GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH (Inactive)

Game Master Black Dow

ΔDVENTURE, INCIDENT & INTRIGUE ΘN ΔBSΔLΘM STΔTIΘN! GΔNG-WΔRFΔRE, CΘRPΘRΔTE CΘNFLICT & ΔNCIENT THREΔTS CΘLLIDE IN THE DEPTHS ΘF PΔCT WΘRLD SPACE.. ΔND BEYΘND…

“The bounties of space, of infinite outwardness, were three: empty heroics, low comedy, and pointless death.” ― Kurt Vonnegut, The Sirens of Titan

CURRENT MΔP: HΘSTILE WITNESSES!

SUNRISE MΔIDEN SCHEMΔTICS


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

As Ed thinks out loud.. or inside our heads.. Paeon ponders his knowledge of smugglers,

Trying to determine is PAeon knows anything about the Sunrise Maiden, or smugglers that used to run this type of cargo?

SPACE PIRATE ROLL: 1d20 + 2 ⇒ (13) + 2 = 15

DC reduced by 5 for my theme


At Ed's question DAWN's soft tone drifts over the comms;

<SMUGGLER IS A TERM THAT HAS ILLEGAL CONNOTATIONS CAPTAIN SKZZRRR'ED'KL. MY PREVIOUS OWNER CAPTAIN NASH PREFERRED THE TITLE OF "O.F.T.": OPPORTUNISTIC-FREE-TRADER. SHE UNDERTOOK NUMEROUS HAULAGE, SALVAGE AND COURIER MISSIONS THROUGHOUT THE PACT WORLDS, NEAR SPACE AND THE DRIFT. OUR CARGO BAYS HOLD INVENTORY ITEMS FROM SEVERAL OF THOSE ASSIGNMENTS.>

Paeon:

You do not recall anything specifically about the Sunrise Maiden herself, however you do recollect that the Sanjaval Vagabond-class multipurpose light transport/freighter is a versatile workhorse, with a reputation for durability and reliability. Despite being in service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, exploratory survey vessels and yes smuggling ships...

As for types of cargo - if there is a demand or potential credit to be made, then most items and resources can be smuggled. Particularly those will a degree of illegality such as stolen military medical supplies and timber from (once) sentient trees...

She pauses, commswaves hissing quietly, then speaks again;

<CAPTAIN. THE SHIP YOU DESIGNATED AS THE IRON ANUS IS HAILING US AGAIN. SAME COMMS CHANNEL OF DELTA-2-2-7. SHALL I PATCH THEM THOROUGH OR REJECT THE TRANSMISSION?>


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20
Galactic Master Black Dow wrote:

At Ed's question DAWN's soft tone drifts over the comms;

<SMUGGLER IS A TERM THAT HAS ILLEGAL CONNOTATIONS CAPTAIN SKZZRRR'ED'KL. MY PREVIOUS OWNER CAPTAIN NASH PREFERRED THE TITLE OF "O.F.T.": OPPORTUNISTIC-FREE-TRADER.

Ed gives a double shrug with his two arm sets. It's OK, ship. I don't judge. And I really appreciate the Noodle Doodles. Ed stuffs a double handful in his pack.

Galactic Master Black Dow wrote:


[smaller]<CAPTAIN. THE SHIP YOU DESIGNATED AS THE IRON ANUS IS HAILING US AGAIN. SAME COMMS CHANNEL OF DELTA-2-2-7. SHALL I PATCH THEM THOROUGH OR REJECT THE TRANSMISSION?>

Captain Anus of the Iron Rectum. Ed corrects and turns to the others. Do we have anthing to say to these guys?


Ed Shirren wrote:
Galactic Master Black Dow wrote:


<CAPTAIN. THE SHIP YOU DESIGNATED AS THE IRON ANUS IS HAILING US AGAIN. SAME COMMS CHANNEL OF DELTA-2-2-7. SHALL I PATCH THEM THOROUGH OR REJECT THE TRANSMISSION?>
Captain Anus of the Iron Rectum. Ed corrects and turns to the others. Do we have anthing to say to these guys?

