Just One Run (Inactive)

Game Master Jimbles the Mediocre


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Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
So have we rested, slots recharged etc?

Yeah, Drift travel took three days, so everyone should be back to full everything.


Computers: 1d20 + 12 ⇒ (8) + 12 = 20

Ziyad rapidly moves through the initialization routine in half the time a normal person might be able to navigate the interface.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
Ziyad rapidly moves through the initialization routine in half the time a normal person might be able to navigate the interface.

Her scans are partially obstructed by the suspended material of the Diaspora, but by cross-referencing multiple spectra Ziyad is able to identify some sort of minor thermal anomaly a few miles out, coupled with very faint radio chatter.


She works to isolate the signal further while mouthing "Captain, we're not alone...getting some radio crosstalk in Sector 7g."


Game Concluded
Ziyad wrote:
She works to isolate the signal further while mouthing "Captain, we're not alone...getting some radio crosstalk in Sector 7g."

Mills makes some adjustments at his console.

"More power is available to the shields if we wish to raise 'em, Captain," he says.


Ziyad wrote:
"Captain, we're not alone...getting some radio crosstalk in Sector 7g."

"Alfin, bring us in with a lazy spiral - I don't like surprises. Ziyad, keep your scanners sweeping. Mills, I want shields at full. Everyone else, stand by."


Appearance

Kragga stands at her station, ready to relay the captain's orders.


Dead Suns: Moriko's Legacy | Temple of the Twelve

As the Inscrutable circles through the loose rock and space debris, Ziyad is about to pin the signals to a relatively small area located in an around an asteroid labeled as K2459b on the ship's star charts. Alfin gradually guides the ship around and in, until the rock in question appears front and center in the viewscreen. Initially, it looks like any other rock in the Diaspora, but as the Inscrutable pulls around, a dramatic scene rotates into view.

A small docking facility is built into the side of the asteroid, and it looks like significant care was taken to camouflage it from prying eyes. Unfortunately, those efforts failed. Much of the docking bay has ben hammered by heavy artillery, and two sun-bleached freighters float aimlessly, their hulls torn to ribbons. In the center of all this crouches a mid-sized ship, lean of form with rakish fins and an unmarked, obsidian-black hull.

The unknown ship hails the Inscrutable. At the captain's orders, Ziyad patches the audio through to the bridge. "You have picked an unfortunate day to scuttle through this corner of space, smuggler." The voice on the other end is thin and reedy but also precise and articulate. "Drop your shields. A boarding party shall be with you shortly and your demise will be quick and painless."

DC 16 Culture check or DC 18 Engineering check:
Although the ship is unmarked and unidentified, it has a very distinct design. It's likely that this ship is originally from the planet of Apostae - the current home of the drow.


With a distinctly cheery tone, Captain Ross says, "I'm sorry, but dying isn't on our manifest today." With an aggressive swipe, she cuts the transmission and switches back to her standard gravel tones. "Smuggler indeed! Clive, switch to engagement status! It looks to be us or them!"


Game Concluded

"Hell of a way to say 'Hello'," Mills mutters under his breath.

"Lucille, we're in combat status, take station in engineering."

Engineering: 1d20 + 13 ⇒ (10) + 13 = 23

After looking at a zoomed in view of the sleek ship, Cranston asks with a glance at Kragga, "Is that an Apostae design?"


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Engineering: 1d20 + 10 ⇒ (10) + 10 = 20
"Looks like it. Taking us out of our current trajectory and preparing evasive maneuvers, Captain."


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Culture: 1d20 + 4 ⇒ (19) + 4 = 23

From his position at the gunnery station, Ranif says
"It is definitely from Apostea. While Dark Elves would be bad enough to deal with, it doesn't necessarily mean that it is crewed by Drow. After all, they are known to sell to the highest bidder." That said, he continues the process of activating the ships weapons array and bringing them to bear on the enemy ship.


