| LoreMaster GM |
You have the final say but may I suggest the "evade" stunt. You would make the check on a 5 on the die, and there is no penalty for failing of it is less than 5. So even if you fail, you still fly normal, but if you make the check, it boosts your AC.
Vyviane Isafira
|
I agree, the extra points in AC will really help the shields. Also if we can avoid being RIGHT in front of the other ship with its extremely powerful front cannon (4d8 is enough to blow through our shields and then drop us a critical threshold or two) that would be nice as well! If there's away we can work behind the thing that'd be perfect!
AK - The Mechanic
|
sorry guys been sick as hell, But AK is back and ready to kill shit
Anyone looking in the engineering bay would only see a tail sticking out of a panel. God!! i don't know why they put the restricters so hard to get to. Ok iam opening it up to give you a boost Joker so you can get us in better position so we dont take another hit like that our sheild cant take a lot of them. Engineering: 1d20 + 10 ⇒ (18) + 10 = 28
Now hit the gas joker GO! GO! cant keep it open long or she will melt.
Just my 2 cents i pilot in my other game and i use evade on every turn if i am not doing something else its just about a guaranteed plus to AC. But i am a engineer and you fly the way you want to ill do what i can to keep us flying.
| LoreMaster GM |
Alzandre, I just wanted to let you know that you are in the most complex role on a ship. Once you get the hang of it, it is a lot of fun but I get that it is a challenging one to start with. If you have any questions or want advice, please feel free to ask. The goal is to have fun and play the character you want so no matter any advice any of us give, you can take it or not.
All of that being said, Ak just gave you an extra 2 hexes of movement. Since technically you would of known that before you moved, you can adjust your movement (another reason why I like to keep the arrows on the map of how you moved) including your additional 2 hexes.
| LoreMaster GM |
You still have 2 more hexes of movement, just so you know.
Light laser canon: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 2d4 ⇒ (4, 2) = 6
piloting: 1d20 + 8 ⇒ (9) + 8 = 17
The enemy ship takes a quick shot from it's port side. The shot strikes against your starboard side, once again, not breaking through your shield.
Ship status: Fw:4/10 Pt:10/10 Sb:4/10 At:10/10 Hull:55/55. No criticals.
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Round: 1
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Dex +1 bonus
Buscador +1 bonus (use starboard gun)
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Round: 2
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Ak (engineering)
Fryie (Science officer)
Viviane (captain)
Alzandre (roll piloting check, if you roll lower than 17, you take your action now)
Alzandre Dufau
|
Moved
piloting roll for ship initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Roll-off?
| LoreMaster GM |
Piloting check: 1d20 + 8 ⇒ (15) + 8 = 23
You act first. But I would wait till your allies shoot before moving. Also strike my damage that I did last round. I didn't pay attention to range. The penalty for shooting out of range was enough to make the shot miss.
Friye Leekay
|
Captain, so far I've only found Medium range weapons at best on the Threnody, so if we keep our distance (11 to 20 hexes) they literally can't touch us. Let me double check that...
Scan, Ship bonus: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
@GM, is it possible to get a running list of shields, HP and system damage for both ships? I know normally we wouldn't know their shield strength round-to-round but you said they have no shields. Thanks.
| LoreMaster GM |
This ship does not have any shields and is still at 100/100 HP. Let us hope Dex and Buscasdor can change that this round. If the ship did have shields though, I am not sure I would be okay giving real time updates on the state of the shields as they can be repowered and balanced, and the players would not know unless an additional scan was done.
The computer kicks out a another print off of information gained from more scanning:
Weapons 3: Starboard: Light laser cannon. Damage 2d4. Range: Short. Special None.
Weapon analysis complete.
Load: 6 cargo holds and two passenger seating. There does not seem to be anything of note that they are carrying.
The last scan says to give you any other stats so I just put the stat block (minus the crew's stats) next to the map.
Lastly, they can still fire at you if you are 11 to 20 hexes away, they would just take a penalty (-2 per range increment away to a max of 10 range increments)
Friye Leekay
|
@GM, I would not expect you to give real-time updates on shields. Same for systems problems, since those can be improved by crew actions that we don't see. That's why Science officers exist, to run those scans periodically. This is a special case where they don't have shields. In any case, it would be optimal for the players to have a status of the last known stats on the enemy, and possibly how long it's been since the last scan. I guess as Science officer I can take that responsibility.
Last known enemy stats: HP 100/100, Shields 0/0/0/0, no systems damage as of Round 2.
