| rando1000 |
That, and whether Vera can override the Lockout for those she wants.
Post questions on the Discussion forum please. As for this, you guys paid for the lockout. It's up to you whether you want her to have that right or not.
| SerpentViolet |
Have we determined Isis will be allowed to pilot, given the new NPC can function as gunner? It would be nice to get the Revenge in the sky relatively soon.
Isis says "Vera, I've got this" and seats herself in the until now unused pilot's chair. She snaps a few switches and the Revenge powers up.
"Stations everyone. Esh, start scoping for enemy vessels. Give me locations on the friendlies as well." [Fyi Rando, we have passive sensing to 40 hexes before you even get into scanning for details.] Again to Eshenvral, "I speak Azlanti. Patch thru to my station whatever chatter you pick up and I’ll translate."
OOC Gunners: Now remember, you can fire the port and starboard gyrolasers at fore or rear arcs if you take a -2 to them, and you can fire two starship weapons at -4 each. Or combined. Don’t forget your penalties for successive range increments. (Coilguns/torpedo launcher are range 20; gyrolasers are range 5.)
Rando, one of the things Crembly can do when he's not busy otherwise is Divert power to weapons. For the round each “1” on the die counts as “2”. This is a particularly effective gambit with the Coilguns, since they use 8d4 (a “1” is common among only 4 sides and 8 dice is a lot of chances), but all weapons at once would benefit.
OOC: After fighting to pilot, I will be chagrined if my piloting is lackluster.
Also OOC: Technically speaking, our Captain could have pre-empted me as pilot (she takes her turn whenever), and Crembly should go first. Esh, as I understand it, your first turn allows you to configure the shields as you like for free (no roll).
| rando1000 |
Assuming there are no quarrels with Isis' pilot, let's move forward.
The Revenge blasts from the ground as Thorden heads toward gyrolaser console once Sharlavaka heads to the big guns (the coilgun turrent). Otis heads rear silently but quickly, while Irina hovers on the bridge.
Shortly after you blast off, Vul Faldihr City activates the defensive shield. Several more Gardathir ships are moving defensively toward the atmosphere; they're mostly converted freighters or really old starfighters from the Vesk war.
When you get into space, you find several starships have broken past the defensive platforms, and are now 17 hexes from you (map to follow).
There is one large freighter, and several fighters.
| Sharlavaka |
"Freighter is likely a troop transport," Sharlavaka mused. "Target it first?" He briefly wondered whose ships were attacking them, but didn't especially care. They were targets now.
| SerpentViolet |
Isis deferred. "I think there's wisdom in taking out the smaller ships first to reduce the number of weapons pointed at us quicker."
OOC: Esh, unless you're balancing shields, active scanning of foes gives you crew complement/ship class/size/speed/maneuverability for the first bit of info, followed by AC/TL/total and current Hull Points/total and current Shield Points by arc/core PCU value as your second.
17 hexes out puts us within the 20 hex first increment; idk whether our Captain or Engineer is helping you with Computers/sensors but I would presume you can use the +1 from our computer node.
I'd be curious how the fighters' shields are distributed.
Rando, Crembly goes first, if not Quinn.
;-)
| SerpentViolet |
Was waiting to give Esh a chance to scan the situation before starting the round in earnest.
OOC: Ok, remember, Crembly can use Divert when he's not holding glitching systems together. In fact, he can divert power to science equipment to aid Esh.
Technically, the order is Captain at any juncture, Engineer, Pilot or Science Officer (interchangeable), and Gunners.| SerpentViolet |
Was waiting to give Esh a chance to scan the situation before starting the round in earnest.
OOC: You might want to give Esh a map to draw from; we get passive sensing (ships but no details) to 40 hexes.
| rando1000 |
Working on the map now, but I have already stated that they are 17 hexes away. Please stop micro-managing my game.
GF (Gardathir Fighter) and GT (Gardathir Transport) are friendlies.