Appearance

Kragga's scowl deepens. "Drow. I hate drow."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Welcome to Starship Combat!

I'm assuming you guys have minimal experience with this, so here's a quick refresher. Each round of combat has three phases, during each of which all ships act (sometimes order matters, sometimes not).

In the first phase (called the Engineering Phase), all the engineers take an action to repair or boost the systems on their ships.

In the second phase (called the Helm Phase), the pilots move their ships, using piloting checks to determine who must go first. Additionally, any science officers act during this phase.

In the final phase (called the Gunnery Phase), each ship's gunners fire their weapons. All attacks occur simultaneously and order doesn't matter.

The player in the captain role may act during any phase, but may only take an action once per round.

There are additional rules and info pertaining to each phase, but we'll get there when we get there. I've posted a battle map to the header (quality, quality art it is). I've set it as read-only (for reasons that will become apparent soon), so Alfin, you'll need to describe the ship's movement in terms of which hex and heading you're attempting to end on.

One last thing before we get into it - only one character may perform the pilot or captain roles, but engineer, science officer, and gunner may be played by multiple characters at once. You may switch roles as often as you wish, but the switch always occurs between rounds.

If you have any questions about the actions you can take in starship combat, check chapter 9 of the CRB or drop a question in the discussion thread; I'll be happy to help.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Round 1:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

Let's take things one phase at a time until we find a good PbP rhythm. Cranston, you're up! The engineer actions start on pg. 323 of the CRB. Don't worry about determining the DCs yourself (they've all been adjusted since the book came out, I'll handle them).

GM:
HS Engineering Divert to Weapons: 1d20 + 8 ⇒ (20) + 8 = 28

Success. HS converts all damage dice 1s to 2s this round.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Oh shoot, one more thing - the Inscrutable is fitted with a mk 1 duonode computer, meaning that you guys (as a crew) get +1 to any two checks every round (this bonus comes from Clive assisting your task). It's up to you to decide who gets to use them, but be explicit when you do so, e.g.

(example) Engineering check to divert power to weapons (+ Clive): 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31


Game Concluded

Since nothing is currently broken/damaged and shields are at full, Cranston will, in fact, divert energy to weapons. :) He'll leave Clive's bonuses for more important rolls.

Engineering: 1d20 + 13 ⇒ (11) + 13 = 24


Dead Suns: Moriko's Legacy | Temple of the Twelve
Cranston Mills wrote:
Cranston will, in fact, divert energy to weapons.

Working swiftly, Mills pulls power from nonessential systems and shunts it to the weapon manifolds. Ranif sees the power gauge on his console creep up to 112%. Meanwhile, the galley appliances all power down.

Success! Ranif - for any damage dice you roll this round, convert any 1s to 2s.

Round 1:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

GM:
Inscrutable Piloting check: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
HS Piloting check: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

The enemy ship slowly rotates in place, anticipating the Inscrutable's flight path.

Alright, helm phase! Alfin, you won the opposed piloting check (starship combat's version of initiative), so your opponent went first. They performed the 'turn in place' stunt, as shown on the map. It's now your turn - you can perform any of the actions or stunts listed in the CRB. Keep in mind that your heaviest weapon is mounted on a turret (can fire in any direction) and has a range increment of 10 hexes. If you have any questions, just let me know.

Ziyad, it's your turn too! Pick a science officer action and see how it goes.


"Scanning..." she says aloud to no one in particular.

Scan: 1d20 + 11 ⇒ (3) + 11 = 14

...for a moment Ziyad thinks she might've accidentally pressed the wrong button, but is too full of adrenaline to concentrate.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
"Scanning..." she says aloud to no one in particular.
Ziyad's nervousness may have made for an imprecise assessment of her scan, but she still reveals some basic information about their opponent:
  • The ship has a current crew compliment of 6
  • The ship falls into the classification of a medium transport


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin sends the ship into a series of evasive maneuvers with ease, slowly moving towards the enemy's flank. He maintains weapons range but keeps a safe distance.
I can't edit the map, but I'd like to move us hex ahead, putting them in our forward arc and us in their port arc, out of 5-hex range but within 10 hex range.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alfin wrote:
Alflin sends the ship into a series of evasive maneuvers with ease...