AK - The Mechanic
|
AK notices smoke rising from a panel on the wall. The shields !! Its a Vorkes Fuse easy fix. AK darts over to the panel and yanks it off the wall. It flies across the room coming to rest in the corner. AK then reaches into his cloak and pulls out a tiny peace of metal. Vyviane don't be scared shields aren't down just resetting AK use the metal to pry the Vorkes fuse off the board. All the computers read that the shields have been dropped. AK wedges the peace of metal between the fuses contacts. Engineering +10: 1d20 + 10 ⇒ (3) + 10 = 13 AK struggles to get the metal to stay in place. Sparks fly everywhere i need to build some GO GO Gadget Arms for myself My arms are to short for this stuff Finely the metal slips into place. All the computers Flash and reset. FW shield gets 7 points back Vyviane All shields are at full power!! Blow these bastards out of the sky
| LoreMaster GM |
Ohh I see what you mean, I can do that. Sorry, I must of misunderstood what you were asking for.
Your Ship status: Fw:10/10 Pt:10/10 Sb:10/10 At:10/10 Hull:55/55. No criticals.
Last known ship status: Fw:0/0 Pt: 0/0 Sb:0/0 At:0/0 Hull:100/100. No criticals.
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Round: 2
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Dex +1 bonus
Buscador +1 bonus (starboard gun)
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Round: 3
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Viviane (captain)
Captain Quentin Dexter Hawthorn
|
Dex interlaces his hands and stretches them forward in an attempt to loosen them up. I really should have paid more attention in those Space Combat classes. Well, let's see what we can do.
Weapon: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 192d4 ⇒ (4, 4) = 8
| LoreMaster GM |
Now those are the numbers we like to see! One problem, you are using the turret so you deal 4d4 damage instead of 2d4. I will give you the chance to roll the extra damage (keep the 8 you already rolled, just roll another 2d4). I will roll it if you don't by the time Buscador posts just to keep things moving. Great shot though.
Buscador
|
Switching his screen to the starboard laser, Buscador takes another shot.
Starboard laser: 1d20 + 1 ⇒ (16) + 1 = 17 2d4 ⇒ (2, 1) = 3
| LoreMaster GM |
The gunners really picked it up this round. Extra damage: 2d4 ⇒ (1, 2) = 3 Sorry, I ruined your super damage roll.
Both gunners find the sweet spot on their target. Dex lays into the ship with a coilgun while Busacador uses a laser cannon.
Ship status: Fw:10/10 Pt:10/10 Sb:10/10 At:10/10 Hull:55/55. No criticals.
Last known ship status: Fw:0/0 Pt: 0/0 Sb:0/0 At:0/0 Hull:86/100. No criticals.
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Round: 3
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Viviane (captain)
Alzandre Move action
Alzandre Dufau
|
Alzandre moves the ship (5 spaces forward, 2 turns(Costing 2 each), to face the enemy ship.
Had trouble turning the ship. I have very little exp. with the program.
Vyviane Isafira
|
Captain, so far I've only found Medium range weapons at best on the Threnody, so if we keep our distance (11 to 20 hexes) they literally can't touch us. Let me double check that...
Vyviane gives a nod. "Good to know they have range on us. We can stay back but it'd just make us harder to hit. And puts our weapons at a disadvantage. If Alzadre can take us up behind the vessel, and that seemingly busted weapon, we might have a better chance."
Giving a slight urp of surpsrise as she looks over and finds the shields have gone down completely, Vyviane breathes a sigh of relief as Ak reassures her. "You scared me for a second. But you know what you're doing! Keep up the good work!"
Seeing both Buscador and Dex punch holes into an admittedly holey ship, Vyviane gives a cheer of surprise. "Yes! That's exactly what we need to have happen!"
Seeing everything running smoothly, Vyviane decides it's time to disrupt the other ship. "Friye, can you open a comms channel to the other ship?"
The channel open, she clears her throat before commenting, "Endless Therody, now that you've gotten a taste of our power, I'd reccomend surrendering! Else we'll have to bring out the big guns! Engineer, start charging the rear neutrino immolator!"
Taunt, DC 18 ?Phase: 1d20 + 10 ⇒ (17) + 10 = 27
Duration: 1d4 ⇒ 1
Yes! Too bad there's no bonus for blowing the DC out of the water! To be honest though, I'm not sure which phase to target, I would like to do the Helm but suggestions would be appreiciated!
AK - The Mechanic
|
Oh Ya Boys, that is how you do it. nice shooting !!! Ak shakes his hands in the air with a little premature celebration Great job my caption Vyviane
I Would target piloting to help us stay behind them
| LoreMaster GM |
I think you have a misunderstanding of the maneuverability. You get to move ten hexes in the direction you are facing. With the maneuverability of your ship, you are able to change the direction of the ship 1 side per hex you move. It does not cost you the movement to do so. It is just stating how many hexes you need to move before you can turn the ship one side. So you can move 1 one hex and turn on one side 10 times in a round, or move stright ahead 5 hexes, turn 1 side, forward a hex, turn 1 side, then forward 3 again.
