| The Zane |
As a player, my jaw just dropped to the floor.
as Zane, he just drops to the floor.
Zane's body slumps down. He wordlessly pulls out a bandage- applying some blood keeping tricks he knows.
While doing this, he stays where he's at, but rotates his head to scan the dead bodies littering the two rooms.
He sees a body and nods his head. Up and down. Up and Down.
What a combat! Zane regains 11 Stamina by using Field Fix. and he downs a serum of healing. serum: 3d8 ⇒ (5, 5, 7) = 17 HP's
| Aerav Brack Elijea |
Abe suggests, "While we don't have a lot of time, we're useless in a fight just now, so everyone take a breather." The first thing he does is try to lockdown the room so no one else can get in, or at least they'll have some warning.
Then he takes a few minutes to revitalize himself, and Messalina. (spend resolve to repair drone to 27hp and regain his own stamina)
If successful, he'll then pour over the loot. He waits for others to pick what they might need, though he eyes the tactical autobeam rifle for himself and the yellow star plasma rifle for Messalina if no one has any objections. He offers his serum of healing to The Zane as well if he wants it to top up some more health.
"So now we crash this thing and destabilize the weapon, destroying everything in the system I expect." He turns to the others, "You lot should leave and head for the 'Maiden. Get yourselves way the hell out of here. I've got this and Messalina can watch my back." He says simply.
| Vetch No-Toes |
As a player, my jaw just dropped to the floor.
as Zane, he just drops to the floor.
Holy piddlespot! Zane, you rocked that shit, yo!
Vetch moves over to quickly tend to *THE* Zane, hero of the battle of the dead. Using healing touch twice to heal you 55 hp, takes 10 minutes.
"Sit down for a moment, Zane! Take a load off and let me look at you," Vetch scurries over to help.
More to come after this 10 minutes is up.
While he works, he looks around at the carnage. He'll pick up the loots that he can shortly, but mostly needs a breather...and for Zane to stop bleeding.
| Aerav Brack Elijea |
| 1 person marked this as a favorite. |
Abe approaches The Zane with a sad look on his face, "I'm sorry, but when Messalina went down, so did most of the camera array. I'm afraid we lost most of the footage of the end of the fight."
He looks down at his rig, and tweaks a few buttons before the last fight scene can be seen in a holographic image hanging in the air in the middle of the room. The footage is from Abe's position, but when he brings his rifle up to fire, most of the image is blocked. "The audio is still good, but the video won't make any 'best of' reels. My chest camera is the only one that made it at the end."
| The Zane |
It's okay ABE. Zane don't care about the footage.
When Messelina went down, that hurt The Zane's heart a lot. She's worth more than 5 cameras and end of fight footage. Abe's gonna get her good and right, right?
He just nods at ABE. Zane thinks fixmaster can fix his girl Lina.
Other than that whisper,he remains pretty silent and demure.
what a long way has Zane developed from when you first met him! Back at the Plaguewarren statue (Now, The Zane Statue) he was very upset about the lack of cameras featuring Him.
GM Tyranius
|
With the electroencephalon command key near the consoles you have access to the ships core. Readings appear in the air above them. With access to the ship’s core computers, you can easily determine that the colossal ultranought will suffer a massive engine failure upon hitting the superweapon, creating an explosion powerful enough to destroy both juggernauts forever.
Going over the readings and trajectory you know that if you leave the Empire of Bones Bridge too early the ultranought might be destroyed or knocked off course before impacting with the Stellar Degenerator.
| Dash Arcbright |
”I’m sure we all appreciate the gesture Abe, but stupid tradition that the Captain goes down with the ship.” Dash takes up the key and salutes with it. ”And as Vetch often points out, I’m the stupid captain.”
Dash plugs into the Empire of Bones and does a few things: course navigation, bridge lockdown, soldier reassignment, and security video download. He then steps over to Abe and holds a hand over Messalina’s wrecked frame. The drone begins to slowly reassemble under the guidance of a make whole spell.
”You guys have two options, stick with me and maybe we can get back to the Maiden and escape in time, or vamoose to the Maiden and make ready for a last second rescue of your stupid Captain.”
| The Zane |
Coach, it's been good being a part of the team. Guess the contract didn't get renewed. Seems like the club went in a different direction.
Please know that Coach Dash was the best coach The Zane's played for. Ever.
Zane makes his way towards the Sunrise Maiden.
| Vetch No-Toes |
Vetch moves off of fixing up *THE* Zane to look over the loots, listening to the conversation and he scurries from place to place.