With an almost laconic grace, Alfin slides the bulk of the Inscrutable as if it were a much smaller vessel, easily catching the enemy ship at an unfavorable angle.

I've set the map to read-only because I built it myself and it is very finicky. Until I make a better one you can just describe the action and movement you'd like to take. What you just posted is perfect.

Round 1:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

Round 2:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

GM:
HS Demand Action (gunner 1): 1d20 + 8 ⇒ (4) + 8 = 12
Failure - no benefit.

HS Turret Coilgun Attack vs. F: 1d20 + 8 ⇒ (16) + 8 = 24
HS Turret Coilgun Damage: 4d4 ⇒ (4, 3, 1, 1) = 9
Hit - boosted damage (11 total).

HS Forward Heavy Torpedo Launcher Attack vs. F: 1d20 + 8 ⇒ (6) + 8 = 14
HS Forward Heavy Torpedo Launcher Damage: 5d8 ⇒ (7, 5, 8, 3, 4) = 27
Miss.

Under the enemy ship, a large cannon rotates towards the Inscrutable before firing a projectile that crashes into your shielding with a shower of vaporized fragments. At the same time, the enemy ship fires a missile off the forward arc, which careens in your direction, narrowly missing the Inscrutable before detonating in the void of space.

You've taken 11 damage to shields in the forward arc - I've already marked it on the ship sheet.

Ranif, you're up! Kragga - since you haven't acted yet, you should take your action to assist Ranif in some way (either the Demand or Encourage actions would work). Since no one has used Clive's assistance yet, you can each take a +1 bonus to any d20 check (if you ask him nicely). Ranif, don't forget that Cranston diverted aux power to the weapons system this round - any 1s on your damage dice get converted to 2s.

If you have any questions about how gunnery checks work (they can be a bit wonky) just let me know.


Appearance

"Ranif, open fire! Show these pointy-eared bastards what we're made of!" Kragga grips the railing as she stares intently through the viewport, eyes blazing with fury.

Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22

That should give Ranif a +4 to his gunnery roll this round.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:
That should give Ranif a +4 to his gunnery roll this round.

It does indeed!

Ranif: I forgot to mention earlier - if you take a shot with a forward arc or turret weapon, be sure to specify which arc of the enemy ship you're targeting (forward or port).


Game Concluded

Once Ranif fires, Mills will divert power to shields. Should restore 6 points to forward shields.

Engineering: 1d20 + 13 ⇒ (5) + 13 = 18


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

"Yes, Sir!" Turning back towards the console, Ranif takes careful aim at port side of the enemy ship. Bringing the turret to bear, he will politely ask Clive to assist on his shot.

Light Particle Beam: 1d20 + 3 + 2 + 1 + 4 ⇒ (2) + 3 + 2 + 1 + 4 = 12 likely a miss

"Damn. Sorry, captain."


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ranif Tharystrix wrote:
"Damn. Sorry, captain."

Even with Clive's assistance, Ranif's shot goes wide, arcing off into space.

Cranston Mills wrote:
Once Ranif fires, Mills will divert power to shields.

Despite taking a hammering, the front shield battery experiences a surge in power as Cranston shaves slivers of energy input from a half-dozen minor ship systems.

6 shield points restored to the forward arc!

GM:
HS Divert Action (Engines): 1d20 + 8 ⇒ (10) + 8 = 18
Success: +2 to HS speed.

HS Encourage Action: 1d20 + 8 ⇒ (7) + 8 = 15
Success: +2 to Piloting check.

