Star Wars The Conquest of the Underworld (Inactive)

Game Master Shanosuke

A group of mercs are joining the infamous Zedora the Hut in his attempt to take total control of the galactic underworld.


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Male Mandelorian Soldier / 4

Venkru realizing that Dwenna knew she had no mandelorians in her service, assumes the others higher up might know that as well, he wisely stays out of the control room and closer to the gunnery station.

I put the ship stats in my profile for future reference...FYI


Both Martian Level 20 invader

Sorry, The flu got me and I was beddridden the whole break :p. I hate life sometimes. Anyways. Continuing!

Dwenna comes up and sure enough, she holds to her promise. "Greetings Captain Coss. This is Dwenna, the generator base was lost and the fortress won't be far behind. It seems Zedora's men will over run the base. Nym will likely arrive shortly."

The response. "I see, then it is as we feared. Zedora is ready for war and so are we. Nym will gather his allies and we will strike hard and fiercely at the treacherous Zedora. Glad to see you have made it. Things will be set right. Coss out."

The comm cuts off and Dwenna glances at you hoping you are satisfied.

I'm going to jump a bit considering I have fallen behind so feel free to respond to the above before jumping into combat.

Combat

You stand waiting and only an hour later, Nym's ship appears. The comm lights up and Dwenna answer. "This is captain Dwenna."

The voice on the other end responds. "Good to see you have made it. We have Nym and are ready to head to our second base. Please provide escort."

Dwenna responds "Understood" The comm cuts off. Dwenna looks to the rest of you. "Once we pull along side Nym's ship it's then or never."

-----Combat details----

Okay in order to use the ships weapons and such, there need to be two pilots who will constantly make pilot checks and choices on where the ship will go.

The pilot takes the main rolls and the co-pilot assists

The co-pilot also has the ability to fire the forward guns. The details are mentioned on the ships specs I had posted.

There are two manual turrets each requiring a gunner.

Any questions on space combat? This game has a lot of this.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl wil man one of the turrets. Is it a ranged attack roll to operate one of the turrets?


Both Martian Level 20 invader

Yes it does but without the proper starship operations feats, you take a -4 penalty to shots.

The pilot, if the pilot has five ranks in the pilot skill, gets a +2 Synergy bonus.

The actions are about the same as for normal combat.

It takes a move action to charge the guns and another to activate the shields. Kind of like drawing a weapon. Once charged he weapons can be used as normal. Still including the penalty for missing the operations feat.

As gunners you simply just shoot. It is up to the pilot to dodge the incoming attacks and move the ship around to do space battle.

This is my FAVORITE element of star wars so expect a lot of space combat in the future. I like this part far more than Jedi.

Any other questions?


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

One more question, as it appears that Venkru and I do not have the best set of skills for firing at Nym's ship, I assume we can use Force Points to bolster our attack roll correct?


"Alright folkses, it's just about time, prep and get ready to fire on my mark. Lets pull in as close as we can get, perhaps a little to close for comfort and preferably in a blindspot of as many weapons as possible. Hit the engines first to prevent escape."

Jaira activates the shields and guns since that falls within our presumed role of escort, looking to the captain for confirmation of SOP, if any.


Is there a hanger big enough for our ship on Nym's ship? If so, we can fly in there after hitting the engines and shoot up the ship from the inside and have cover against the ships outside. If they have such a hanger, I'll suggest this and see what everyone says.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Once Jaira and Kloh bring us into proper position Jarl fires.

Usually I am on the bridge, or getting ready to hit the ground in an invasion, this is certainly something new. Hope its not the last time I do this.

With that thought in mind Jarl fires at Nym's flagship.

Starship Blaster Force Point 1d20 + 10 + 1d6 ⇒ (3) + 10 + (5) = 18
Starship Blaster Damage 5d10 ⇒ (8, 10, 5, 3, 1) = 27

Modifiers - +6 ship, +6 self, -4 no starship operation feat, +1size, +1computer


Male Mandelorian Soldier / 4

Venkru also fires upon the flagship....