Mixing my rectums with my anuses... Not a line I ever envisaged writing, here or anywhere else... Right. Moving on...


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Best take their call. I suspect they will do something nefarious regardless though. And they may tip their hand when we talk. Regardless I will be ready. Noah settles into his ship's station and pulls up the piloting console.

Changes in theme grant a net +1 to piloting and -1 to Life Science.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed gives a hiss of annoyance and delegates. YOU talk to them, Paeon.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon grumbles as he opens his tired eyes,

'Yes Cap'n'.. SHIP! Patch them through.'

Edit: So currently the hippo was recalled due to security reasons. we found the corpse fleet commander in stasis.. Kris and Retsiji dumped it at coordinates... ALPHA. ZERO. TWO. FOUR. NINER.... So it needs to be recovered either by us or this ship (who we arent sure work for Nor)... We have 500credits each for successful delivery.. Any thoughts on if we should return it?


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I had forgotten it was dumped. Noah agreed to return the "package" and feels bound by his word. He wants to return it and feels strongly about it.


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed wants nothing to do with Commander Corpsicle and Ambassador Nope, but he ll go along if he's outvoted.


The Maiden's AI sounds almost apologetic at Ed's correction;

<MY APOLOGIES CAPTAIN SKZZRRR'ED'KL. IT IS IRON RECTUM. AS YOU WISH MR TEL' DOMAH. PATCHING YOU THROUGH>

Once again the wheezing voice of the Rictus' Captain addresses you in Eoxian;

”Csodáljuk a durva humorpróbálkozásokat, úgy érezzük, hogy ez csupán hiábavaló fátyol. Az egyik lefedi az információkat arról, amit keresünk. Rakományunk a hajón vontatta ezt az aszteroidát. A hajója ezután ugyanabból a aszteroidából származik. Könnyű belátni, hol tartják a gyanúsítottak szükségesnek további vizsgálatokat? Nem számít, talán ez a legjobb, ha szemtől szemben Acolitis Ed.”

”Készüljön fel a beszállásra.

Translation: ”While we admire your crude attempts at humour, we feel this is merely a futile veil. One that shrouds the information on that which we seek. Our cargo was on the vessel towing this asteroid. Your ship then emerges from same asteroid. Easy to see where those suspicious may deem it necessary to investigate further yes? No matter, perhaps this is best done face-to-face Acolitis Ed.”

”Prepare to be boarded.”

Noah notes that the Iron Rictus has powered up and is moving to intercept...

New map up! BATTLE STATIONS!!!


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

"EEEEEEEEEEEE!" Ed vocalizes a weird shriek as he sprints to the pilot station. Evasion, ship! Evasion! Can you scan them, Noahtoo? How well armed are they? Someone target those boneheads!


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I am in pilot mode my captain. Someone else must handle the science officer responsibilities.

Scanning the ship is reasonable important to know armaments and firing arcs. Also, is the enemy ship so large that it takes two hexes?


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

N2- Check. I saw you taking Ace Pilot theme, but missed you saying explicitly that you wanted to pilot. GM- can we get a roster on the Campaign page?

Ed cocks his head in confusion a moment then goes back to throwing out commands. Oh. Right! Evade, Noahtoo! Evade! Toady, can you scan their weapon systems? Paeon, see if you can negotiate. Um, Nipper, what do you do again? Get ready to shoot them or something! Ed collapses in the Captain's chair already looking exhausted.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon sits up as the commotion around his begins to ramp up,

'Ship, if you wouldn't mind patching me through.. Captain if you would be so kind as to speak in the pact world common language so all those might benefit from our conversation. I am Paeon Tel'domah. Commander Hebiza has informed us that those of the Corpse Fleet are trained in sentient languages. I would advise against boarding at this time, I remain infected by Akata.. '

I LIED: 1d20 + 8 ⇒ (7) + 8 = 15

'Speaking of Commander Hebiza Eskolar of the Corpse Fleet, we met him earlier and our crew jettisoned him when the Hippo was recalled to Absolam station, we couldn't be sure if it was being stolen so we ensured our cargo was safe. Do you travel on behalf of Nor?'

