Jok'kem |
The first officer will jump into action and begin issuing order to help stabilize the damage done to the ship
2d10 ⇒ (2, 10) = 12 command is 4
Dr. Daniel MacLeod |
Daniel had, most likely, planned to expand on its cryptic remark, but then it's time to return to the ship, so he simply nods, packing up his stuff.
Back on the ship, he goes to the bridge with the others after the captain's orders, generally cheerful right up until the moment the deck lurches underneath him. He grabs hold of a railing to keep from falling, then looks around quickly, assessing the others on the bridge for visible injury while they scramble to save the ship.
If everybody is healthy, he turns back to check if the turbolift is working to get him to sickbay.
Lt. Commander Kestra |
I guess you could but you would probably be doing more assists because the captain is there. A suggestions, I imagine Tkarra should go down to engineering and try to get the warp core back online. I am waiting to know if we are still in range of the beams and whether I need to keep evading.
GM SuperTumbler |
Sorry, I'm a bit confused - how many Breaches do we currently have? I thought the High Yield quality only increased the amount of Breaches done by 1, not 2.
Benjamin only has time to do little more than log into his station before the bridge is rocked by the twin tractor beams, sending him tumbling to the floor. Klaxons blare from his all across the bridge, and he climbs back to a standing position, bracing himself for further impact.
"Structural damage on multiple decks!", he shouts to be heard over the din. "Warp core is offline! Fire suppression systems are engaged, but reports are coming in on decks 13 to 15 of suppression system failure! Initiating a scan of the source, Captain!"
Not again, Benjamin thinks to himself. I'm not losing another ship or another crew.
I'd like to scan HIP Alpha for the source of the tractor beam from that planet. Maybe we can get some additional info. I'll also use a Momentum for an additional die, since my position should give me one additional piece of info if I succeed.
I misread that quality. I read it as adding a Breach with each Breach generated, but it only adds a Breach when there are 1 or more Breaches. So it should be 3 Breaches total, not 4. 1 Breach from 5 or more damage, one from Shields at 0, one for High Yield.
GM SuperTumbler |
Would this be the place to make command rolls to order people to do things?
This is effectively Starship Combat, even though 1 of the "ships" is a set of satellites. They all operate as a single ship with a single massive weapon. So yes, this is the time to use the rules on page 220 of the pdf of the core book. Special command actions are on 222 of the pdf. You could use any of those, or the generic actions on the page before. Also, note that the core mechanic of the game is rolling 2d20 against a combined Attribute and Discipline. You rolled 2d10 against just a Discipline.
GM SuperTumbler |
Daniel had, most likely, planned to expand on its cryptic remark, but then it's time to return to the ship, so he simply nods, packing up his stuff.
Back on the ship, he goes to the bridge with the others after the captain's orders, generally cheerful right up until the moment the deck lurches underneath him. He grabs hold of a railing to keep from falling, then looks around quickly, assessing the others on the bridge for visible injury while they scramble to save the ship.
If everybody is healthy, he turns back to check if the turbolift is working to get him to sickbay.
Turbolifts are out above Deck 4. Sickbay is on Deck 8.
GM SuperTumbler |
Takezo Reason+Science: 2d20 ⇒ (7, 3) = 10
Ship Assist: 1d20 ⇒ 13
4 Successes
Gareb and Takezo there are radio signals being transmitted between the network of satellites. Each of the two tractor beams is generated by the satellites focusing on you like a beam from a lens.
That leaves you with 4 Questions.
Lt. Commander Kestra |
Can we destroy the satellites? Should we just run away? Is one of the satellites commanding the other? Are we out of range?
Lt. Commander Kestra |
Kestra says "Already on it sir!"
Control + Conn + evasive action again 3d20 ⇒ (14, 18, 5) = 37 [ooc] 4 successes
Benjamin Takezo |
Nice! Go me! Also, I think both Gareb and I get an additional question based on our ship roles.
OK, questions:
1. Is it possible to jam the radio signals being emitted by the satellites?
2. Do the satellites have any sort of defenses (ablative armor, energy weapons, etc.)?
3. Is it possible to destroy the tractor beams at their source with the Bastion's weapons complement?
I'll leave the remaining questions for Gareb.
GM SuperTumbler |
Can we destroy the satellites? Should we just run away? Is one of the satellites commanding the other? Are we out of range?
You can certainly try. I don't know if the run away question is for me, but I don't think I can answer it. The satellites are more of a network, not a master and slave modules situation. You are still in range, and in fact the range is probably most of the system. Of course, if you could warp away you could leave quickly.