AS (Azlanti Freighter) and AF (Azlanti Fighter) are hostile.
Reminder that I'm giving Esh an initial scan before I start with the Engineering phase.
| Eshenvral Kothiavus |
Been a stressful day.
Esh does things on the computer. Beep boop.
Computers: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
| SerpentViolet |
OOC: piloting initiative 1d20 + 15 ⇒ (13) + 15 = 28
Rando, are you using the rule that lowest initiative move first? I’m not advising; I just want to know.
Captain, I assume you will learn how to best direct your crew as we progress.
| rando1000 |
Lowest moves first is RAW for Starships, so that's what I'm following. Although...on second thought, I will leave the choice up to the HIGHEST initiative whether to move first or allow the opponent to move first.
Esh learns the larger vessel has 26 crew on board. It has an AC of 18, a Target Lock of 17, 160 Hit Points, and shields of 25 on all sides.
The Fighters have crew of 2, AC 16, TL 16, 35 HP, and shields of 10 on all sides.
The scan result was not sufficient to get weapon data.
| rando1000 |
Helm Phase
At this point, Isis' pilot check comes into effect.
The Azlanti forces make a piloting check (initiative):
Fighters
1d20 + 11 ⇒ (8) + 11 = 19
Sactum (Freighter)
1d20 + 17 ⇒ (13) + 17 = 30
The freighter has the initiative, and chooses to press toward the planet (see house rule above).
Engineer to add to speed: 1d20 + 16 ⇒ (18) + 16 = 34
The Azlanti Sanctum's speed is 6, increase to 8, so the pilot moves the vessel in a straight line toward Zothune.
Serpent Violent, please choose the movement of the Revenge.
| SerpentViolet |
Isis suspects the freighter's front may have more weapons and chooses to "Glide" into its starboard firing arc. She takes the Revenge to a hex 2 hexes west/left of the freighter, satisfying the turning requirements for the maneuver and putting the enemy in range of our turret and starboard gyrolaser. Glide grants +4 to our AC and TL for the round.
Rando, I see no DC check in the rules; I think this move is automatic. If so, that means my use of the computer node can go to someone else.
:-)
| rando1000 |
OOC: Rando, any Azlanti chatter for me to translate?
Any such "chatter" would be encrypted. You'd have to take an action to run decryption protocols using the Computers skill, and you've already taken an action this turn.
While we wait a little while longer for Quinn, note that the Science Officer acts during the Helm phase as well. The initial scan I gave Esh was a freebie; he can take a Science Officer action now as well.
| Captain Olivia Quinn |
Sorry, got a lot going on personally, my cat has been at the vet/rescue-shelter for nearly two weeks now (Monday will be two weeks), she's getting better but still some time before she will be able to come home.
"I agree, lets get the smaller ships first, but keep an eye on that freighter, in case they attempt a boarding."
For her action, I'd like to attempt a Taunt maneuver on the freighter during the Gunnery phase, preferably after our attack.
| rando1000 |
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1d20 + 8 ⇒ (18) + 8 = 26
Quinn successfully Taunt's the Sanctum's Gunners, giving them a -2 to hit for
1d4 ⇒ 3 turns.
Sharlavaka and the other gunner may now act in the Gunnery Phase.
Based on Quinns orders, the new gunner (who may soon be retcon replaced with a new PC, so I shall refrain from RP-ing him) fires the starboard gyrolaser.
1d20 + 6 ⇒ (17) + 6 = 23
1d8 ⇒ 6
23 is a solid hit, damaging the forward shields of the fighter 3 hexes Northeast.
| Sharlavaka |
Appologies if I miss something out - not at all used to ship combat.
Sharlavaka clicked, disagreeing with the decision - the Freighter was closer, and the fighters couldn't do as much harm below as a troopship - but followed orders and turned the coilgun on one of the fighters.
To Hit: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 4d4 ⇒ (4, 1, 4, 4) = 13
| SerpentViolet |
Appologies if I miss something out - not at all used to ship combat.
