Into the Void

Game Master Peet

Campaign Maps


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Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn's flak bursts strike the drone fighter, causing considerable damage. Iolas' missile manages to lock on, but Dawn's torpedo does not establish a lock and simply thrusts forward into space.

Spoiler:

Crit 1: 1d10 ⇒ 6 Engines
Crit 2: 1d10 ⇒ 2 Sensors

Carrier Pilot: 1d20 + 9 ⇒ (19) + 9 = 28 Evade DC 13
Carrier Engineering: 1d20 + 9 ⇒ (14) + 9 = 23 Divert DC 13
Carrier Science: 1d20 + 11 ⇒ (7) + 11 = 18 Target Engines DC 11

Drone red Pilot: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19 Evade DC 13
Drone orange Pilot: 1d20 + 10 ⇒ (1) + 10 = 11 Evade DC 13
Drone purple Pilot: 1d20 + 10 ⇒ (15) + 10 = 25 Evade DC 13

The drone platform peels away, trying to stay out of reach of the missiles. The newest drone pulls a tight turn, trying to line up on the first missile, while the other two drones take up positions to fire on the Calico Wanderer.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

.

.

Round 3

Initiative Phase: Calico Wanderer is Ship B and moves second.

Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Evade
* Science Actions: ?

Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?

Ship B Gunnery Phase
* Attack Rolls: ?

Ship A Gunnery Phase[/b]
* Attack Rolls:?

----------------------

CALICO WANDERER:
AC: 17 TL: 16
Shields F: 18/23, P 22/22, S 22/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 3/5

Drone Platform:
AC: 17 TL: 16 (evading)
Shields: F 10, P 10, S 10, A 10
Hull: 70/70

Drone Fighter (red):
AC: 18 TL: 17 (evading)
Shields: none
Hull: 11/20

Drone Fighter (orange):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Drone Fighter (purple):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Everyone is up! Non-Gunners first.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Computer! Initiate a 'igher-fidelity scan on that drone platform!"

Computers check to Scan: 1d20 + 8 ⇒ (3) + 8 = 11


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Captain, do you want to close with the platform or keep our distance?"

Can one use the Flyby maneuver if one ends in the other ships square? I'm going to assume yes AND that the captain says close

fly by: 1d20 + 11 ⇒ (17) + 11 = 28

Wint pilots the ship forward, barely avoiding the enemy drone, letting his crew blast it to bits


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell tries to hit the drone that is near the first nuclear missile with a torpedo to keep the missile from being destroyed, but finds her adjustments to the targeting program did not fix the problem.

Torpedo, computer bonus: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage: 2d8 ⇒ (7, 8) = 15

Stell gets into another run of low rolls.

"Dawn, take out that far drone before it takes out our missile."

Stell may try to guide one of the torpedoes toward the drone on her next turn.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote:
Can one use the Flyby maneuver if one ends in the other ships square? I'm going to assume yes AND that the captain says close

Okay, checking...

Looks like the answer is no.

Quote:

MOVING THROUGH OTHER STARSHIPS

Since the hexes in starship combat aren’t representative of three-dimensional distance, starships can move through hexes containing other starships, but they can’t end their movement there.

Emphasis mine. I've moved the ship back to the starting position.

You could end your move in the hex directly "north" of the red drone and it would keep you out of the firing arcs of the two drones, and you could still fire at the main guy with your forward weapons.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

The drones have turrets, they can fire in all directions.

Wint moves the ship a little forward, automatically dodging.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas tries to shoot a missile at the drone platform to no avail.

Attack, Computer bonus: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Flak Launcher, Computer Bonus: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Dawn fires at the indicated drone, but fails to hit.


Once Again Thuldas directs the ship's scanners at the larger ship. Though the signal is weak he is able to squeeze our a little bit more information.

"Scanning original contact..." says the ship's AI. "Updating Data Profile. Displaying..."

Quote:

SCAN REPORT

SHIP CLASS: DRONE PLATFORM
SIZE: MEDIUM
CREW COMPLIMENT: NONE - NO LIFESIGNS DETECTED.
SPEED RATING: 3
MANEUVERABILITY: AVERAGE
ARMOR RATING: 15
ELECTRONIC/THERMAL SIGNATURE: 14
HULL STRUCTURAL INTEGRITY: 70
SHIELD STRENGTH: 40 TOTAL
* FORWARD: 10
* PORT: 10
* STARBOARD: 10
* AFT: 10
WEAPONS: NONE


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote:
The drones have turrets, they can fire in all directions.