”And as Vetch often points out, I’m the stupid captain. You guys have two options, stick with me and maybe we can get back to the Maiden and escape in time, or vamoose to the Maiden and make ready for a last second rescue of your stupid Captain.”
"You're not just the our stupid Captain, you're the blithering idiot that brought a goblin on board the ship," Vetch chimes in from this explorations. "But I'm going to stick with you no matter what...mostly to see how you're going to get yourself killed so I'll have a good story to tell when I get back. I can't wait how you managed to short circuit yourself when you get your dong trapped in your zipper or whatever."
Vetch shoves a shock grenade III into his mouth pouch, and loads his pistols with fresh big batteries.
"I'll go with you. Don't you worry. Mostly to make you don't get lost or trapped by some flashing lights and think its a rave."
| Aerav Brack Elijea |
Abe looks at Dash and Vetch with respect. "Very well, I'll get The Zane out of here if I can, and we'll stay as close as we dare in case you're able to make it out an escape shuttle or something." He says it, not really believing it.
He takes one more long look at the pair, before nodding his head, "Zane, let's go! We've little time to waste!" He charges down the hall, making his way back to the Sunrise Maiden, Messalina struggling to stay elevated, trailing along behind.
GM Tyranius
|
Abe grabs ahold of The Zane and begins dragging him off towards the Maiden to begin emergency lift off preparations. Meanwhile Vetch takes control of the Empire of Bones, slowly turning the behemoth towards the portal.
Indeed communications begins to blare as the two next-largest ships in the Corpse Fleet armada—a pair of Thaumtech Omenbringers (named the Dusk Blade and Orphanmaker)—move to intercept the Empire of Bones as soon as it begins flying toward the portal to the demiplane holding the ancient weapon. The captains of those ships are aware that Serovox was being cautious about approaching the ancient superweapon, and know the admiral would have contacted them if the situation had changed.
Supercolossal ultranought*
Speed 4; Maneuverability clumsy (turn 4); Drift 1
AC 28; TL 28
HP 1,050; DT 20; CT 210
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)
Attack (Forward) mass driver (2d6×10), ultra plasma cannon* (9d6×10)
Attack (Port) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Starboard) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Turret) gravity cannon (2d6×10), negative-energy cannon** (5d8), negative-energy cannon** (5d8)
Power Core Heavy Titan* (950 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters
(common), mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes* (3), slime-patch
systemAA; Expansion Bays cargo holds (35), hangar bays (24 Medium ships), arcane laboratory, arcane
mortuary**, escape pods, general science lab, sealed environment chamber, tech workshop
Modifiers +10 to any 4 checks per round, +2 Computers, –1 Piloting; Complement 3,000 (minimum 250, maximum 5,000)
THAUMTECH OMENBRINGER TIER 14
Gargantuan battleship
Speed 4; Maneuverability average (turn 2); Drift 1
AC 27; TL 27
HP 400; DT 10; CT 80
Shields heavy 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) heavy laser cannon (4d8), super EMP
cannon (special)
Attack (Port) heavy laser array (6d4)
Attack (Starboard) heavy laser array (6d4)
Attack (Aft) tactical nuclear missile launcher (5d8)
Attack (Turret) heavy torpedo launcher (5d8), heavy torpedo
launcher (5d8)
Power Core Gateway Heavy (400 PCU); Drift Engine Signal
Basic; Systems advanced mid-range sensors, basic computer,
crew quarters (common), mk 7 armor, mk 8 defenses, security
(biometric locks); Expansion Bays hangar bays (2)
Modifiers +4 Computers, +2 Piloting; Complement 200
CREW
Captain Diplomacy +25 (14 ranks), gunnery +25,
Intimidate +30 (14 ranks), Piloting +25 (14 ranks)
Engineers (3 officers, 35 crew each) Engineering +25 (14 ranks)
Gunners (5 officers, 15 crew each) gunnery +25
Pilot (1 officer, 5 crew) Piloting +32 (14 ranks)
Science Officer (1 officer, 4 crew) Computers +29 (14 ranks)
Vetch Piloting: 1d20 + 23 ⇒ (14) + 23 = 37
Duskblade Piloting: 1d20 + 32 ⇒ (3) + 32 = 35
Orphan Maker Piloting: 1d20 + 32 ⇒ (10) + 32 = 42
====================================================================
Round 1
Duskblade Engineering (Divert Weapons) DC 31: 1d20 + 25 ⇒ (6) + 25 = 31
Orphan Maker Engineering (Divert Weapons) DC 31: 1d20 + 25 ⇒ (18) + 25 = 43
The Omenbringers weapons begin to power on as the Empire of Bones alarms begin to klaxon. Vetch knows he only has one shot to get this ship into the portal. Once he reaches the portal Dash and himself should be able to make it to the Maiden if they are lucky.