Sense Motive?: 1d20 - 1 ⇒ (14) - 1 = 13

Paeon clears his throat,

'Oh, right.. If we are boarded, Commander Hebiza will be lost to space... forever.'

Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16

'However, if you chose to remain in your craft. We can come to an arrangement. We were promised.. 5. wait, maybe 600 credits for the return of the Commander, each. If you want the coordinates to the Commander now, without Nor's personal command to us, i will sell you the information for 1000credits per crew member. Otherwise, we will continue on our mission.'

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

bad rolls for all my charisma :(


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Well this rat would like to get paid. Let's see what this tug can do.

"Weapon systems are online. Shall I fire a warning shot or should we just play for keeps?

"Then again, we don't have the meat popsicle onboard, so we could just agree to be searched, but that's less fun."

@Paeon: Intimidate and diplomacy both do the same thing, try to make the opponent more friendly. Intimidate just makes them not like you after the effect wears off. Don't think they stack.


@Noah: No its just a single hex - fixed now.
@Ed: No problemo. I'll put the current crew stations/roles up
@All: Busy night ahead with a socially distanced catchup w/ friends. Will get a decent post up on the morrow.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

If might help if you could also post the turn order. At one time I knew that but I have forgotten and with new roles it might have changed. Ed, I recommend you give any optional ship bonus to Piloting initially. Would really like them to go first to see their speed and what arc they want us in.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed's curiosity overrides his panic for the moment. Yeah, we've got a previous arrangement so what's your claim on the package? Ed adds listening for the response.

Assist Paeon's sense motive: 1d20 + 8 ⇒ (19) + 8 = 27

hells, can I just sense motive on my own? :P


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

@ Ed , maybe our antennae are in sync. @Nipper, will do, was just making some preemptive rolls based on the dialogue.. was leaving it up to GM to decide if they were necessary..


Ok. A lot going on with parley and red-alerts! Dealing with the ongoing dialogue... which gives you pause and time to prep

Roll The Bones:

Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Bluff: 1d20 + 6 ⇒ (4) + 6 = 10
Will DC16: 1d20 ⇒ 17
Intimidate: 1d20 + 7 ⇒ (3) + 7 = 10

The comms channel from the Iron Rictus hiss, then you hear the croaky voice of Captain Kul-Ancs in heavily accented Pact World Common;

”Finally. Ve speak to one vun who may haf answers… Clearly the true leader. Excellent. You are infected? Do not vorry. Such mortal pestilences are ov little consequence to zhis crew. Ve can however send over our necromedikal team to see if they kan alleviate your symptoms? Cleanse any others infected.

”So you conversed vith Commander Hebiza? Interesting… I vonder vhat did you speak of? As for zhis “Hippo” you mention ve haf no record of such a vessel or individual. Again do enlighten me further…”

”As for Nor. No ve are not engaged by zhat… by him. However if zhe location of Commander Hebiza vere to be lost to him, zhat would be of benefit to us...

”A counter offer then. Give us zhe Commander’s location and ve let you and your ship continue on your mission of grave importance. Failure to comply vill result in your old ship being, at best disabled, and any survivors becoming our chattel."

Paeon: From the above you discern that your bluff attempt likely failed. Anyone listening (outwit Paeon & Ed who can read spoiler) can you give me a DC10 Sense Motive check please.

Paeon/Ed/Sense Motive DC10:

It's clear the offer of medical care is a ruse to allow personnel to board the Maiden.