Inscrutable Piloting check: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
HS Piloting check: 1d20 + 9 + 1 + 2 ⇒ (20) + 9 + 1 + 2 = 32

Round 2:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

The Inscrutable has lost initiative this round, and must move first!


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin increases the complexity of his evasive maneuvers and turns the ship around, hoping to protect the forward shields.
Using the evade stunt, turning so both ships are facing the same way, and then spending the rest moving directly forward so it's harder for them to get around us.
Piloting: 1d20 + 15 ⇒ (11) + 15 = 26


Using her knowledge of magnetohydrodynamics and quick computer modelling skills, Ziyad sets up a plasma siphon focusing the Inscrutable's fire directly into the enemy ship's combat array.

Computers: 1d20 + 11 ⇒ (20) + 11 = 31

Target System: Weapons. If success, on next attack roll of 19 or 20, that system is affected.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alfin wrote:
Alflin increases the complexity of his evasive maneuvers and turns the ship around, hoping to protect the forward shields.

Success! The Inscrutable gains a +2 bonus to both AC and TL until the start of Round 3, thanks to Alfin's deft piloting.

(PS: not that it's mattered thus far, but Alfin - you get an additional +2 bonus to all piloting checks when flying the Inscrutable, as noted on the ship sheet)

Ziyad wrote:
...Ziyad sets up a plasma siphon focusing the Inscrutable's fire directly into the enemy ship's combat array.

Success! Ranif's next shot has an effective 10% chance of dealing a critical condition to the enemy's weapons system.

GM:
HS Back Off Stunt: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Failure: HS does not move.

HS Turret Coilgun Attack vs. A: 1d20 + 8 ⇒ (2) + 8 = 10
HS Turret Coilgun Damage: 4d4 ⇒ (3, 3, 2, 2) = 10
Miss vs. AC+2.

HS Forward Coilgun Attack vs. A: 1d20 + 8 ⇒ (16) + 8 = 24
HS Forward Coilgun Damage: 4d4 ⇒ (1, 2, 1, 3) = 7
Hit vs. AC+2.

The obsidian warship fires its retro-thrusters, but a plume of fire and particulate signals a poor fuel mixture, and the ship doesn't move to follow or retreat. It does, however, align its turret with the forward-mounted weaponry. Two slugs fly towards the Inscrutable, but Alfin's fancy flying allows only one to hit, crashing into the shields in the aft arc.

That's 7 damage to aft shields, for those of you keeping score at home. Since I have easy access to your ship sheet, I'll take the liberty of marking damage and such.

Round 2:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

Round 3:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif


Appearance

Intimidate: 1d20 + 8 ⇒ (18) + 8 = 26

"Don't give me excuses, Ranif! Give me results! Fire again!"


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:
"Don't give me excuses, Ranif! Give me results! Fire again!"

Unfortunately, you can only use the Demand action once per character per combat. I hate to waste a good roll, though, so let's say Kragga is encouraging Ranif with that statement. Any way you slice it, you beet the DC here, and Ranif gains a +2 to a single check.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Focusing on the console in front of him, Ranif has no time to respond to Kragga as he swivels the turret to face in the aft direction. Again requesting that CLive assist him with hi shot, he will focus the Light particle Beam on the approaching enemy ship, forced into targeting their forward shields due to the angle of approach.

Light Particle Beam: 1d20 + 3 + 2 + 1 + 2 ⇒ (9) + 3 + 2 + 1 + 2 = 17

Damage: 3d6 ⇒ (2, 3, 2) = 7


Game Concluded

"We are shooting back," Cranston responds to Lucille's unheard criticism.

Diverting power to Aft Shields ...

Engineering: 1d20 + 13 ⇒ (20) + 13 = 33


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ranif Tharystrix wrote:
Again requesting that CLive assist him with hi shot, he will focus the Light particle Beam on the approaching enemy ship...

The particle beam streaks across space at the speed at light, exploding on the enemy ship's front shields with flash.