Takezo Questions
1. You can certainly attempt to jam the radio signals by bombarding them with radio waves. Difficulty 2 Reason+Security assisted by ship's Communications+Security.
2. The satellites do not have any sort of defenses, which has implications of its own.
3. You could attack the source of the tractor beams as if you were attacking the weapons systems of a Scale 3 ship.
4. That would be a more difficult Task, but certainly a more elegant one.
All of that will be academic if the beams lock on again and the sturctural integrity field fail.
Lt. Commander Kestra |
I imagine the evasive action stuff, the fix the warp drive and life support stuff should definitely be ordered. Some of our players seem to need direction. How we should stop being attacked or destroy the enemy should be a decision by consensus.
GM SuperTumbler |
"Engineering, find a way to increase power to the structural integrity fields before this thing tears us apart. Damage Control teams take care of those hull breaches."
Repairing the Structural Integrity Field requires an Engineering Task Difficulty 3. Improving it can be done in several different ways.
Dr. Daniel MacLeod |
Daniel steps into a corner of the bridge that he won't be in anyone's way, then taps his communicator, "MacLeod to sickbay."
If communication is even working, and he get a response, "I'm cut off on the bridge. But you know what to do. I'll be there as soon as I can."
That down, he moves back over to the others, standing back but close enough that he's close enough to be an extra hand, as needed.
T'Karra |
T'Karra feels the ship lurch and hears the hum of the engines go down and she leaps up from her chair not waiting she starts calling out with full voice damage crews get to deck 13 to 15, Chief I'll work on structural integrity with you then we can move to the core and attempt a cold restart. Theoretically possible to do all this...
engine+control 17: 2d20 ⇒ (16, 18) = 34
Lt. Commander Kestra |
Guys, we have 6 momentum... we need to get the ship back in the fight. spend 1 to be successful
GM SuperTumbler |
Gareb's console explodes in an array of sparks, and he is thrown to the floor, plasma eating tiny holes into his flesh.
Effect dice vs th'Chiaquis: 4d6 ⇒ (1, 2, 3, 2) = 8
5 Stress to Gareb.
All Tasks attempted using the ship's Communications array will be Difficulty +1 until repairs are made, controls rerouted, etc. Difficulty 2 Reason+Engineering Task to repair.
At least MacLeod has something to do on the bridge now!
Dr. Daniel MacLeod |
Daniel practically jumps forward, pulling out his tricorder to scan Gareb, then reaches for the medical kit he's still carrying from the away team.
Control + Medicine 15, emergency medicine focus and momentum: 3d20 ⇒ (18, 10, 19) = 47
GM SuperTumbler |
Gareb might suffer an Injury from that 5 Stress. He can avoid it by spending to Momentum to Avoid an Injury, or by taking on a Complication.
Dr. MacLeod, you actually want to make a First Aid check first, which is a Difficulty 1 Daring+Medicine Task, but since your Control and Daring are the same, it makes no difference.
Anyone have any other actions to take before the tractor beams re-engage?
Lt. Commander Kestra |
I suggest the commander or maybe Takezo uses either the phasers or torpedos against the things firing the tractor beam. Here is my assist
1d20 ⇒ 4
Jok'kem |
Seeing that no one is mannnig tactile the First Officer will fire a torpedo at the object firing the tractor beam
2d20 ⇒ (8, 20) = 28
Lt. Commander Kestra |
With my assist and probably an assist by the Bastion, it could still be a success... 20s are complications. The GM could blow up your panel on you or just bank the threat. It is up to him really.
Benjamin Takezo |
Yep, that's one of the things I love about the STA system - you can succeed and still have a complication arise from it.
Dr. Daniel MacLeod |
Ah, okay, if that's the same numbers I'll take that as my first-aid check. :-)
Well experienced in dealing with injuries in the field — and given the possibility that the science officer may be needed for the ship to survive the next few minutes — Dr. MacLeod sets to work at once, rather than waiting for access to sickbay now that Gareb is stable. "Nothing too serious, it might sting a little but I'll get you on your feet in just a moment," he says as he begins work.
Going to take a point of threat so I can use Bold.
Control + Medicine 15, with emergency medicine focus: 3d20 ⇒ (20, 16, 1) = 37
Rerolling the 20 with Bold: 1d20 ⇒ 13
GM SuperTumbler |
Seeing that no one is mannnig tactile the First Officer will fire a torpedo at the object firing the tractor beam
2d20
Jok'kem is making a minor action to move to a new station. Then an action to FIRE WEAPON, which uses Control+Security (11) aided by Ship's Weapons+Security (14). This is a Difficulty 3 Task. Using Photon or Quantum Torpedoes has an escalation cost of 1, contributing 1 to the Threat Pool.
