| rando1000 |
Quinn is quite aware that there will be shots fired before you get to Drift jump. There's really nothing for it. You need to get clear of the station and attack/evade long enough to enter drift space.
Vera piloting check.
1d20 + 11 ⇒ (18) + 11 = 29
| rando1000 |
Your computer pilot manages to execute a flip and turn style maneuver to get you cleanly out of the docking area and on your route. As you're moving off, however, you hear
"Stop and power down your vessel!" over the comm. At first you don't see any sign of pursuit, but as soon as you're clear of the station, you note three fighters on your tail.
| SerpentViolet |
Since the enemy hasn't fired yet and the idea was to delay as long as possible, Isis waited on firing for one of two things, either for them to fire or for our Captain to order her to attack.
Just to be sure on what's going on, are we dispatching the fighters and then stopping the ship for a minute to enter the Drift or do we expect to enter while moving? I would also wonder whether they would follow us in the Drift.
| rando1000 |
Round 1.
Engineering phase completed.
Piloting phase: Piloting check: 1d20 + 11 ⇒ (17) + 11 = 28
Opponent piloting check: 1d20 + 10 ⇒ (17) + 10 = 27
Vera is able to move first. She jets the ship ahead 14 spaces. The fighters strive to catch up, but they're falling behind.
Gunnery phase. While Isis hesitates, the three fighters open up on the Revenge.
1d20 + 7 ⇒ (7) + 7 = 14
2d4 ⇒ (1, 4) = 5
1d20 + 7 ⇒ (15) + 7 = 22
2d4 ⇒ (1, 2) = 3
1d20 + 7 ⇒ (16) + 7 = 23
2d4 ⇒ (2, 3) = 5
Two hits drain the aft shields down to 2.
| Sharlavaka |
Making an irritated clicking noise, Sharlavaka moved to the Starboard side gyrolaser and focused his weapon as best he could. "Keep enemies on Starboard, manning that laser." He waited for a clear shot, and then took it.
To Hit: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 ⇒ 4
| SerpentViolet |
Isis concentrated fire on the same ship as her comrade, computer aided, with the turret coilgun. coilgun 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18, coilgun damage 4d4 ⇒ (3, 1, 2, 4) = 10
“Captain, what are your orders?!” She also wondered what Esh is doing.
| Eshenvral Kothiavus |
Scowiling as the his readout informs the loss in sheild power. Gliding his figers over the display, he tries to rebalance the power output and get some protection back there.
Computer: 1d20 + 9 ⇒ (3) + 9 = 12
| rando1000 |
The combined damage between Sharlavaka and Isis takes down one fighter's forward shields and gives them a decent hull hit.
Esh is having an unfortunately time getting used to the Revenge's computers, but fortunately, what he's attempting is not very difficult. Each ship has one crew and has a speed of 10, roughly. The vessels have no drift engines.
Let's hold here for Quinn's Captain action. I'll message the player if we haven't heard from Quinn in a day or so.
| Eshenvral Kothiavus |
"<That's not what was supposed to happen...>" He mutters under his breath, unsure how trying to re-balance the shields instead initiated a scan of their pursuers. Esh doesn't let this inconsistency bother him for too long however, and he transmits the valued data onto the readouts of his crewmates.
| rando1000 |
"<That's not what was supposed to happen...>" He mutters under his breath, unsure how trying to re-balance the shields instead initiated a scan of their pursuers. Esh doesn't let this inconsistency bother him for too long however, and he transmits the valued data onto the readouts of his crewmates.
Doh! GM didn't bother reading...consider it a freebie, you can try again to balance the shields before the next gunnery phase.
| Captain Olivia Quinn |
"They're firing on us, no choice but to fire back and hold them off until we can escape!" she says.
Sorry, I literally slept the entire weekend. Like I just didn't get out of bed.
| rando1000 |
Top of round, Engineering phase.
1d20 + 11 ⇒ (10) + 11 = 21
Piloting phase: Piloting check: 1d20 + 11 ⇒ (20) + 11 = 31
Opponent piloting check: 1d20 + 10 ⇒ (11) + 10 = 21
The Revenge continues to out-pace the fighters.