From Kul-Ancs inference, he is aware of Nor, but is no ally of the Ambassador. However who they represent is not apparent.

Likewise it is most likely that both options presented (providing info on Hebiza/not doing so), will result in the Eoxian vessel attacking. However the threat is not one made of clear superiority or the upper hand, suggesting such an engagement would not be easily won.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Sense Motive: 1d20 - 2 ⇒ (17) - 2 = 15

Even Noan, who was born very recently and not good at read humans recognizes the lie and threat and bluff of sure success. One of the things their necro guys would cure is your "life". And my read is that they intend to fight no matter what we say or do. I highly recommend battle stations. Maybe get a science scan before things go bad?


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon looks to Ed amused..

Will give a chance for some thoughts.. We can either double cross Nor, or we can try to dispatch with these guys.. If we want to spacefight, i think that we should try to 'lead' them to the dropped package, and then open fire.. hoping for a surprise round?

Replying to Rictus,

'A moment please Captain Kul-Ancs, request to board for medical assistance is denied.'

To our ship...

'Computer! Do you have knowledge of Captain Kul-Ancs? Noah, anything in your database? Is he Eox government?'

To the Rictus,

'If you wish to know what myself and the Commander spoke of, you will have to trade for it, nothing is free. I would also request a moment to confer with colleagues if you will.'

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

I guess we have the chance to either.. Aid the Eox Government, or Aid the Eox Corpse Fleet (who were.. renegades if i recall?


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I was hoping for a scan on the Rictus to see what we're facing. Where's the Toad? Maybe Noah2 can do it if Toad is glitching.

Yeah. Corpse Fleet is rogue. Is it a culture check to try and figure out which side Ancs is on? Another sense motive?


Scan would be a DC10 Computers check (w/ +2 Bonus from Maiden's Computer systems)

Info Dump from pervious recalls on Corpse Fleet:

Paeon/Ed: both recall that the prime goal of the Corpse Fleet is to shatter the unity of the Pact Worlds and return their homeworld to its former glory.

To achieve this, the Corpse Fleet constantly establishes factories and harvests troops in the hope of growing large enough to rival the entire Pact Worlds fleet and force the other Pact Worlds to acknowledge Eox's supremacy... Foes are treated as raw materials in essence.

Ed: With regards their methodology and organisation your mind casts back to an educational symposium you attended on Verces by the famed Pact World historian: D'ibb' Etts.

The hierarchy of the Corpse Fleet was directly adapted from that of the Eoxian navy. The head of the Corpse Fleet is the Undying Admiral who oversees all Corpse Fleet operations and coordinates individual task forces. Each task force is several dozen ships strong and led by an admiral, who rarely work in the same system with each other and act independently so enemies wouldn't be able to pin down the entire Corpse Fleet in a single engagement.

Rear admirals and commodores command four to eight ships each. Rear admirals are tasked with extended missions that might last for decades, while commodores' fleets usually only see deployment for two months or less. Each individual ship is commanded by a captain who in turn is assisted by a commander, usually of a different disposition so as to ensure a mix of caution and ferocity.

Below the rank of commander are the lieutenant commanders, who usually fill the roles of engineer, gunner, pilot or science officer and command shifts of grunts. The lowest commissioned ranks in the Corpse Fleet are lieutenants, who fill key positions on ships and act as infantry specialists, and ensigns, who act as reserves and students under superiors. The enlisted branch of the Corpse Fleet, called the converted, is filled with mindless or near-mindless undead, raised from the dead by mystics stationed in bases or in capital ships.

When it first defected, the Corpse Fleet took with it a great number of Eoxian starships. While continuing to maintain and upgrade these old ships, the Corpse Fleet's engineers and scientists have since invented many original designs to keep up with the advancements of their enemies and replace destroyed ships.

