
Noah 2.0 |

Noah had planned to have to divert power to shields but when the enemy misses he bolsters weapons again.
Engineering to boost Weapons(1s will be 2s): 1d20 + 9 ⇒ (5) + 9 = 14

Paeon Tel'domah |
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a phase of combat (engineering, helm, or gunnery), and then
attempt a Bluff or Intimidate check (DC = 15 + 2 × the enemy
starship’s tier). If you are successful, each enemy character
acting during the selected phase takes a –2 penalty to all checks
for 1d4 rounds; the penalty increases to –4 if the enemy’s check
is made as part of a push action. Once used against an enemy
starship, regardless of the outcome, taunt can’t be used against
that starship again during the same combat.
Posting PRE movement phase so we can apply any mods if needed
Paeon opens comms to the enemy unit,
"Your ship reminds me of the puny mining mules sent to small dwarf planets in hopes of finding semi precious minerals."
Paeon chuckles to himself,
"Prepare to be crippled! Power the MAIN CANNON"
Taunt for Gunnery Phase DC = 17 using Bluff: 1d20 + 9 ⇒ (18) + 9 = 27
Affected Rounds: 1d4 ⇒ 2

Kris-7 |

piloting: 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21

Ed Shirren |

Giddy up!
Laser fire: 1d20 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8;damage: 2d4 ⇒ (2, 1) = 3
what the hell d20 is this?
It turns out that Ed is a lover, not a fighter.

Kris-7 |
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I think that is called suppressive fire there Ed.

Retsiji |

Just before Ed shoots, Retsiji calls out, "Target just off his port, and I'll nail him when he jumps!"
Then the vesk fires where he figures the enemy will dodge to avoid the laser. "Perfect! We got him again!"
Coilgun attack, inc. targeting support: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Coilgun damage: 4d4 ⇒ (1, 4, 2, 2) = 9

Galactic Master Black Dow |

Damned boards keep eating my posts... :S Although more likely its me doing something dumb o'er and o'er!
Round 4
Hippo: Weapons Boosted (1's become 2's)
Stiletto: Taunted (-2 Checks Penalty for 2 rounds)
Necro Pilot: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15 Stiletto moves first...
Paeon's barked taunt cause a crackle of static as his word's strike a chord against the interceptor's pilot.
In response the small vessel shoots forward, attempting to strafe the more ponderous shuttle!
Piloting (Flyby) - DC22: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
The interceptor opens up as it passes...
Gunnery: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
... but the shot is also handsomely wide of the mark and the small vessel ends up parallel to the Hippo.
Your R4 Helm phase - know that you'll hit with Resiji's blast - so its just a case of Kris maneuvering the Hippo to where you want to maximise damage? Once Kris has moved the Hippo I'll resolve the damage to the Necro-ship before moving us into Round 5

Kris-7 |
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Pilot stunt(Slide -DC12): 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30
As the necro glider overshoots it vector, Kris deftly slides the Hippocampus into the assassin's aft quarter once more. "Get 'em, Ed and Retsijii"

Galactic Master Black Dow |

As Kris maneuver's the bulkier shuttle to open fire on the strafing interceptor, both Ed and Retsiji oblige with weapons blazing.
The Shirren's shot goes slightly wide of the mark as he continues to battle the turrets vector controls, however the more clinical vesk rakes the necro-craft unprotected aft with the coil-gun's fire!
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC16
HP13/30
Shields basic 10 (forward 3, port 2, starboard 2, aft 0)
Attack (Forward) gyrolaser (1d8), light EMP cannon (special)
The fighter's aft show's significant damage as debris and energy trails begin to leak from its frame...
ROUND 5 UP! - ENGINEERING PHASE (+ CAPTAIN?)

Noah 2.0 |

With that much hull damage have we glitched a system yet? I forget the specific rule, but I think you roll on the crit table for each of some percent of hull damage taken. With more than 50% of hull damage done I think we should have hit one or two systems at least. At work and do not have access to books to check the rule.