The Duskblade begins to move into position to blockade in the Empire of Bones.
====================================================================
Ship Status
Empire of Bones-( 1050/1050 | F:70 P:70 S:70 A:70 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status:Nil)
Duskblade (Red)-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Orphan Maker (Yellow)-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Not sure which position Dash is taking so left them all available. Keep in mind this is a Tier 20 ship so your DC's are much higher. But you do have the electroencephalon command key which will give one of you a +10 bonus to your skill check during starship combat.
Round 1
Captain -May act on any Phase
Engineering Phase ()
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase ()
| Dash Arcbright |
”F@#%...” Dash chuckles as things turn pear-shaped again. ”Vetch, set the engines to ludicrous speed please.”
Command key in hand, Dash opens a channel to one of the opposing ships and does his best Admiral Serovox impression.
”Duskblade, this is Empire of Bones. The Orphan Maker has been compromised. Fire all guns upon it now!”
Captain Action - Taunt + Key bonus: 1d20 + 20 + 10 ⇒ (4) + 20 + 10 = 34
Once that message is sent, he flips on his Icom and calls Abe.
”Hey Abe, want a promotion? Because we got two f@#%ing omenbringer class warships closing in and we might need a couple more stupid captains on the bridge to get past them.”
| Vetch No-Toes |
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Vetch does indeed set the engines to ludicrous, able to act now that he has orders from Captain Killjoy.
”This ship is a thunderous and ponderous bulk to drive, Captain,” Vetch notes. ”Like your mom....the toaster.”
Vetch begins the slow pull on the controls to see which direction the ships wants to go.
More post later, need to see what Abe does. The +10 bonus should go to the guns yes? Let’s blow shit up.
| Aerav Brack Elijea |
"If we're spotted, there's no life boat for you, and the Sunrise Maiden can't hope to compete with those weapons. What exactly are you expecting me to do? Teleport over to shoot a bit?" Abe com's back, also worried about the big ships.
He's flying the 'Maiden carefully, trying very much to look like a hole in space.
GM Tyranius
|
You were in route to the Maiden. No way you would have made it to the ship by then. You are waiting for a grav-train back at the station still within radio distance.
| The Zane |
You are taking Messelina with you, aren't you?
He looks down the tube for a grav-train..hoping one would come in the brief 5 seconds lag of having to make a decision.
His plan of just grabbing Messelina and jumping on a Grav-train back to Sunrise exits his mind.
Zane moves to the bridge seat, ejecting a lifeless form if needed. Zane knew the weapons seat from when he was in the bridge area before.
He lines up the crosshairs and starts popping off blasts like a videogame.
GM Tyranius
|
This isn't a 6 second round so Abe and Zane should have enough time for your starship actions.
| Aerav Brack Elijea |
Abe crawls into the engineers chair, assuming The Zane can handle a few batteries of weapons. Surely they've tied together their main batteries.
Engineer
Divert - Engineering: 1d20 + 22 + 10 ⇒ (1) + 22 + 10 = 33 vs DC ?? (Damage dice that roll a 1 are treated as if you rolled a 2.)
Ugh!
Sadly, he has a hard time getting the hang of the controls and, likely, flubs it.
"Don't forget, the computer can give us quite a bonus. I only just applied it, so don't forget yourselves!"
Modifiers +10 from the computer to any 4 checks per round, and there are four of us.
| Vetch No-Toes |
Round 1
Vetch puts the pedal to the bone and tries to get some speed with the ship, sending directly to its destruction, almost ignoring the other ships.
Because he is a bad ass ace, he does some evasive maneuvers for the fun of it...and to get used to the controls. Evade.
1d20 + 23 + 10 ⇒ (1) + 23 + 10 = 34 Evade vs. DC40
"Whoops, woah...still getting used to this..."
| Dash Arcbright |
| 3 people marked this as a favorite. |
Modifiers +10 from the computer to any 4 checks per round, and there are four of us.
Is that +10 in addition to the command key?
Dash clings to the Captain’s chair as Vetch tries to barrel roll the Empire of Bones. If the undead use toilets, he imagines them all dumping out on the ceiling at once. ”Triune’s rusty nuts, this ship isn’t made for tricks you mangy throw rug!”
| The Zane |
He lines up the port arc.