In short they are indeed renegades, but those who believe themselves true Eoxian loyalists

At Paeon's behest D.A.W.N. attempts to collate any reference to Kul-Ancs:

<ACCESSING DATABASES FOR YOU NOW MISTER TEL'DOMAH. APOLOGIES. NOTHING LOCATED ON CAPTAIN KUL-ANCS. IT IS POSSIBLE HE PRE-DATES CURRENT RECORDS.>


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We are not in "Helm Phase" so I am not sure I can scan but will give it a try.

While captain types talk Noah shifts to Science mode and scans the necro vessel.

Computers: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 +2 is from the ship.


Yeah you can - not in combat but don't see the issue in scanning in a passive scenario. Was a staple of original Star Trek... :)

Noah 2.0 Knows All...:

IRON RICTUS [TIER 2]

MANUFACTURER▸ Thaumtech Unlimited
CLASS▸ Cairncarver
TYPE▸ Light Freighter (Small)

SPEED▸ 12
MANOEUVRABILITY▸ Good (turn 1)

AC▸ 15 | TL▸ 15
HP▸ 40 | DT▸ - | CT▸ 8

SHIELDS▸ Basic 40 [Forward 10/Port 10/Starboard 10/Aft 10]

ATTACK [Forward]▸ Light Particle Beam (3d6), Light Plasma Torpedo Launcher (3d8)
ATTACK [Port]▸ Coilgun (4d4)
ATTACK [Starboard]▸ Coilgun (4d4)

POWER CORE▸ Pulse Black (120 PCU)
DRIFT ENGINE▸ Single, Basic (1)

SYSTEMS▸ Basic Computer; Budget mid-range sensors; Mk 2 armour; Mk 2 defences; Expansion Bays cargo holds (2); Sealed Environment Chamber.

MODIFIERS▸ +1 Piloting.

COMPLIMENT▸ Minimum 1/Maximum 6

BACKGROUND▸ Although Thaumtech Unlimited may be most famous for its fearsome Omenbringer battleship, it’s the versatile Cairncarver whose sales have funded the company’s most ambitious research since the Gap. Like many ships of Eoxian design, the Cairncarver is an intimidating ship with an unnervingly skeletal shape that has changed little over the centuries. Cairncarvers remain fairly common ships in Eoxian space, but they’re even more popular in the reviled Corpse Fleet, where they serve as ideal marauders capable of raiding distant settlements and eliminating key targets. This strong association with piracy makes Cairncarvers tempting targets for overzealous law-enforcement patrols, which often harass or even open fire on such ships without authenticating their credentials first.

Of course, with conventional life support limited to only a portion of the ship, the Cairncarver has little appeal to living crews. A typical ship configuration includes a sealed environment chamber for transporting live passengers, and even then, the crew can readily vent that chamber’s atmosphere should they determine the passengers are as valuable dead as they are alive.

Standard armaments include a forward-mounted Alkaria light particle beam affixed to one of the Cairncarver’s arms and a Festik light plasma torpedo launcher embedded in the other, while two Vertebrex coilguns mounted port and starboard provide flank defense. The Cairncarver’s aft quarter is notoriously undefended, however.

With its ample cargo space, the Cairncarver doubles as a well-armed freighter. Eoxians often use the ship’s cargo holds as crude passenger seating for undead troops, who can travel indefinitely without life support.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah shares his scan data. She is fast and light Ed. Faster than us but our shields are better. She outguns us easily in the forward arc so we need to stay out of that and take advantage of our turret mounted lpb. We may have to run from their torpedos but our rear firing flack thrower should help protects us as long as we can maintain some distance. Of course we area already too close.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Issue is that the enemy is faster than us and the Light Plasma Torpedo Launcher has a range of 14. So if we are 14 hexes or closer and in the forward arc in firing phase we will likely take 3d8 damage. Note that right now we are 11 hexes away and in their forward arc. If we are within 10 hexes and in that deadly forward arc then we will also be shot at with their Light Particle Beam for another 3d6. So, again its super important that we win the piloting roll, making them move first. Some good news is that if we can get behind them they cannot fire at us.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

We could give them the coordinates, and allow them to get ahead of us.. and hit them from behind for a surprise round? would give us the advantage of starting from behind them? To clarify, Eox is part of the pact worlds, but the corpse fleet is a rogue extension of Eox? Would attacking this ship be against pact world ... treaty? or is this corpse fleet as well?