Esh may perform an additional computer check at this time (to re-align the shields, for example) and Quinn may also attempt an action now (since she missed first round).
| Eshenvral Kothiavus |
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Computers: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Shaking off the last of the weirdness, he finally feels himself at ease and familiar enough with the computer systems to get back to work. Both his physical and digitical self work quickly to finally get their sheilds in order, as well as starting opening up a window in his periphreal to begin preperations for an Emergency Drift Shot.
| rando1000 |
Gunnery phase. The three fighters continue to fire on the Revenge.
1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
2d4 ⇒ (3, 1) = 4
1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
2d4 ⇒ (4, 1) = 5
1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
2d4 ⇒ (1, 1) = 2
Only one hit this time, energy deflected by Esh's re-balanced shields.
Isis and Shalavaka
| SerpentViolet |
Isis again concentrated fire on the same ship as her comrade, again computer aided, with both the turret coilgun and the port gyrolaser in its aft quadrant.
coilgun 1d20 + 6 + 1 - 4 ⇒ (16) + 6 + 1 - 4 = 19, coilgun damage 4d4 ⇒ (2, 1, 2, 1) = 6, gyrolaser 1d20 + 6 + 1 - 4 - 2 - 2 ⇒ (12) + 6 + 1 - 4 - 2 - 2 = 11, gyrolaser damage 1d8 ⇒ 4
“Captain, what are your orders now?” “And Esh, when you get a moment, can you scan the enemy again for tactical info? Particularly ‘targeting signature’ (AC), but also ‘type’ (frame), ‘shield strength’ (shield points, total and current) and ‘structural integrity’ (hull points, total and current). I’d feel more in control if I knew just what we’re up against.”
OOC: Rando, might you update the map? I'd like to be sure on range increments, particularly for the gyrolasers.
| SerpentViolet |
"Fire at Will (Gunnery Phase, Push)
You can fire any two starship weapons, regardless of their arc.
Each attack is made at a –4 penalty.", p.324
| Sharlavaka |
Sharlavaka continued to barrage whichever enemy came closest. It seemed like a thing to do.
To Hit: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d8 ⇒ 6
| rando1000 |
Sounds good.
The gryolaser goes wide, missing the target. The coilgun hits solidly.
OOC: Rando, might you update the map? I'd like to be sure on range increments, particularly for the gyrolasers.
Let's hold off a bit more. The only difference currently is the distance between is now 8 further than on the current map. Facing is still the same. At this point, if Otis succeeds at another couple enhanced speed checks, they may as well turn around and head back because you'll be so far outside their range they won't hit.
But, will play it out for another round or two just to see.
| rando1000 |
Sharlavaka continued to barrage whichever enemy came closest. It seemed like a thing to do.
[dice=To Hit]1d20+4+1
[dice=Damage]1d8
Sharlavaka's shot takes down the front shields of a second starfighter, damaging it slightly.
| rando1000 |
We seem to have gone through our 2nd round without a captain's action. I am going to slow it down next round so that doesn't happen again. Quinn, please add +2 to your dice roll for any captain's action you take next round, to compensate for your missed round.
Top of round 3.
| rando1000 |
Pausing here until everyone can get a chance to respond. The fighters are 14 hexes total distance, give or take one or two. The most severely damaged fighter looks like he's planning on peeling off.
Vera will be making a piloting check vs. the other pilots to see if they close distance, however briefly. Quinn can take one of her captain's actions pretty much at any point in the round.
| Captain Olivia Quinn |
"Being arrested isn't an option!" she says. (Doing the Demand action for Intimidate, +4 is better if we can pull it off.)
| SerpentViolet |
"Being arrested isn't an option!" she says. (Doing the Demand action for Intimidate, +4 is better if we can pull it off.)
OOC: Am I missing something or does Captain Quinn still need to make the actual d20 roll? (And don't forget your +2!)
| Captain Olivia Quinn |
Captain Olivia Quinn wrote:"Being arrested isn't an option!" she says. (Doing the Demand action for Intimidate, +4 is better if we can pull it off.)OOC: Am I missing something or does Captain Quinn still need to make the actual d20 roll? (And don't forget your +2!)