If the google sides is tripping you up, I do not mind drawing your movement for you. Just be as descriptive as possible. The second turn you made is illegal because you can only make 1 turn per hex you move. So you still have 5 hexes of move. You can redo the whole move action if you prefer.
I think I made things more confusing by giving the enemy stat block on the map. I will move it to it's own slide (will be the 3rd slide).
Vyviane Isafira
|
In case a visual helps, I made an example off to the left in purple of what I believe is our movement pattern. It might be wrong in which case feel free to correct it! (It's grouped together to be easy to delete!)
So helm phase it is!
| LoreMaster GM |
Nope, that would be the enemy movement ability, yours is even better. You get 10 ft of movement with a turn every hex.
Vyviane Isafira
|
Ooohhh, so we can move, turn, move, turn, move, turn? Dang that's pretty good!
Also GM, Polyline is the absolutely amazing for drawing movements!
| LoreMaster GM |
Thanks, I was going to ask you how you made yours look so nice haha and yep! You can make some really tight turns with good maneuverability.
| LoreMaster GM |
That is a good move!
Engineering dc 13: 1d20 + 11 ⇒ (17) + 11 = 28 engines
computer dc 8: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
boost pilot dc 10: 1d20 + 8 ⇒ (15) + 8 = 23
flip and burn dc18: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
pilot initive: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
heavy laser cannon: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 4d8 ⇒ (6, 6, 8, 2) = 22
My rolls are outrageous! This round, my rolls were 17,12,15,18,15, 17, then above average on the damage rolls... not a single roll below 10. Why can't I roll this well when I am the player?
The comm channels open and the enemy seems intimidated by your words Number of rounds: 1d4 ⇒ 3. That doesn't stop the ship from pulling off another tricky stunt as it flies away from you again and once again, flips over to have it's heavy weapon facing you again. The cannon powers up and blasts right through your shields! 20 damage in total. 10 to the shield and 10 to the hall
Ship status: Fw:0/10 Pt:10/10 Sb:10/10 At:10/10 Hull:45/55. No criticals.
Last known ship status: Fw:0/0 Pt: 0/0 Sb:0/0 At:0/0 Hull:86/100. No criticals.
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Round: 3
----------------------------------
Dex +1 bonus
Buscador +1 bonus, (use forward gun)
----------------------------------
Round: 4
----------------------------------
Ak (engineering)
Fryie (Science officer)
Viviane (captain)
Alzandre (roll piloting check, if you roll lower than 21, you take your action now)
Vyviane Isafira
|
Vyviane gives Dex a look as he clearly fires a shot in the opposite direction of the enemy. Hopping down she moves over to the taller man and asks, "Want to take over captaining? I know you'll never be as good a captain as a halfling such as myself, but you look competent enough to fill my shoes! ...well not actually, but you speak smoothly enough for it anyways!"
Vyviane then hops into the turret chair and re-orients herself with the gunner controls.
Encourage Dex, Shooting DC 10: 1d20 + 4 ⇒ (6) + 4 = 10
Turning she looks at the tactical display and gives a sigh. "Ak, shields stat! Alzadre, quit jumping the gun and wait for them to move before you try flitting in behind them. Friye, we've got enough info on them, and I think we should cut their mobility. Can you target their engines? And BUSCADOR, KEEP SHOOTING!"
| LoreMaster GM |
engineering dc 13: 1d20 + 11 ⇒ (20) + 11 = 31 engine
scan dc8: 1d20 + 7 ⇒ (18) + 7 = 25
captain dc 10: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
back off dc 13: 1d20 + 8 + 2 - 2 ⇒ (10) + 8 + 2 - 2 = 18
The dice bot is not rooting for you this fight... another round of actions without a roll below 10. Across the last 10 rolls, my avrage is 16.1
The hit you guys took really shook the ship up, causing Dex to loose his target and miss. Luckily, Buscador is able to land a good shot against the enemy ship.
The enemy ship begins to back away quickly, hoping to keep you from getting behind him.
Ship status: Fw:0/10 Pt:10/10 Sb:10/10 At:10/10 Hull:45/55. No criticals.
Last known ship status: Fw:0/0 Pt: 0/0 Sb:0/0 At:0/0 Hull:82/100. No criticals.