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed transmits to his companions. I don't trust any Eoxians, Paeon. But at least we know that Nor is supposed to be part of the Pact. I'm sensing Corpse Fleet all over these creeps though.

He looks nervous as Noahtoo recounts the Eoxian ships stats. Fast and well armed. I'd rather not fight, but I think that you're right, if it comes to it we have to hit them from behind.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I am against giving them the real coordinates of the 'package". It buys us nothing and many things could go wrong. They could call a ally near by etc. Its important to me to complete that mission of delivering that package.


@Paeon: Yup, Eox are part of the Pact World but the Corpse Fleet see themselves as true "patriots" rather than a rogue splinter group. They are outlawed by Eox and enemies of the Pact Worlds. Attacking them would not be an act of war against Eox (presuming they are indeed Corpse Fleet... :)

As you mull the next course of action, Kul-Ancs replies to Paeon's statement through the comms;

"A pity. Der offer ov medikal assistance vas sincere... As for a bargain. I offer you vunce again: The Kommander's coordinates for your lives... A fair trade yesss?"


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Well, my(Paeon's) opinion isn't that we are going to get a better bargain with these guys. We are threatened and should engage them. Kill or be killed.

Paeon transmits to the crew,

Doesn't seem like there's anything to be gained, and they aren't letting us get away. Ed, what's your call? I think we have to fight.

To the Corpse Fleet,

'Ksshhh, coordinates are as fo--ows. Kshh, krsshh, alp-a...---ro, ksshh.... -err...........'


Note - this is not me railroading you guys into a scrap. Far from it, if you can get creative on this I'll run with it also As written in the AP its an ambush fight, no dialogue, but as is my want I'm injecting more leeway and flavour into these set pieces.


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

@ GMBD .. absolutely much more enjoyable :) . The only alternative here is we join the Corpse Fleet and try to unravel the Pact Worlds... which seems fun (and paeon could be interested) :) but not sure that's our crews direction.


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Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Ya, let's not join the rebel zombie army, there's no real profit to me made in that.

"Can't run from this one. Besides, there's no guarantee they wont just want to take care of us pesky witnesses anyways."


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

I don't want to be a zombie, Ed gulps. How close are they Noahtoo? Can we manuever behind them?


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad who’s been listening while fiddling away with his station pokes his head up when they start discussing the pact worlds and the eoxians. “I don’t trust these dead longshanks. CIC, is helping now and she doesn’t think we should work with them either!”

The wire attached to his console let’s the words “The goblin is correct.” Appear on the screen next to him.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

NOW, Noahtoo! Evade and Circle around. Ed encourages.

Encourage Piloting: 1d20 + 10 ⇒ (1) + 10 = 11


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Attempting to help Noah perform a "Hard Turn" as Chief Mate.. dunno if it's useful or not for this situation.

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21

DC = 14, 10+1.5xship level.. 3

As Ed shouts Paeon also begins shouting and bashing almost frantically at the ships console as alarms blare warning at the crew,

'Let's see, just turn those that way, turn off those alarms..

One final smash of the console as a calm falls over the bridge, alarms silenced (aside from Ed),

'There ya go Noah, that should do it.. Oh by the way.. HOLD ON'

Hard Turn:
You manually adjust additional thrusters and bypass safety systems, shouting for your fellow crew members to brace themselves for a stomach-turning tactical maneuver. This bit of risky co-piloting might overtax the starship’s turn radius, but it can also help the pilot get significantly more maneuverability out of the vessel when the crew finds itself in a lurch. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail your check by 10 or more, you overheat and temporarily degrade the effectiveness of the starship’s maneuvering thrusters, causing the ship’s maneuverability to worsen by one step for the rest of this round.