You know... I had totally forgot about that... was working on my menatl image of them as fighters. Still, it would have forced both drones to fire at a facing that had not yet received damage.

Wint pilots the ship evasively while the crew fires their weapons. But the enemy ships are too nimble and no one scores any hits.

Spoiler:

Drone Red Gunner: 1d20 + 5 ⇒ (2) + 5 = 7 VS AC 18
Drone Orange Gunner: 1d20 + 5 ⇒ (16) + 5 = 212d4 ⇒ (1, 3) = 4 VS AC 18
Drone Purple Gunner: 1d20 + 5 ⇒ (14) + 5 = 19 VS AC 20

Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Drone initiative +1 ship: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

One of the drones (orange) manages to score a hit on the Calico Wanderer, though the hit is absorbed by the starboard shield. (4 damage)

The Drone Platform launches another drone, which exits via a bay to the platform's aft.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

.

.

Round 4

Initiative Phase: Calico Wanderer is Ship A and moves first.

Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?

Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?

Ship B Gunnery Phase
* Attack Rolls: ?

Ship A Gunnery Phase
* Attack Rolls: ?

----------------------

CALICO WANDERER:
AC: 15 TL: 14
Shields F: 18/23, P 22/22, S 18/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 2/5

Drone Platform:
AC: 15 TL: 14
Shields: F 10, P 10, S 10, A 10
Hull: 70/70

Drone Fighter (red):
AC: 16 TL: 15
Shields: none
Hull: 11/20

Drone Fighter (orange):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Drone Fighter (purple):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Drone Fighter (pink):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Non-Gunners are up.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Right! The platform is unarmed. Let's shut it down, then we can take care o' these wasps!" Thuldas attempts to sync the Wanderer's targeting system with the signature of the drone platform's power core.

Computers check to Target System (Power Core): 1d20 + 8 ⇒ (2) + 8 = 10


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint will try and fly the ship through the square of the red ship, giving the Calico an extra shot.

If allowed, I'll take the previous roll (28). If not
pilot: 1d20 + 11 ⇒ (3) + 11 = 14

Assuming have to take the second roll

"Don't worry, I'll fly by right under them so they can't shoot us.

Oops."


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell opens a channel to the first torpedo she fired, preparing to try to direct it at the drone base. "Hey there, fella. Let's see if we can't help you fulfill your destiny and strike a blow for the safety of the universe."

I'll make the post and the roll after seeing what the base does and if the first missile hits. While waiting, is it possible for her to take control of one of the missiles Iolas fired or can one only control missiles and torpedoes personally fired?


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote:
If allowed, I'll take the previous roll (28).

Since that roll was for an entirely different combat round, I'm going to say no.

Stell Zee-Linn wrote:
I'll make the post and the roll after seeing what the base does and if the first missile hits. While waiting, is it possible for her to take control of one of the missiles Iolas fired or can one only control missiles and torpedoes personally fired?

You can take control of any missile that has not struck a target, though only one of you can make an attempt for amy given missile in any round.

Keep in mind that Missiles #1 and #2 will hit as long as they are not shut down. But you could use a Remote Operation action to move it around wherever you want, or a Reacquire action to target a different target. In either case the original attack roll is lost.

Missile #3 and Torpedo #2 are both misses and can be steered normally. I'm pretty sure that a successful hit with Torpedo #2 will strike the enemy ship this round. Topedo #1 is off the map and is lost.

FYI you should make a Remote Operation action you should still roll gunnery since the AC of the missile is equal to your roll.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Thuldas tweaks the sensors madly, trying to get a fix on the enemy power core. He nearly gives up when at the last second he manages to get a fix!

FYI, if you wish I will also allow you to target the drone launching system. Be advised though that since no rolls are required, this won't do anything unless the system gains the wrecked condition, at which point it cannot be used unless repaired.