This is for all the orphans!!
attack: 1d20 + 11 + 5 + 10 - 4 + 10 ⇒ (16) + 11 + 5 + 10 - 4 + 10 = 48 Fire at will. Comp +10. Capt +10. Two weapons from the port arc.
attack: 1d20 + 11 + 5 + 10 - 4 + 10 ⇒ (10) + 11 + 5 + 10 - 4 + 10 = 42
He *thinks* he's shooting lasers of some sort. What he really shoots is a Gravity Cannon and a Mass Driver.
Gravity: 20d6 ⇒ (1, 1, 3, 2, 5, 1, 2, 4, 2, 1, 6, 5, 3, 2, 4, 1, 6, 6, 4, 5) = 64 damage attack 1 Gravity Cannon. Since all 1's are 2's, it's really 69 damage.
Mass Driver: 20d6 ⇒ (4, 2, 4, 6, 3, 1, 1, 3, 6, 4, 6, 5, 6, 2, 1, 1, 2, 4, 2, 1) = 64 damage attack 2 - Mass Driver. = 69 damage.
GM Tyranius
|
Yup, you each get a +10 bonus from the ships computer.
Engineering Phase
The group has a difficult time as Abe tries to divert some of the power to the weapons while the pair of Omenbringer's weapons come online.
Duskblade Engineering DC 31 (Divert Weapons): 1d20 + 25 ⇒ (1) + 25 = 26
Orphan Maker Engineering DC 31 (Divert Weapons): 1d20 + 25 ⇒ (13) + 25 = 38
Helm Phase
Vetch gets evasive to let the Omenbringers close in further. His goal is the end game and getting to the portal. Dash tries to taunt the pair in but it seems to fall on deaf ears. The Duskblade and Omenbringer look intent to stop the Empire of Bones from getting closer.
Duskblade Pilot DC 31 (Evade): 1d20 + 32 ⇒ (1) + 32 = 33
Orphan Maker Pilot DC 31 (Evade): 1d20 + 32 ⇒ (4) + 32 = 36
Gunnery Phase
Duskblade Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (10) + 25 - 4 = 31
Damage: 5d8 ⇒ (5, 7, 3, 2, 4) = 21
Duskblade Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (12) + 25 - 4 = 33
Damage: 5d8 ⇒ (7, 5, 7, 8, 2) = 29
50 damage to Port side shields
Orphan Maker Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (12) + 25 - 4 = 33
Damage: 5d8 ⇒ (1, 8, 5, 7, 7) = 28
Orphan Maker Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (18) + 25 - 4 = 39
Damage: 5d8 ⇒ (3, 4, 4, 1, 6) = 18
46 damage to starboard side shields
The Empire of Bones shudders as four tactical missiles splatter against the shields, draining them severely. The Zane lines up on the Duskblade. His gravity cannon slows it in place as it crinkles the bulkhead.
====================================================================
Supercolossal ultranought*
Speed 4; Maneuverability clumsy (turn 4); Drift 1
AC 28; TL 28
HP 1,050; DT 20; CT 210
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)
Attack (Forward) mass driver (2d6×10), ultra plasma cannon* (9d6×10)
Attack (Port) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Starboard) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Turret) gravity cannon (2d6×10), negative-energy cannon** (5d8), negative-energy cannon** (5d8)
Power Core Heavy Titan* (950 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters
(common), mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes* (3), slime-patch
systemAA; Expansion Bays cargo holds (35), hangar bays (24 Medium ships), arcane laboratory, arcane
mortuary**, escape pods, general science lab, sealed environment chamber, tech workshop
Modifiers +10 to any 4 checks per round, +2 Computers, –1 Piloting; Complement 3,000 (minimum 250, maximum 5,000)
THAUMTECH OMENBRINGER TIER 14
Gargantuan battleship
Speed 4; Maneuverability average (turn 2); Drift 1
AC 27; TL 27
HP 400; DT 10; CT 80
Shields heavy 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) heavy laser cannon (4d8), super EMP
cannon (special)
Attack (Port) heavy laser array (6d4)
Attack (Starboard) heavy laser array (6d4)
Attack (Aft) tactical nuclear missile launcher (5d8)
Attack (Turret) heavy torpedo launcher (5d8), heavy torpedo
launcher (5d8)
Power Core Gateway Heavy (400 PCU); Drift Engine Signal
Basic; Systems advanced mid-range sensors, basic computer,
crew quarters (common), mk 7 armor, mk 8 defenses, security
(biometric locks); Expansion Bays hangar bays (2)
Modifiers +4 Computers, +2 Piloting; Complement 200
CREW
Captain Diplomacy +25 (14 ranks), gunnery +25,
Intimidate +30 (14 ranks), Piloting +25 (14 ranks)
Engineers (3 officers, 35 crew each) Engineering +25 (14 ranks)
Gunners (5 officers, 15 crew each) gunnery +25
Pilot (1 officer, 5 crew) Piloting +32 (14 ranks)
Science Officer (1 officer, 4 crew) Computers +29 (14 ranks)
====================================================================
Ship Status
Empire of Bones-( 1050/1050 | F:70 P:20 S:70 A:24 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Duskblade (Red)-( -68/- | F:- P:0 S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Orphan Maker (Yellow)-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Round 2
Captain (Dash) -May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane)
| Aerav Brack Elijea |
Resolve: 8/9 Stamina: 77/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = None
Conditions = None
Spells (caster level 11)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 0/1 (25%/27hp)
Miracle Worker = 2/2
Haste Circuit = 4/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 27/110 (DR 2) Resolve 2/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = None
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)
Abe tries to divert power to the shields, hoping they’ll hold up just a little longer. ”They’ll burn through our shields on their next shots!” he announces by way of damage report to the captain. ”On the plus side, this behemoth has a lot of hull to smash through. So we should be pretty durable. And I’ve a trick or two up my sleeve yet.”