Hoping that kloh has the rear shields and hyperdrive ready to move us out of here.

Starship Blaster #11d20 + 7 ⇒ (1) + 7 = 8 add force point 1d6 ⇒ 4

Damage 5d10 ⇒ (8, 4, 9, 1, 6) = 28

+6 ship, +5 self, -4 till take starship operation feat, +1size, +1computer

That is exactly why I wanted to use the ooc rolls!


M Nautolan Scoundrel 2 / Scout 2

...well here goes nothing...

That's it fellas! Nym's vapebait if we keep this up!

Don't forget that the damage is 2x(5d10)

With guns blazing Kloh's webbed fingers flew over the controls. He ran the scanners to boost their defense. H kept a running dialogue with his copilot knowing that they would need each other in this one.

Im using the scanners to make a defense profile and then Im going to blast them. You got the shields Jaira?

Computer Use/Scanners +2 Ship Defense: 1d20 + 12 ⇒ (7) + 12 = 19

Then he targeted Nym's engines and fired the forward cannon.

Attack: 1d20 + 12 ⇒ (15) + 12 = 27

Damage: 5d10 ⇒ (1, 6, 10, 9, 9) = 35 x2 = 64


If space combat is gonna be common I am gonna have to take skill focus I think, I have never taken that before in any rpg, but I am supposed to be a hot shot pilot and kloh has 3 more points then me despite my max ranks. :)

"I've got the shields, any idea where the bridge is? That would be a good target."

Adjusting shields to focus cover on Nyms ship: 1d20 + 9 ⇒ (20) + 9 = 29


M Nautolan Scoundrel 2 / Scout 2

@ Jaira - it would be more beneficial to take Starship Operation first so you're not at a -4 to both Pilot and Attack rolls.


Both Martian Level 20 invader

Okay here goes round one - Technically a surprise round of sorts.

It's a move action to move the shields so Jaira can still take another action, for the sake of time, I chose and rolled a second action for Jaira. I successfully boosted Jarl's accuracy by +2 so he could hit the target also.

-----Battle-----

You open fire on Nym's ship taking it completely by surprise. All your shots hit the target dead in the from of the ship.

The first two shots from Jarl and Venkru rip through the opposing ships sheilds in seconds. Kloh's shot hits the unshelielded bridge of the ship causing visible massive amounts of damage.

You can tell the enemy ship's shields have now been refocused and the guns are charging up.

You now have another round to volley the ship without being attacked.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl fires again at Nym's flagship. Come on, come on!

Starship Blaster 1d20 + 12 ⇒ (14) + 12 = 26
Starship Blaster Damage 5d10 ⇒ (4, 7, 8, 7, 6) = 32 X2 (64!)

Modifiers - +6 ship, +6 self,+2 Jaira buff, -4 no starship operation feat, +1size, +1computer


M Nautolan Scoundrel 2 / Scout 2

Kloh watched with glee as they ripped through Nym's ship's shields and caused some damage...we need at least one or two more hits like that...

Sweet Sith! That was nice. Im running the same tactics.

Comp Use/Scanners +2 Ship Defense: 1d20 + 12 ⇒ (11) + 12 = 23

Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 5d10 ⇒ (1, 10, 1, 9, 2) = 23 x2 = 46


Male Mandelorian Soldier / 4

.....please apply second roll from ooc thread.....

"I can't explain our luck, if the ship goes, course every merc knows a dead bosses don't pay!"


Jaira simply flies the ship keeping the side with the shields facing the enemy and keeping the engines in view. Hopefully hitting the engines will lead to overloading the power core which should be next to them.


Both Martian Level 20 invader

The volley from your ship tears through Nym's shields and Kloh's shot goes again into the unprotected hull causing severe damage.

Nym's vessel is still functional and it returns fire with four laser batteries. Two of the four shots lower your shields considerably.

The other ships in the fleet are getting closer. They fire at you but because of the distance, they all miss.