Wint flies the Calico Wanderer under the enemy drone and on ahead, but the drone seems prepared for this maneuver and fires a shot at the Wanderer. But the Calico Wanderer is moving too fast and escapes unharmed.

dice:
Drone Red Gunner: 1d20 + 5 ⇒ (6) + 5 = 11

Carrier Pilot: 1d20 + 9 ⇒ (20) + 9 = 29 Evade DC 13
Carrier Engineering: 1d20 + 9 ⇒ (10) + 9 = 19 Divert DC 13
Carrier Science: 1d20 + 11 ⇒ (5) + 11 = 16 Target Engines DC 11

Drone red Pilot: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 Evade DC 13
Drone orange Pilot: 1d20 + 10 ⇒ (6) + 10 = 16 Evade DC 13
Drone purple Pilot: 1d20 + 10 ⇒ (2) + 10 = 12 Evade DC 13
Drone pink Pilot: 1d20 + 10 ⇒ (13) + 10 = 23 Evade DC 13

Drone Red Gunner: 1d20 + 5 ⇒ (3) + 5 = 82d4 ⇒ (1, 1) = 2
Drone Orange Gunner: 1d20 + 5 ⇒ (1) + 5 = 6
Drone Purple Gunner: 1d20 + 5 ⇒ (9) + 5 = 14
Drone Pink Gunner: 1d20 + 5 ⇒ (1) + 5 = 6

Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Drone initiative +1 ship: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18

The drone platform accelerates away, trying to put more distance between it and the missiles that are rapidly closing in. As it makes a final turn it launches another drone.

Meanwhile, the drones targeting the Calico Wanderer (red and orange) wheel and pursue, firing their lasers. The other two (pink and purple) jockey for position and target the missiles closing in on the platform. But none of the drones manage to score a hit.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

.

.

Round 4

Initiative Phase: Calico Wanderer is Ship A and moves first.

Ship A Helm Phase[/b]
* Captain Action: none
* Engineer Actions: none
* Pilot Action: fail
* Science Actions: Target Power Core

Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Evade
* Science Actions: ?

Ship B Gunnery Phase
* Attack Rolls: All miss.

Ship A Gunnery Phase
* Attack Rolls: ?

----------------------

CALICO WANDERER:
AC: 15 TL: 14
Shields F: 18/23, P 22/22, S 18/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 2/5

Drone Platform:
AC: 17 TL: 16 (evading)
Shields: F 10, P 10, S 10, A 10
Hull: 70/70

Drone Fighter (red):
AC: 18 TL: 17 (evading)
Shields: none
Hull: 11/20

Drone Fighter (orange & pink):
AC: 18 TL: 17 (evading)
Shields: none
Hull: 20/20

Drone Fighter (purple & green):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Gunners are up. You guys won initiative for next round so the enemy will move next.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

That is a very busy battle map. O.o

Dawn predictably misses the damaged drone.

Flak Launcher, Computer Bonus: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11

I'm at like a 10% hit rate or something with my gunnery rolls. :(


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell connects with the second torpedo and sends a command to reacquire the drone base. "Com'on, baby, fulfill your destiny!" Her finger resolutely hits the send command.

Reacquire Torpedo #2: 1d20 + 3 ⇒ (2) + 3 = 5

Again something went wrong. Stell grits her teeth and stifles a string of curses before redoubling her efforts to do something useful.

Third sub-5 d20 roll in a roll. Sorry.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas tries to reacquire missle #3, steering it toward the drone platform.

Attack. Computer Bonus: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Though Dawn and Stell are unable to hit, Iolas manages to lock on one of the stray missiles. The first missile finally catches up to the drone platform, and it strikes the starboard side with a huge explosion!

The drone platform turns and heads towards the Calico Wanderer. Meanwhile the drones jockey for position, moving closer to the Wanderer's expected path.

dice:
Carrier Pilot: 1d20 + 9 ⇒ (16) + 9 = 25 Evade DC 13
Carrier Engineering: 1d20 + 9 ⇒ (13) + 9 = 22 Divert DC 13
Carrier Science: 1d20 + 11 ⇒ (6) + 11 = 17 Balance DC 11

Drone Red Pilot: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Drone Orange Pilot: 1d20 + 10 ⇒ (4) + 10 = 14
Drone Purple Pilot: 1d20 + 10 ⇒ (2) + 10 = 12
Drone Pink Pilot: 1d20 + 10 ⇒ (18) + 10 = 28
Drone Green Pilot: 1d20 + 10 ⇒ (19) + 10 = 29


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

.

.

Round 5

Initiative Phase: Calico Wanderer is Ship B and moves Second.

Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Evade
* Science Actions: ?

Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?

Ship B Gunnery Phase
* Attack Rolls: ?

Ship A Gunnery Phase
* Attack Rolls: ?