Ah, right and actually I'm doing it as Encouraged since I forgot I suck at Intimidate, there's nearly no way I can make that DC without a nat 20 almost... so only +2 it is)
Encourage: 1d20 + 10 ⇒ (17) + 10 = 27
| rando1000 |
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Piloting Phase:
Piloting check: 1d20 + 11 ⇒ (3) + 11 = 14
Opponent piloting check: 1d20 + 10 ⇒ (4) + 10 = 14
Considering the regular gain in distance, Vera opts to continue surging the vehicle straight forward, taking you out to a total separating distance of 18 hexes.
One of the three pilots peels off as expected and heads back toward the station. The other two are going to give it one more round to try to get a lucky hit on you, but escape looks pretty likely at this point.
Esh may now take his action before the (final) gunnery phase.
Since the gunners have been doing pretty well on their own, why don't you take Quinn's +2 bonus. Don't forget to take one of the computer's node bonuses as well.
| rando1000 |
Esh computer check to scan enemy fighters:
1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29
The ships are one man fighters with a speed of 10 and perfect maneuverability. They have an AC of 16, a TL 16, and 20 base HP. They have no Drift engines.
Gunnery phase.
| SerpentViolet |
Isis again concentrated fire on the closest ship, again computer aided with the turret coilgun.
coilgun 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18, coilgun damage 4d4 ⇒ (3, 4, 3, 2) = 12
“Captain, what are your orders now?” “And Esh, thank you.”
| Sharlavaka |
Taking a breath, Sharlavaka focused on the next target and fired again. At some point he needed to suggest adding a heavier weapon for him.
To Hit: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 4
| rando1000 |
A second fighter destroyed by Isis and Sharlavaka, the Revenge's escape is secured. The final fighter turns back. A few minutes later, the group has entered the drift, their mission a success.
3d6 ⇒ (1, 5, 6) = 12
You have 12 days to interact and do what you please before you reach Zothune with the weapons.
| Sharlavaka |
Releasing the controls, Sharlavaka grunted. Well, it was mostly a success. Just one small hiccup. "Chances of ship being identified by those ships?"
| SerpentViolet |
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Taking a breath, Sharlavaka focused on the next target and fired again. At some point he needed to suggest adding a heavier weapon for him.
Since Sharlavaka mentioned it, if we’re getting more BPs for the Revenge, I would really like to see us install a Heavy Weapon mount and slot a Particle Beam. It does 8d6, which is a big increase above the turret coilgun’s 4d4. It does use 25 PCUs instead of 10, so presumably we’d need an upgrade to Pulse Red Power Core for 2 BP.
| SerpentViolet |
A second fighter destroyed by Isis and Sharlavaka, the Revenge's escape is secured. The final fighter turns back.
Isis made a parting shot on the last ship as it fled, again computer aided with the turret coilgun.
coilgun 1d20 + 6 + 1 - 2 ⇒ (4) + 6 + 1 - 2 = 9, coilgun damage 4d4 ⇒ (2, 3, 4, 2) = 11| SerpentViolet |
OOC: Isis busied herself with the weapons cache. First she looked for grenades, hoping to palm a couple. Then she split her time between putting batteries in the charger and reading an epic ballad in the original Elven. (With two ports, she is able to charge 50 cells in a full day.)
When done with those things, the android happily prepares the evening meals for the next week and a half. The dinners are mostly tasty and nutritious, with a few failures. At one point, remembering Esh likes junk food, the dessert is microwaved space twinkies with ice cream.
| rando1000 |
Since Sharlavaka mentioned it, if we’re getting more BPs for the Revenge, I would really like to see us install a Heavy Weapon mount and slot a Particle Beam. It does 8d6, which is a big increase above the turret coilgun’s 4d4. It does use 25 PCUs instead of 10, so presumably we’d need an upgrade to Pulse Red Power Core for 2 BP.
Since I started your ship off one tier higher than your level, I believe I'm going to hold off on adding a tier.