"Successful shot, Gunner," intones Clive, "I'm glad to assist you in the destruction of threats to the ship."

Cranston Mills wrote:
Diverting power to Aft Shields ...

Power successfully diverted - 6 shield points restored to the aft arc.

GM:
HS status: shields F-8/P-5/S-5/A-5; HP 70

HS Divert Action (Weapons): 1d20 + 8 ⇒ (14) + 8 = 22
Success.

Inscrutable Piloting check: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
HS Piloting check: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29

HS Demand Action: 1d20 + 8 ⇒ (17) + 8 = 25
Success: +4 to Piloting stunt.

HS Back Off Stunt: 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Success: move aftward at half speed.

Round 3:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Ranif

The enemy ship again fires its retro-thrusters, but this time it actually succeeds in putting distance between the two ships.


Given the distance between them Ziyad preps another scan pulse...

Computers: 1d20 + 11 ⇒ (20) + 11 = 31

...taking her time this go around, executing the scan in textbook efficiency.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
Given the distance between them Ziyad preps another scan pulse... executing the scan in textbook efficiency.
Calmer now that she's into the swing of things, Ziyad reads through the scan data, parsing all sorts of details, which Clive quickly adds to the tactical HUD on the main viewscreen. The enemy ship has:
  • Speed of 6
  • Average maneuverability (turn 2)
  • AC of 13
  • TL of 13
  • 70 of 70 hull points


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin adjusts his piloting strategy to make the ship more maneuverable, flipping the ship around with ease and pursuing the enemy ship. He then turns to the side, protecting the weakened front and aft.
Using the Maneuver action to reduce turning distance to 0, turning directly around, moving 6 hexes ahead, then turning so they are in our starboard arc.
Piloting: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37


Appearance

Light Laser Cannon, Computer Bonus, 1 Range Increment: 1d20 + 2 + 2 + 1 - 2 ⇒ (4) + 2 + 2 + 1 - 2 = 7

Kragga mans the starboard laser cannon and tries to line up a shot. She curses loudly as the beams of coherent light sail past her target.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alfin wrote:
Alflin adjusts his piloting strategy to make the ship more maneuverable...

Alfin swings the Instructable around in a much tighter arc than one would expect from the rusty freighter, easily presenting the starboard arc with a final flourish.

Kragga wrote:
She curses loudly as the beams of coherent light sail past her target.

"Perhaps next time you could try aiming at your target." There's no hint of sarcasm in the artificial personality's voice as Clive doles out advice.

GM:
HS Turret Coilgun Attack vs. S: 1d20 + 8 ⇒ (18) + 8 = 26
HS Turret Coilgun Damage: 4d4 ⇒ (1, 3, 2, 4) = 10
Hit: w/Divert, total damage = 11.

HS Forward Coilgun Attack vs. S: 1d20 + 8 ⇒ (17) + 8 = 25
HS Forward Coilgun Damage: 4d4 ⇒ (3, 4, 4, 1) = 12
Hit: w/Divert, total damage = 13.

The enemy ship fires twice - one from a forward-mounted weapon, once from a turret. Both shots strike the starboard shields, completely nullifying them and punching a hole in the hull.

The Inscrutable takes 24 damage to the starboard arc - 15 shield points and 9 hull points.

Round 3:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Kragga, Ranif

Round 4:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Kragga, Ranif


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Grateful for the assistance from Kragga, Ranif will aim at the enemy spaceship, again asking Clive for aid.

Light Particle Beam +Clive: 1d20 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11

Seeing the shot miss, he will grow very silent.

Not rolling very well, am I?


Game Concluded

"Damn, people! It seems pretty simple, you point the weapon at the bad guys and push the button," Cranston snarls.

He continues to adjust controls and the lights flicker for a moment as power is redirected to the starboard shields.

Engineering: 1d20 + 13 ⇒ (4) + 13 = 17

Our bad rolling streak's gotta break eventually, right?