Retsiji |

Critical damage is also scored whenever the target starship’s hull takes damage that causes its total amount of damage to exceed its Critical Threshold (see page 292) or a multiple of that threshold. For example, a starship with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal more than 20 damage to score critical damage against this starship; it just needs to be the attack that pushes the starship’s total damage above a multiple of its Critical Threshold.
Per the description of the necroglider, its critical threshold is 6, so it should have taken two crit effects.

Galactic Master Black Dow |

Sigh. This feckin' system...Glad you lot know it better than me... lol.
Crit Damage Effect #1: 1d100 ⇒ 8
Crit Damage Effect #1:1d100 ⇒ 56
Inside the Hippo, the scanner's HUD indicates that the crippled necroglider has suffered damage to both the Life Support and forward firing Weapons Systems...
Both systems are glitching... -2 penalty

Kris-7 |

piloting(Round 5): 1d20 + 10 + 3 ⇒ (20) + 10 + 3 = 33

Noah 2.0 |

With no damage to their own ship's shield' Noah continues to divert power to the weapons.
Engineering: 1d20 + 9 ⇒ (14) + 9 = 23

Paeon Tel'domah |
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The crackle of static hits comms before Paeon connects with the Necro.
"I've seen jettisoned crew before, The frost accumulation on the skin would almost be beautiful if it wasnt for the horror on the faces. All slowly gasping for non existant oxygen, pressure building behind their eyes. This seems like a fate you are doomed to shorty. Perhaps an exchange of information, or a large payoff could halt the zealous gunners. But of course I do not speak for them."
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
bah rolls have been bad!

Galactic Master Black Dow |

Piloting: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31 And somehow the Necro goes first!
@All: To clarify Ed's question (and my cryptic answer) re: life support... Eoxian vessels do indeed not have (nor require) Life Support so I'm shifting the Glitch to its Engines (for the -2 above).
Round 5 HELM PHASE (NECRO)
Piloting (Flip & Burn): 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
As the interceptor continues to be pummelled, its pilot attempts a manoeuvre, but the stricken vessel fails to respond correctly, and merely glides forward a fraction of what it has typically done...

Kris-7 |

Evade(DC12): 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30 +2 to AC and TL
Kris smiles as she recognizes the failed move and she continues to hound the Necroglider's aft quarter. Keeping an eye out for any parting shots the assassin may have, verbal or thermal.
"She's all your boys, light her up!"
Taking a second to think about the damage they were doing she tries to remember any assassin hailing from the dead planet or an android like her.
culture:local(outlaw): 1d20 + 8 + 5 ⇒ (12) + 8 + 5 = 25

Galactic Master Black Dow |

@Ed: You can assume the sniper does not require to breath and is unaffected by vacuum (or are wearing a suit allowing self-sufficiency) ;)
@Kris: You did some checks previously Here, Have re-spoilered them below for everyone's reference.
While the majority of your investigatory work fails to turn up anything of note, your incursions to the dark web and criminal contacts turn up some potential names that are on station and are noted freelance wetworkers and noted marksmen/snipers:
Prophet 144:1-2: Android
Jall'Op Morg: Vesk
Tullovaeyn: Elf
Clara-247: Android
Vix-Vix V'k'kkikk: Shirren
GUNNERS UP!

Kris-7 |

@Kris: You did some checks previously
Yeah, I know but that was only with a second hand description of the assassin, was hoping that having engaged with them, Kris might have recognized a trait or tactic that would narrow down her options. Granted, I did not express that very clearly for you."
"The Prophet and Clara are both androids, neither of them would require life support on the Necroglider."