Ship assist: 1d20 ⇒ 3
That squeaks through 3 successes. One from Ship assist, one from Kestra assist, one from Jok'kem
Effect dice from torpedo: 7d6 ⇒ (2, 3, 1, 4, 2, 4, 2) = 18 7 damage, 3 resistance. So 4 damage. 1 Breach because no shields. Breach system: 1d20 ⇒ 10
The torpedo shakes the satellite from which the beam originates, but is unable to destroy it.
Lock on Tractor Beams with 3 Threat: 3d20 ⇒ (18, 16, 13) = 47
I'm plowing all of that Threat back into this attempt to reaquire you, but that is a big failure. Everyone now has another action
Dr. Macleod revives Gareb with a skillful combination of a hypospray and a dermal regenerator.
Gareb is relieved of the injury. He won't die at the end of the scene, and, better yet, is restored to the ability to take actions. Everyone should have a round of actions now.
Lt. Commander Kestra |
SInce we are no longer locked on by the tractor beam, Kestra is going to pilot the ship in for an attack run (I am not sure what the correct name is but it makes the attack easier I think)
using either evasive action and also using my "Push the limits" due to damage to the engines to make the difficulty easier either control +conn or daring + conn DC 16 or 15 3d20 ⇒ (14, 10, 20) = 44
Using my bold: Conn to eliminate the 20 and to reroll 1d20 ⇒ 3 [ooc] That should be either 3 or 4 successes
We are not out of the woods yet."
Lt. Commander Kestra |
Phasers, Captain Archer still used lasers, I think... :)
Assist 1d20 ⇒ 8 Can the Captain help?
Samuel Kerensky |
Gareb starts to come around thanks to the Doctor. Shakily getting to his feet he moves to the sensor station. "Lets try something less elegant this time..."
Scan for Weakness. Piercing 2 for attacks this round, shifting two successes for momentum
Control+Security 14: 2d20 ⇒ (7, 4) = 11
Sensors+Security 14: 1d20 ⇒ 5
T'Karra |
Not receiving any word from the chief fearing the worse T'Karra takes command of engineering to try and get the ship back online:
engine+control 17: 3d20 ⇒ (4, 2, 18) = 24
]Spent a momentum and got four successes needing three so banking one
well done crew. Get me status reports so we can report to the bridge and ensign Blypo, find me the chief immediately
Lt. Commander Kestra |
GM SuperTumbler |
Kestra brings the ship around, pushing the impulse engines to their limits. The bulkheads around you groan as the structural integrity field struggles to keep up. T'Karra reroutes power to modulate the power output to the Structural Integrity Field, matching the graviton emissions of the tractor beams.
Jok'kem fires the phasers, but tactical is not his specialty. The phasers lance out from the emitters, but miss the satellite emitters by a wide margin.
Tractor Beams: 2d20 ⇒ (1, 8) = 9
With the ship on an attack run toward the satellites, the ancient computer systems have a much more effective attempt to reaquire you.
damage: 7d6 ⇒ (5, 1, 5, 4, 5, 6, 5) = 31 6 damage, reduced by 4 resistance. 2 damage.[/dice]
The ship shakes again as the tractor beams lock on.
Lt. Commander Kestra |
Kestra does what she can to break free using a momentum and with Evasive Action 3d20 ⇒ (19, 2, 5) = 26 Yeah that is a bingo... 4 successes
She runs her fingers across the LCARS like someone possessed and says, "Captain, I done broke her free again but we need to eliminate that tractor beam set up or we're done for!"
Assist on attack 1d20 ⇒ 7
Lt. Commander Kestra |
My character is the best helmsperson because she is the pilot... anyone who has a security over 1 would be more likely to succeed. Maybe Takezo or the captain.
Dr. Daniel MacLeod |
Once he's finished with Gareb, MacLeod looks up to see Jok'kem struggling with the tactical console. The doctor stands up immediately, and says, "Sir, let me try. I grew up in the Bajoran resistance, I've been shooting at things most of my life, I can make the shot." Assuming he's going to be given permission, he starts to tap buttons on the console.
Spending a determination with the value Grew up in the Resistance
Control + Security 15: 2d20 ⇒ (9, 16) = 25 I also get a third die that is automatically a 1
Ship assist: 1d20 ⇒ 9