Sharlavaka clicked, disagreeing with the decision - the Freighter was closer, and the fighters couldn't do as much harm below as a troopship - but followed orders and turned the coilgun on one of the fighters.
[dice=To Hit]1d20+6
[dice=Damage]4d4
Damage is 8d4 (We doubled our direct fire weapons and fire-linked them.) Of course you missed anyway. Also I'm sure you could have used the computer for +1.
I hope I'm not too preachy.
| rando1000 |
The Azlanti Sanctum (the freighter) fires its main weapon, the Radiant Cannon, at the Gardathir transport Runeflayer
1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
7d8 ⇒ (1, 5, 7, 8, 3, 3, 4) = 31
The hit easily downs the Runeflayer's forward shields.
"The Runeflayer can't repel firepower of that magnitude! Prepare evasive!" comes the friendly chatter of the Gardathir encryption channel.
The Sanctum next fires its port and Forward Aeon Casters at the Gardathir fighter
1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
3d4 ⇒ (1, 2, 1) = 4
1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
3d4 ⇒ (3, 1, 2) = 6
One of the two hits, downing the fighter's forward shields and doing minor damage.
It fires its starboard Aeon Caster at the Revenge
1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
3d4 ⇒ (2, 3, 3) = 8
The Revenge is buffeted slightly as the attack drains 8 off the Forward shields.
As well as launching a little Aeon Torpedo action from starboard
1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
3d6 ⇒ (5, 5, 1) = 11
A solid hit does substantial drain to the Starboard shields.
| rando1000 |
Dang, figuring out that one ship's attacks and damage took me almost 20 minutes. Hope I get faster at this.
For the Azlanti harriers, one first a light particle beam at the Gardathir fighter.
1d20 + 5 ⇒ (10) + 5 = 15
3d6 ⇒ (3, 5, 3) = 11
A clean miss.
The other makes the same attack, from slightly above, toward the RuneFlayer.
1d20 + 5 ⇒ (14) + 5 = 19
3d6 ⇒ (3, 4, 5) = 12
Also a miss.
One attacks the Revenge's Port:
1d20 + 5 ⇒ (15) + 5 = 20
3d6 ⇒ (4, 1, 3) = 8
and the last Harrier attacks the Revenge's Forward:
1d20 + 5 ⇒ (9) + 5 = 14
3d6 ⇒ (5, 3, 6) = 14
Both of those were misses thanks to Isis' "Glide" but there's a houserule pending that will modify that in the future.
| rando1000 |
OOC: If I'm not jumping the gun, Isis' pilot check for initiative is 1d20+15
Noted, but it's going to take me another 15 minutes to finish all the other combatants, so please hold off posting again until all combatants have finished the phase.
| rando1000 |
Finally, the Gardathir ships:
The fighter launches a light torpedo at the fighter in front of it.
1d20 + 5 ⇒ (4) + 5 = 9
2d8 ⇒ (6, 7) = 13
A miss.
The Runeflayer fires two weapons:
The first is a light plasma cannon
1d20 + 7 ⇒ (6) + 7 = 13
2d12 ⇒ (11, 6) = 17
The second is a tactical nuclear missile at the Sanctum.
1d20 + 7 ⇒ (10) + 7 = 17
5d8 ⇒ (6, 6, 7, 6, 1) = 26
This is a hit, downing the Forward shields of the Sanctum, and doing 1 HP damage.
"Whoo-hoo!" comes the chatter from the gunner.
Top of Round 2.
Engineering Phase is first.
| rando1000 |
Helm Phase:
Sanctum:1d20 + 17 ⇒ (12) + 17 = 29
Harriers: 1d20 + 11 ⇒ (13) + 11 = 24
Runeflayer: 1d20 + 11 ⇒ (4) + 11 = 15
Gardathir Fighter: 1d20 + 12 ⇒ (12) + 12 = 24
Helm Order Round 2: Azlanti Sanctum, Revenge, Gardathir fighter, Harriers, Runeflayer.