Engineering: 1d20 + 22 + 10 ⇒ (19) + 22 + 10 = 51 vs DC 40 (10 + 1.5 x 20 (tier)) for 47 shield points returned (5% of 950 (engine rating))
He applies 22 to the starboard and 25 to the port. So the breakdown should look like this I think: F:70 P:45 S:46 A:70
For future reference, what is our starship’s base frame HP increment?
GM Tyranius
|
@Dash- Sure can, though you can only fire each weapon system once a round
Also forgot the rounds init
Round 2 Piloting init
Vetch Piloting: 1d20 + 23 ⇒ (17) + 23 = 40
Duskblade Piloting: 1d20 + 32 ⇒ (12) + 32 = 44
Orphan Maker Piloting: 1d20 + 32 ⇒ (10) + 32 = 42
Looks like Vetch moves first anyways
GM Tyranius
|
@Abe- HP 550 (increment 100)
| Vetch No-Toes |
Round 2
Vetch tries again to master the controls, evading like a pro.
1d20 + 23 + 10 ⇒ (3) + 23 + 10 = 36 Evade vs. DC40
"Ah piddlespot. Maybe we should put the goblin in this seat."
| Dash Arcbright |
”Vetch, line us up for a broadside on the muthaf@#%a Zane just pummeled.”
Dash pushes out of the captain’s chair and strides to a gunnery console. Command key in hand, he swipes across a few buttons, linking some weapons systems, then slaps the firing trigger.
Not sure which weapons can target the damaged ship, but I’ll spend 1 resolve to broadside the bastard. Here are a few attack rolls adding the computer and key bonus, minus the broadside penalty.
Broadside 1: 1d20 + 15 + 10 + 10 - 2 ⇒ (7) + 15 + 10 + 10 - 2 = 40
Broadside 2: 1d20 + 15 + 10 + 10 - 2 ⇒ (19) + 15 + 10 + 10 - 2 = 52
Broadside 3: 1d20 + 15 + 10 + 10 - 2 ⇒ (3) + 15 + 10 + 10 - 2 = 36
Broadside 4: 1d20 + 15 + 10 + 10 - 2 ⇒ (12) + 15 + 10 + 10 - 2 = 45
GM Tyranius
|
Round 2
Engineering Phase
Duskblade Engineering DC 31 (Divert Shields 20 shield): 1d20 + 25 ⇒ (12) + 25 = 37
Orphan Maker Engineering DC 31 (Divert Weapons): 1d20 + 25 ⇒ (20) + 25 = 45
Abe resets the shields on the Empire of Bones as does the Duskwarden. The faint energy shimmering against the darkness of space and explosions of the assault.
Helm Phase
Duskblade Pilot DC 31 (Evade): 1d20 + 32 ⇒ (4) + 32 = 36
Orphan Maker Pilot DC 31 (Evade): 1d20 + 32 ⇒ (13) + 32 = 45
Vetch has a hard time controlling such a massive vessel, while he doesn't make it worse, he doesn't feel like he makes it much better. He grabs a cup of undead hot cocoa and begins having a drink.