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Round: 4
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Ak (engineering)
Fryie (Science officer)
Alzandre (Take your normal move)
Friye Leekay
|
Ouch! Let me see if I can rebalance the shields...
Rebalance DC13, Ship Bonus: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 SUPER Rebalanced!
Shields 9/7/7/7
Alzandre Dufau
|
Don't they regenerate a little each round? I could be wrong, this only my third game split between two characters.
evade (piloting DC=13): 1d20 + 8 ⇒ (20) + 8 = 28
Damn. Can I trade my roll for the next gunnery check? LOL
AK - The Mechanic
|
I JUST FIXED THEM DAM THINGS!!! AK crawls back into the panel. Now sparks are flying all over the place. bouncing off his sensitive nose. Ouch!!, we cant keep getting hit like this we need to be behind them or blow them the hell up something The sparks subside as Friye balance out the shields Well that took care of that AK crawls out again and over to the guns panel. Sending some extra juice to the gunners we need to end this fast. Engineering +10: 1d20 + 10 ⇒ (5) + 10 = 15 All damage dice rolled 1's are 2's
| LoreMaster GM |
Light laser canon: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 2d4 ⇒ (1, 4) = 5
piloting: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
The enemy ship fires it's light laser cannon at your forward of your ship. The shot does not even break through your shields. 5 damage to your forward shield.
[ooc]Dex, let us know if you are switching seats or not
Ship status: Fw:4/10 Pt:7/10 Sb:7/10 At:7/10 Hull:45/55. No criticals.
Last known ship status: Fw:0/0 Pt: 0/0 Sb:0/0 At:0/0 Hull:82/100. No criticals.
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Round: 4
----------------------------------
Dex or Vyviane +1 bonus, 1s count as 2s
Buscador +1 bonus, (use forward gun), 1s count as 2s
----------------------------------
Round: 5
----------------------------------
Ak (engineering)
Fryie (Science officer)
Viviane or Dex (captain)
Alzandre (roll piloting check, if you roll lower than 16, you take your action now)
Friye Leekay
|
The shields can't hold much longer, Captain!
Rebalance DC13, Ship Bonus: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Kitty, No! That's not a cat toy! Shoo!
Kitty scrambles away, a torn-off electronic component dangling from its mouth. It glares at Friye, daring her to try to take its new prize.
| LoreMaster GM |
I am fairly certain it does not. I have never seen a rule like that.
Friye Leekay
|
They regenerate, but on the scale of minutes, not rounds.
Vyviane Isafira
|
Nope only if AK was to put more power into them. Really, though targeting their power core would be pretty useful. The next shot will put them over a critical threshold and being able to determine what area gets it would be amazing!
| LoreMaster GM |
Actually, Buscador's shot sent them over the crit range. I was just waiting till Dex posted (and maybe Vyviane if he does switch seats) to go through the result.
Captain Quentin Dexter Hawthorn
|
"If you are giving me the choice Vy, I'll stay. You can 'relieve' me of duty if you like, but otherwise I'm holding firm."
Dex checks the firing solution again. Forgot to update to coordinates from the last shot. Rookie maneuver Dex! Alright, let's see if this works...
Targeting Lock and FIRE: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 194d4 ⇒ (3, 4, 4, 4) = 15
Okay, now to just keep looking like I know what the actual Hades I'm doing!
| LoreMaster GM |
Both of your gunners hit the enemy ship causing massive damage.Caused 2 criticals
Crit effect: 1d100 ⇒ 71 glitching engines
Crit effect: 1d100 ⇒ 38
Which array: 1d3 ⇒ 1 Glitching forward array
One shot hits right into the engine, causing it to spark. The next shot hit right into the heavy laser cannon.
patch engine dc13: 1d20 + 11 ⇒ (8) + 11 = 19
target power core dc8: 1d20 + 7 ⇒ (11) + 7 = 18
captain dc10: 1d20 + 8 ⇒ (13) + 8 = 21
evade dc 13: 1d20 + 8 ⇒ (6) + 8 = 14
The ship goes into evasive movements, hoping to keep their back away from you and you in the line for their front weapon.
Ship status: Fw:4/10 Pt:7/10 Sb:7/10 At:7/10 Hull:45/55. No criticals.
Last known ship status: Fw:0/0 Pt: 0/0 Sb:0/0 At:0/0 Hull:60/100. Criticals: Engine, forward weapon
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Round: 5
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Ak (engineering)
Viviane(captain)
Alzandre (you may make your move)
Alzandre Dufau
|
Alzandre calls out "Here goes everything!"
Our ship should be facing the back of their ship now. Map won't quite co-operate.
Yeah! I figured out how to do it. It's in the right position now.