC12): 1d20 + 10 + 3 ⇒ (3) + 10 + 3 = 16 +2 to AC and TL is passed
Kris continues to move up on the necroglider's aft quarter, watching closely for any return fire.

Ed Shirren |

Ed gives a disappointed chirp as he narrowly misses. Then panics slightly as the enemy ship flips and comes at them!
Laser fire: 1d20 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7;damage: 2d4 ⇒ (1, 4) = 5
boo. I need to use the force...

Galactic Master Black Dow |

GUNNERY PHASE CON'T
Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty
As the nimble necrocraft flips to face the Hippo's twin weaponry open fire - both firing wide of the mark.
In reply the comms crackle in response;
"Going to have to do better than that my friends... My turn now..."
... and the interceptor's forward weapons spits energy at your shuttle!
Snapshot - Gyrolaser: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
However their shot too narrowly misses your forward bow.
Round 4
ENGINEERING UP!