====================================================================
Supercolossal ultranought*
Speed 4; Maneuverability clumsy (turn 4); Drift 1
AC 28; TL 28
HP 1,050; DT 20; CT 210
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)
Attack (Forward) mass driver (2d6×10), ultra plasma cannon* (9d6×10)
Attack (Port) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Starboard) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Turret) gravity cannon (2d6×10), negative-energy cannon** (5d8), negative-energy cannon** (5d8)
Power Core Heavy Titan* (950 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters
(common), mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes* (3), slime-patch
systemAA; Expansion Bays cargo holds (35), hangar bays (24 Medium ships), arcane laboratory, arcane
mortuary**, escape pods, general science lab, sealed environment chamber, tech workshop
Modifiers +10 to any 4 checks per round, +2 Computers, –1 Piloting; Complement 3,000 (minimum 250, maximum 5,000)
THAUMTECH OMENBRINGER TIER 14
Gargantuan battleship
Speed 4; Maneuverability average (turn 2); Drift 1
AC 27; TL 27
HP 400; DT 10; CT 80
Shields heavy 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) heavy laser cannon (4d8), super EMP
cannon (special)
Attack (Port) heavy laser array (6d4)
Attack (Starboard) heavy laser array (6d4)
Attack (Aft) tactical nuclear missile launcher (5d8)
Attack (Turret) heavy torpedo launcher (5d8), heavy torpedo
launcher (5d8)
Power Core Gateway Heavy (400 PCU); Drift Engine Signal
Basic; Systems advanced mid-range sensors, basic computer,
crew quarters (common), mk 7 armor, mk 8 defenses, security
(biometric locks); Expansion Bays hangar bays (2)
Modifiers +4 Computers, +2 Piloting; Complement 200
CREW
Captain Diplomacy +25 (14 ranks), gunnery +25,
Intimidate +30 (14 ranks), Piloting +25 (14 ranks)
Engineers (3 officers, 35 crew each) Engineering +25 (14 ranks)
Gunners (5 officers, 15 crew each) gunnery +25
Pilot (1 officer, 5 crew) Piloting +32 (14 ranks)
Science Officer (1 officer, 4 crew) Computers +29 (14 ranks)
====================================================================
Ship Status
Empire of Bones-( 1050/1050 | F:70 P:45 S:46 A:70 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Duskblade (Red)-( -68/- | F:- P:20 S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Orphan Maker (Yellow)-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Round 2
Captain () -May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Dash)
| Dash Arcbright |
”Zane, you’ve got the turret! Focus on my target!”
Dash is broadsiding the yellow ship to the forward/starboard side. I’ve already rolled 4 attacks, but I think I can only fire two weapons from the forward or starboard arc? Anyway, I think I’m limited to one section, so I’ll use the forward batteries which correspond to the following weapons:
Attack (Forward)
mass driver: 20d6 ⇒ (3, 1, 6, 4, 2, 5, 4, 1, 2, 3, 4, 1, 6, 1, 4, 6, 5, 2, 5, 1) = 66
ultra plasma cannon: 90d6 ⇒ (1, 5, 5, 4, 4, 1, 4, 6, 3, 4, 4, 5, 5, 2, 6, 3, 6, 2, 1, 3, 2, 1, 3, 2, 5, 1, 6, 4, 5, 4, 1, 6, 6, 1, 6, 6, 1, 4, 3, 1, 1, 6, 6, 1, 2, 4, 3, 1, 1, 2, 2, 6, 1, 4, 2, 6, 2, 4, 2, 2, 2, 3, 1, 3, 1, 2, 2, 5, 6, 4, 3, 3, 6, 6, 4, 3, 2, 1, 1, 2, 4, 1, 1, 4, 3, 5, 5, 2, 2, 3) = 290
If the yellow ship is only in the starboard arc, then replace the plasma cannon with quantum missiles.
quantum missile launcher: 20d8 ⇒ (3, 8, 2, 6, 4, 3, 1, 6, 8, 2, 1, 1, 7, 1, 3, 2, 7, 3, 1, 1) = 70
| The Zane |
With Coach letting loose on the Orphan Maker, and the DuskBlade lagging so far behind, Zane agrees to focus fire.
He lines up the turret target on the OrphanMaker (Dash's target) and
Kablewie!
Zane makes sound effects into the comms.
Gravity Cannon: 1d20 + 11 + 5 + 10 - 4 ⇒ (17) + 11 + 5 + 10 - 4 = 39
Negative Energy Cannon: 1d20 + 11 + 5 + 10 - 4 ⇒ (17) + 11 + 5 + 10 - 4 = 39
damage: 20d6 ⇒ (4, 6, 1, 3, 3, 6, 5, 2, 4, 5, 4, 3, 4, 4, 6, 1, 5, 2, 2, 1) = 71 Gravity Cannon
damage: 5d8 ⇒ (3, 3, 8, 3, 4) = 21 negative energy cannon
GM Tyranius
|
Correct, plus it is a line attack, so if you are able to line up enemy ships it hits all of them.