Galactic Master Black Dow |

@Kris: Sorry my bad. The voice, most likely an android, is feminine in tone. Would point toward Clara, but the Prophet could be female in chassis...
While the vesk's battle-lust gets the better of him, causing an overshot, Ed finally dials in his compound dead-eye and nails the necroglider!
Stiletto
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC 16
HP 10/30
Shields basic 10 (forward 3, port 2, starboard 2, aft 0)
Attack (Forward) gyrolaser (1d8), light EMP cannon (special)
1d100 ⇒ 87
The damage from Ed's shot is evident as the small vessel leaves a comet trail of power core emissions Power Core is now also glitching: -2 to Engineering actions.
The calm veneer of the small fighter's pilot breaks as she hisses in cold frustration;
"Curse you all and this deal! I'll not be terminated for some no-name mark's reckoning!"
ROUND 6: ENGINEERING UP+PILOTING (INIT) CHECKS
Desperado: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15

Noah 2.0 |
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Yeaaa I did a thing. :)
Engineering: 1d20 + 9 ⇒ (1) + 9 = 10
Noah gets so excited that he calls up the science console and tries to do engineering with it.

Kris-7 |

piloting(Round 6): 1d20 + 10 + 3 ⇒ (5) + 10 + 3 = 18
Kris keys her comms unit to try and bait the opposing pilot. "Cara, you really should have run when you had the chance" all the while maneuvering to maintain her position behind the crippled necrocraft

Galactic Master Black Dow |

Sorry gang RL caused my post sensors to glitch
The static of the comms crackle with vitriol as the necro's pilot bites back;
"My designation is Clara you sub-golem b1tch!"
Evade: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
As she screams the necroglider shifts into high gear, spiralling in a defensive manoeuvre as it makes a break across the stars...
Stiletto is successfully Evading (+2 AC & TL) this round. GUNNERS & CAP'N UP

Paeon Tel'domah |

Paeon laughs to himself as the glider tries to escape. He leans back in his chair as the gunners take aim,
{Get 'em boys}
was a bit slow on the post so can't really affect your rolls, sorry!

Galactic Master Black Dow |

Stiletto
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0)
AC 16
HP 3/30
Shields basic 10 (forward 3, port 2, starboard 2, aft 0)
Attack (Forward) gyrolaser (1d8), light EMP cannon (special)
Ed's laser fire smelts a series of holes in the interceptor, and it continues to limp away from the Hippo trailing debris and leaked power fluids as it goes...
ROUND 7: ENGINEERING/PILOTING INIT ROLLS (+CAPTAIN?)
1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16

Noah 2.0 |

Surprised by his bloodlust, Noah diverts power to increase the ship's speed.
Engineering: 1d20 + 9 ⇒ (7) + 9 = 16 +2 to speed.

Kris-7 |

piloting(Round 7 vs 16): 1d20 + 10 + 3 ⇒ (7) + 10 + 3 = 20
GM
Kris will continue to follow the Necro craft keeping the Hippo within gunnery range

Paeon Tel'domah |

Encourage DC 15 on Diplomacy check to the gunners
Paeon leans back in the chair allowing the crew to do their work,
{Let's put an end to this, take out the engines boys! }
Encourage(Diplomacy): 1d20 + 9 ⇒ (5) + 9 = 14
worst captain.. ever!

Kris-7 |

Still waiting on the GM but gave him Kris's plan of action to keep things moving once Cara makes her move.

Galactic Master Black Dow |

Worse GM ever lol
As your skirmish continues its clear the outclassed interceptor is now fleeing... despite its poor status, the vessel plows toward your destination - the hulk of the Acreon and its asteroid payload! 2 Move rounds of movement....
Evade (Piloting DC13): 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19
The Stiletto spins and zags in an attempt to keep itself intact (full move & +2 AC & TL), but with Kris' deft piloting and Noah's re-routing of power to the engines, the necrocraft easily remains in range...
Gunners have at it!

Galactic Master Black Dow |

ROUND 8
As the Hippo closes on the stricken fighter, both gunners see their salvos fire high-wide-and-handsome.
The comms crackle with a static laugh;
"Attention waning my friends? Giving a girl some hope... If I was you I'd be dead..."
ENGINEERING & PILOT INIT's UP...
Necromongress: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27

Noah 2.0 |

Not wanting the enemy to pull away too fast Noah continues to divert power to the engines.
Engineering: 1d20 + 9 ⇒ (17) + 9 = 26