It's on! STARSHIP COMBAT ROUND 1

IRON RICTUS CREW:

Captain Kul-Ancs: Diplomacy +7 (2 ranks), Gunnery +7, Intimidate +7 (2 ranks), Piloting +7 (2 ranks)
Engineer: Engineering +7 (2 ranks)
Gunners (2): Gunnery +12
Pilot: Piloting +8 (2 ranks)
Science Officer: Computers +6 (1 rank)

[ENGINEERING PHASE]

Iron Rictus Engineering DC13 - Divert: 1d20 + 7 ⇒ (3) + 7 = 10

[HELM PHASE]

Iron Rictus Piloting: 1d20 + 8 ⇒ (15) + 8 = 23

Noah give me a Piloting check please. Effectively determining who goes first post Engineering phase. Lowest role goes first. Remember Ed's +2 from his successful encouragement :)


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Piloting: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27


Okay - any actions from Maiden's Engineering in the meantime?

3d6 + 5 ⇒ (4, 6, 1) + 5 = 16 Amount of Hexes between your two vessels... map readjusted.

[HELM PHASE]

As cessation of conflict ends, the Iron Rictus glides ominously forward [10 MOVE, 1 TURN]

Scan DC10: 1d20 + 6 ⇒ (16) + 6 = 22

Suddenly DAWN's tone injectes with a warning;

<WARNING CREW. VESSEL DESIGNATED AS IRON RECTUM IS SCANNING US>

As the Exian vessel shifts to get the Maiden in her sights, the comms channel crackles once again with their Captain's croaking voice;

"Ve see you now. Your paltry defences... Soon you vil all be bones and meat. Raw materials to be harvested... Prepare to be flensed... Especially you Acolitis Ed... "

Intimidate DC19: 1d20 + 7 ⇒ (17) + 7 = 24 -2 on actions in Helm Phase for 1d4 ⇒ 2 Rounds

Crew Up - Engineering (if required to go) and all Actions in Helm Phase - Note -2 penalty due to successful taunt. Have at it folks!


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

We have the move to get behind her but that will leave us close. I think that is fine. We need to fight and some good rolls will put some damage on her hull. I am unsure who has what roll. How many gunners do we have? If only 1 then do not have to worry about bringing an arc to bear.


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

I think I'm the only gunner, so ya arc doesn't really matter, unless we want to fire at will with the -4 modifiers.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Maybe Startoad should gun this round too? I can line up the flack thrower for a shot - our second best weapon and hardest to use. Gonna do it. Two gunners please... With no damage we do not have to have engineering. Bonuses to the guns if we can.

Noah, believing that since his ship is more heavily shielded and slower decides to take an aggressive position. Believing that the enemy cannot fire upon them Noah does not bother with evasive maneuvers.


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I can man a gun as well


Nice... interesting strategy. The Game is afoot!

Suddenly bereft of their plum target, the Iron Rictus spews forth one of its plasma torpedos!

Gunnery vs TL13: 1d20 + 12 ⇒ (7) + 12 = 19

The glowing projectile launches, then wheels ominously towards the Maiden as it secures a lock...

Give me a defensive Gunnery check someone - your Flak Thrower can destroy the torpedo with a successful DC24 check :S. NB this does not use up your Gunnery actions this round (is more like a "defensive attack of opportunity")

Edit: Also remember DAWN can grant you +1 to any 2 checks per round, +2 Computers, & +1 Piloting


M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I think anyone with high dex or piloting, noah? or nipper?.. paeon can't even succeed here or help with chief officer actions..


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I have never been an expert in these rules and have forgotten some of what I knew but I am pretty sure those torpedos have to be in firing arc as well as regular weapons to target...No?

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