Gunnery Phase
Duskblade Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (8) + 25 - 4 = 29
Damage: 5d8 ⇒ (7, 3, 1, 3, 7) = 21
Duskblade Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (4) + 25 - 4 = 25
Aft shields take 21 damage.
Orphan Maker Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (7) + 25 - 4 = 28
Damage: 5d8 ⇒ (1, 1, 8, 8, 3) = 21
Orphan Maker Heavy Torpedo Launcher (Fire at will) vs TL 28: 1d20 + 25 - 4 ⇒ (8) + 25 - 4 = 29
Damage: 5d8 ⇒ (3, 6, 1, 2, 2) = 14
Starboard shields take 35 damage
The missiles continue to wreck havoc against you shields as Abe struggles to maintain them long enough to just survive this.
Dash and Zane fire back with open enjoyment. From the front of the ship a devastating firepower erupts from the Empire of Bones, nearly splintering the Orphan Maker down the middle. Shredded frame and undead bodies spill out of the cavernous hole that Dash leaves in the Omenbringer.
Critical Threshold: 3d100 ⇒ (89, 47, 26) = 162
Weapons Arc: 1d4 ⇒ 4
The Zane swivels the turrets around and decides to continue blasting through the damaged shields. The mass gravity cannon pulling on the loosened half of the hull, tearing it down to the back end further and further.
Critical Threshold: 1d100 ⇒ 78
Round 3 Piloting init
Vetch Piloting: 1d20 + 23 ⇒ (20) + 23 = 43
Duskblade Piloting: 1d20 + 32 ⇒ (14) + 32 = 46
Orphan Maker Piloting: 1d20 + 32 ⇒ (7) + 32 = 39
====================================================================
Supercolossal ultranought*
Speed 4; Maneuverability clumsy (turn 4); Drift 1
AC 28; TL 28
HP 1,050; DT 20; CT 210
Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)
Attack (Forward) mass driver (2d6×10), ultra plasma cannon* (9d6×10)
Attack (Port) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Starboard) mass driver (2d6×10), negative-energy cannon** (5d8), quantum missile launcher (2d8×10)
Attack (Turret) gravity cannon (2d6×10), negative-energy cannon** (5d8), negative-energy cannon** (5d8)
Power Core Heavy Titan* (950 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters
(common), mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes* (3), slime-patch
systemAA; Expansion Bays cargo holds (35), hangar bays (24 Medium ships), arcane laboratory, arcane
mortuary**, escape pods, general science lab, sealed environment chamber, tech workshop
Modifiers +10 to any 4 checks per round, +2 Computers, –1 Piloting; Complement 3,000 (minimum 250, maximum 5,000)
THAUMTECH OMENBRINGER TIER 14
Gargantuan battleship
Speed 4; Maneuverability average (turn 2); Drift 1
AC 27; TL 27
HP 400; DT 10; CT 80
Shields heavy 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) heavy laser cannon (4d8), super EMP
cannon (special)
Attack (Port) heavy laser array (6d4)
Attack (Starboard) heavy laser array (6d4)
Attack (Aft) tactical nuclear missile launcher (5d8)
Attack (Turret) heavy torpedo launcher (5d8), heavy torpedo
launcher (5d8)
Power Core Gateway Heavy (400 PCU); Drift Engine Signal
Basic; Systems advanced mid-range sensors, basic computer,
crew quarters (common), mk 7 armor, mk 8 defenses, security
(biometric locks); Expansion Bays hangar bays (2)
Modifiers +4 Computers, +2 Piloting; Complement 200
CREW
Captain Diplomacy +25 (14 ranks), gunnery +25,
Intimidate +30 (14 ranks), Piloting +25 (14 ranks)
Engineers (3 officers, 35 crew each) Engineering +25 (14 ranks)
Gunners (5 officers, 15 crew each) gunnery +25
Pilot (1 officer, 5 crew) Piloting +32 (14 ranks)
Science Officer (1 officer, 4 crew) Computers +29 (14 ranks)
====================================================================
Ship Status
Empire of Bones-( 1050/1050 | F:70 P:45 S:11 A:49 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Duskblade (Red)-( -68/- | F:- P:20 S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Evade)
Orphan Maker (Yellow)-( -388/- | F:0 P:- S:- A:- | Life Support: Normal| Sensors: Glitching | Weapons: Port and Turrets Glitching | Engine: Glitching| Power: Glitching | Status: Evade)
Round 3
Captain () -May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Dash)
| Vetch No-Toes |
Round 3
Vetch tries again to master the controls, for the third time trying a simple evasive maneuver.