Sanctum is making the Revenge move first this turn. Isis, determine the Revenge's move.
| SerpentViolet |
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Isis moves the ship up one (NE), turns NW for 4 hexes, then turns NE, ending up by facing NE. Simultaneously she executes a barrel roll, putting the fighter we're picking on in our port arc, which has better shields right now.
Piloting 1d20 + 15 ⇒ (11) + 15 = 26, needed 18
Idk what it means to be "upside down" in space. The planet below probably provides a reference point.
| rando1000 |
The Runeflayer swoops under the combat, positioning itself to the rear of two fighters.
The Gardathir fighter is intent on performing a similar maneuver, assuming the Azlanti Sanctum's goal is to continue the dogfight. Unfortunately, the Sanctum and one of the fighters breaks off and heads toward Zothune.
Science Officer also acts during the Helm phase, Generally, and Captain can generally act in any round.
We will hold to give Quinn and Esh a chance to act before the gunnery phase.
| SerpentViolet |
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SerpentViolet wrote:Isis queried "Should I pursue the fleeing ships Captain?"Note you already took the helm action this turn; you moved first. You can't pursue anyone list turn.
OOC: This is for next turn. I just wanted Quinn to be cognizant.
| Eshenvral Kothiavus |
The elf focuses solely on the ship they've been taking on first, his hands dancing across the keyboard while his mind accesses an independent though linked wireless system. Both mind and body worked in tandem as a bead of sweat rolled down his forehead, in peak concentration. Weapons, take out their weapons...!'
Computers:Target System (Weapons): 1d20 + 13 ⇒ (13) + 13 = 26
"I'm making an attempt to try and take out their offensive capabilities. Please make your next shots count."
Everyone that hits the ship scores a critical hit on a score of 19 or 20. Hope we can leave them defensless.
| Captain Olivia Quinn |
"For now, lets worry about those still in the fight."
Quinn will Encourage the gunner (+2 to if she succeeds.)
Diplomacy DC 15: 1d20 + 10 ⇒ (17) + 10 = 27
| Sharlavaka |
Aiming at the next mobile fighter in line, Sharlavaka tried again.
Bang?: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Damage: 8d4 ⇒ (3, 4, 4, 3, 4, 4, 1, 4) = 27
| rando1000 |
With the targeting bonus, that (barely) hits. Sharlavaka takes down the shield and delivers critical damage to the fighter.
The Gardathir gunner who accompanies you fires the corresponding laser.
1d20 + 7 ⇒ (12) + 7 = 19
2d8 ⇒ (6, 5) = 11
The Azlanti Harrier spirals sideways and finally explodes in space!
Other ship's actions to follow later.
| rando1000 |
The Harrier that was going to attack the Revenge is no more.
The other Harrier that has moved up near the Revenge takes a snap shot at the ship.
1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
3d6 ⇒ (5, 6, 4) = 15
The Harrier near the Runeflayer fires on it, damaging her starboard shields.
"Haaar! Take your best shot, PUNK!" replies her captain.
1d20 + 5 ⇒ (19) + 5 = 24
3d6 ⇒ (4, 1, 6) = 11
The escaping Harrier has no obvious rear-facing weapons, so does not fire.
The Azlanti Sanctum fires its aeon caster turret at the Runeflayer, but misses.
1d20 + 7 ⇒ (10) + 7 = 17
3d4 ⇒ (3, 4, 3) = 10
| rando1000 |
The Runeflayer fires its second Nuke at the escaping Sanctum. The hit takes out the invaders' rear shields and does some minor hull damage.
1d20 + 7 ⇒ (16) + 7 = 23
5d8 ⇒ (7, 6, 5, 7, 3) = 28
The Gardathir fighter fires her light torpedo launcher at the Sanctum, but misses.
1d20 + 7 ⇒ (7) + 7 = 14
2d8 ⇒ (8, 5) = 13
Top of Round 3