----------------------

CALICO WANDERER:
AC: 15 TL: 14
Shields F: 18/23, P 22/22, S 18/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 2/5

Drone Platform:
AC: 17 TL: 16 (evading)
Shields: F 10, P 10, S 0?, A 10
Hull: 56/70

Drone Fighter (red):
AC: 18 TL: 17 (evading)
Shields: none
Hull: 11/20

Drone Fighter (orange & pink & green):
AC: 18 TL: 17 (evading)
Shields: none
Hull: 20/20

Drone Fighter (purple):
AC: 16 TL: 15
Shields: none
Hull: 20/20

Everyone is up.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Rising Dawn wrote:
That is a very busy battle map. O.o

I do like to be able to see the overall positions from one turn to the next, so that you can look at the map and be able to see the "history." You may have noticed by my system with the arrows is:

* Movement this current turn: Solid line.
* Movement last turn: Dashed line.
* Movement prior to last turn: Dotted line.

With 6 enemy ships though it is definitely getting crowded.

Rising Dawn wrote:
I'm at like a 10% hit rate or something with my gunnery rolls. :(
Stell Zee-Linn wrote:
Third sub-5 d20 roll in a roll. Sorry.

Yeah... but mind you, the bad guys have made less than 20% of their attack rolls too (2 hits out of 11 shots). So you seem to be doing all right. This turn is going to be REALLY BAD for the drone platform unless the drones can take out those missiles! FYI they will hit the enemy's starboard side if they are not shot down. And as long as you move forward at least 1 hex your new missile (if you shoot one) will also strike the enemy this round.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Thuldas does his best to keep the targeting computer locked on the powerplant driving the drone platform.

Computers check to Target System (Power Core): 1d20 + 8 ⇒ (19) + 8 = 27

If I need to be botted next round, Thuldas will continue to target the drone platform's power core unless (1) the drone platform is disabled or (2) the Wanderer takes more than 12 cumulative damage to a single shield arc. If either of those conditions are met at the end of this round, Thuldas will switch to Engineering and Divert to shields.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint decides to not do anything particularly fancy this round, he just flies the ship towards the drone platform while evading enemy fire

pilot: 1d20 + 11 ⇒ (3) + 11 = 14

Wow. Two 3's in a row. I rock :-(

"Ok, take out the nest before the little wasps sting us to death!"


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Thuldas maintains his lock on the enemy ship's power core while Wint moves the Calico Wanderer in for the kill.

Wint: from the map it looked like you were making a flyby. However, since you didn't roll a flyby and you could get to your destination hex without going through the enemy hex I'm guessing this was just a mistake with google draw. So I re-did your course to not include a flyby.

BTW: it looks like you are still not used to the line feature yet. Beside the line icon there is a little triangle that lets you select a type of line. I usually go with "Curve" for most of the lines unless the thing I am marking is going in exactly a straight line.

Gunners are up. The enemy ship is 3 hexes away, so no range penalties for anything if you are aiming for the main ship. The flak cannon is at -2 if you want to shoot at Red again. I'm not going to bother reposting the status table.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Dawn shifts her aim from the drones to the mobile platform and uses Thuldas's scans to acquire a firing solution. At last, luck swings in her favor as she unloads a barrage of flak directly into the platform's power core!

Flak Cannon, Computer Bonus: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage: 3d4 ⇒ (2, 3, 3) = 8

Woo! About time. :)


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn's shot strikes the enemy ship, though the flak is absorbed by the enemy shields, and does not actually penetrate through to the hull.

Sadly you only do crits if you do actual hull damage. Assuming the enemy science officer did not take shield points away from the forward shields with a balance action (and I'm not saying he didn't! - you need to scan to be sure), the ship should have two more shield points in this facing.

Drone Platform:
AC: 17 TL: 16 (evading)
Shields: F 2?, P 10?, S 0?, A 10?
Hull: 56/70


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

"All right, gunners, let's end this!" Stell announces on the comm and loads another torpedo, concentrating hard to get the sequence of commands right so the target lock is achieved.

torpedo, ship bonus: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
damage: 2d8 ⇒ (5, 3) = 8

"Oh for Weyden's sake! What am I doing wrong?"

That's my best gunnery roll so far this battle!


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas fires another nuclear missile at the drone platform, the missile slamming into the robotic construct with a great explosion.

Attack, Ship Bonus: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 5d8 ⇒ (6, 4, 7, 4, 8) = 29


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Uh, what is happening? We done?

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