1d20 + 23 + 10 ⇒ (11) + 23 + 10 = 44 Evade vs. DC40
Moved on map, another 4 squares closer to certain doom.
| Aerav Brack Elijea |
Amazed that the shields held, he tries to bolster them further, assuming Dash doesn’t want him to power-up the ultra plasma cannon. ”I think I can keep the shields up at least another round, but I can repair quite a bit of hull damage if you want to take the risk of a few hits to power up the weapon.”
Assuming he wants the shields…
Engineering: 1d20 + 22 + 10 ⇒ (10) + 22 + 10 = 42 vs DC 40 (10 + 1.5 x 20 (tier)) for 47 shield points returned (5% of 950 (engine rating))
He applies 40 to the starboard and 7 to the port. So the breakdown should look like this I think: F:70 P:52 S:51 A:49
| Dash Arcbright |
”BOOOYAAAAAA muthaf@$&#er!” Dash pumps a fist and celebrates.
”This is what it must feel like for a fly sitting on the barrel of a paragon disintigrator rifle.”
Striding back to the captain’s chair he assigns some extra command access to Abe. ”I think you might be able to pull off both tasks.”
1 resolve spent for Captain’s Orders to give Abe a second action.
Engineering + computers + command key: 1d20 + 12 + 10 + 10 ⇒ (7) + 12 + 10 + 10 = 39
| Dash Arcbright |
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”Tunes anyone?”
Opening shipwide communications, Dash floods the Empire of Bones with The pumping beat of royal theme music.
Imagine “Flash” replaced with “Dash.”
| The Zane |
Oh Wee little ship, welcome to the Starboard side. The Empire of Bones is a very generous lover, and it's about time hospitality is shown!
Let The Zane show you all the weaponry to be found on the Starboard side on this super long Bone.
Get some!
Zane spends a resolve point and drops a Broadside on Little Orphan Annie.
Mass Driver: 1d20 + 16 + 10 - 2 ⇒ (12) + 16 + 10 - 2 = 36
Neg Energy: 1d20 + 16 + 10 - 2 ⇒ (16) + 16 + 10 - 2 = 40
Missles: 1d20 + 16 + 10 - 2 ⇒ (6) + 16 + 10 - 2 = 30
Gravity Cannon: 1d20 + 16 + 10 - 2 ⇒ (20) + 16 + 10 - 2 = 44
Aded Critical effect! Say nighty night Orphan.
damage: 20d6 ⇒ (1, 6, 1, 3, 2, 6, 3, 2, 3, 4, 1, 2, 6, 6, 4, 2, 6, 5, 6, 3) = 72 Mass Driver Damage
damage: 5d8 ⇒ (4, 3, 4, 3, 6) = 20 Neg Energy Damage
damage: 20d8 ⇒ (3, 7, 6, 6, 3, 4, 2, 7, 1, 1, 8, 8, 4, 2, 7, 3, 3, 5, 8, 5) = 93 Missles damage
damage: 20d6 ⇒ (5, 3, 4, 3, 4, 3, 2, 6, 4, 1, 1, 5, 3, 2, 1, 6, 4, 5, 3, 1) = 66 Gravity Cannon
GM Tyranius
|
| 4 people marked this as a favorite. |
The DC for Orders is 45 but you can definitely get a bonus for a success for that song and roleplay.
Dash slams open all communications on the Empire of Bones as well as opening communications to every undead ship in the fleet. DASH! WHOOAHHH...SAVIOR OF THE UNIVERSE! After a couple of moments the undead and silent zombies begin to sway weekend at Bernie's style to the song as they are under control of the controller of the key to the ship. Everytime Dash's name comes up in the song their own voices can be heard DASH! WHOOAHHH...SAVIOR OF THE UNIVERSE!
The crew of the Sunrise Maiden is pumped up as Abe resets the shields and repowers the Ultra Plasma Cannon. Vetch continues to evade as The Zane broadsides the Orphan Maker, each shot more devastating than the last. The Orphan Maker breaks apart in space in spectacular fashion as Vetch drives right through the debris.
Calling the fight as the Duskblade has no chance in hell of catching up to you again before you reach the portal.
With the Omenbringers destroyed and driven off, there is nothing the remaining ships of the Corpse Fleet armada can do to prevent the Empire of Bones from crashing into the Stellar Degenerator, assuring the destruction of both. Vetch enters the portal. A prismatic light shines all around the perimeter of the ship. It would be one of the most beautiful sights in the universe if it wasn't assured death and destruction.