Appearance

"Alfin! Point us at the ship! Let's use our missiles and blow them away!" Kragga snarls.

Will remain in gunner position for now.


As much as she wants to just into a gunners seat, Ziyad tries to siphon the energy from the remaining shield quadrants to distribute evenly, patching up the hole at starboard...

Computers: 1d20 + 11 ⇒ (17) + 11 = 28


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ranif Tharystrix wrote:
Seeing the shot miss, he will grow very silent.

If it makes you feel better, gunnery is statistically the most difficult task in starship combat.

Cranston Mills wrote:
He continues to adjust controls and the lights flicker for a moment as power is redirected to the starboard shields.

A thin barrier of electromagnetic energy forms over the hull breach as the starboard shields come back online.

6 shield points restored to the starboard arc.

Ziyad wrote:
Ziyad tries to siphon the energy from the remaining shield quadrants to distribute evenly, patching up the hole at starboard...

Shields rebalanced.

GM:
HS Divert Action (weapons): 1d20 + 8 ⇒ (17) + 8 = 25
Success.

Inscrutable Piloting check: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
HS Piloting check: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25

HS Back Off Stunt: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Success.

The enemy ship continues to crawl backwards, apparently attempting to maintain distance between itself and the Inscrutable.

Round 4:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Kragga, Ranif


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin resumes the evasive course and turns the Inscrutable to face the enemy ship, and pursues.
Turning the ship to the right twice and then moving forward 4 hexes, should put us just past the enemy's original position.
Piloting: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin resumes the evasive course and turns the Inscrutable to face the enemy ship, and pursues.
Turning the ship to the right twice and then moving forward 4 hexes, should put us just past the enemy's original position.
Piloting: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
We can't seem to get average rolls. Just extremely high or extremely low. Mostly extremely low. :/


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alfin wrote:
Alflin resumes the evasive course and turns the Inscrutable to face the enemy ship, and pursues.

With a series of dips and dives, Alfin adroitly steers the Inscrutable closer to the enemy vessel.

GM:
HS Demand Action (Gunner 1): 1d20 + 8 ⇒ (10) + 8 = 18
Success.

HS Turret Coilgun Attack vs. F: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24
HS Turret Coilgun Damage: 4d4 ⇒ (2, 1, 3, 1) = 7
Hit: 9 total damage.

HS Forward Coilgun Attack vs. F: 1d20 + 8 ⇒ (12) + 8 = 20
HS Forward Coilgun Damage: 4d4 ⇒ (3, 1, 1, 3) = 8
Hit: 10 total damage.

Inscrutable Critical Damage: 1d100 ⇒ 10
Life Support is glitching (-2 to captain actions)

Unfortunately, the obsidian ship's gunners have had time to hone their shots. Once again, two projectiles are fired towards the Inscrutable, and once again, they both strike, crashing straight through the forward shields and impacting directly on the bow. The bridge shudders as oxygen masks drop and a cacophony of warning alarms sound.

The Inscrutable takes 19 damage to the forward arc and takes critical damage to the Life Support system, reducing it to the Glitching condition (-2 to all captain actions).

(It doesn't matter in this particular round, but for future reference: any damage or conditions your ship receives don't take effect until the end of the gunnery phase; i.e., after you take your own shots)

Round 4:
Engineering Phase: Cranston
Helm Phase: Alfin, Ziyad
Gunnery Phase: Kragga, Ranif


Appearance

"Ranif, I'll take the turret. Fire the missiles!" Kragga squeezes off a shot with the turret.

Particle Beam: 1d20 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5

A stream of vile Orcish curses spills from her mouth.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Swiftly switching to using the forward mounted missile weapon, Ranif maintains his silence as he takes aim and fires.

High Explosive Missile Launcher+Clive: 1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24

Damage: 4d8 ⇒ (1, 4, 4, 6) = 15

Seeing the missile strike home, Ranif shouts out "YES!"

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