Nym's ship has pushed the last of it's shields infront of you. It looks as though you could finish it off next round if you all hit again. However, the other shipz are getting closer. You need to be cautious with your strategy.


Jaira moves to put Nym's ship between us and the approaching fleet, maintaining orientation to keep shields between us and laser batteries.


Male Mandelorian Soldier / 4

"Lets use them for cover an tha debris to get away."

Venkru is glad he is strapped into the gunnery turrent.

Venkru will fire as the ship swings around.....

Starship Blaster 1d20 + 7 ⇒ (4) + 7 = 11

Damage 5d10 ⇒ (9, 10, 1, 10, 6) = 36 72


M Nautolan Scoundrel 2 / Scout 2

@ Shanosuke - dont have my book with me but can we use Repair skill to repair the shields?


M Nautolan Scoundrel 2 / Scout 2

Shield Operator:

never mind I found it on pg 225.
- Move action - character can angle shields. see pg 215.
- Move action - restore some of the ships shield points. Amount restored depends on result of Computer Use check as follows for transports.

9 or lower - 0
10-14 - 1d6
15-19 - 2d6
20-24 - 3d6
25-29 - 4d6
30+ - 5d6

Starfighters and Capital Ships are d4's and d10's respectively.

Im thinking its better during combat to boost the ships Defense by 2 though.

Vader spawn! We got to finish this soon!

Comp Use/Scanners +2 Ships Defense: 1d20 + 12 ⇒ (18) + 12 = 30

Attack: 1d20 + 12 ⇒ (15) + 12 = 27

5d10 ⇒ (8, 9, 8, 10, 10) = 45 x 2 = 90


Does give me something else to do while I fly.

After maneuvering, Jaira tries rerouting some power to strengthen the shields.

Pilot: 1d20 + 9 ⇒ (6) + 9 = 15
Shield repair: 1d20 + 9 ⇒ (7) + 9 = 16


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl holds his breath as he fires again at Nym's ship.

Starship Blaster Use Second Force Point 1 left 1d20 + 12 + 1d6 ⇒ (18) + 12 + (4) = 34
Starship Blaster Damage 5d10 ⇒ (5, 2, 2, 7, 10) = 26 X2 (52!)

Modifiers - +6 ship, +6 self,+2 Jaira buff, -4 no starship operation feat, +1size, +1computer


Both Martian Level 20 invader

Jaira keeps the ship aimed at the enemy while the rest of you fire. Sadly if Venkru had hit you would have most likely done it. Still, Kloh nice shot!

Jaira also repairs your shields a good bit.

Enemy ship's shields are gone and it has sustain even further. It seems to be limping but returns fire.

It fires four shots back at you. Two of them careening into your shields. They have lowered considerably but have not completely disparate.

The other ships are getting closer and trying to split to either side of Nym's ship as they make their way to you.

If you chose to take another round to attempt to finish Nym's ship, you will likely be taking a solid volley from the three remaining ships. You need at least two good hits to finish it. Your choice.

"Important Note: To Jump to hyperspace you must make a astrogate check. It can take some time to calculate the check but the higher the astrogate roll the sooner you jump.


M Nautolan Scoundrel 2 / Scout 2

What do you think Jaira? Nym doesn't look like he's going anywhere soon. We could take out those gunships, come back to finish Nym and make it a full rout...or we bug out. I'll need to start working on a hyper jump algorithm if that's the case.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl comms in "Let's finish Nym, they will break if we do!"

Will post my shot when i get home.


Male Mandelorian Soldier / 4

If it would have made a difference I was supposed to use the force in those shots....

I included it in the roll above, but forgot after using the ooc rolls.


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl fires!

Starship Blaster USA last Force Point 1d20 + 12 + 1d6 ⇒ (1) + 12 + (5) = 18
Starship Damage 5d10 ⇒ (1, 5, 9, 3, 8) = 26 x2


Both Martian Level 20 invader

@Venkru: Sadly even a max roll with a force point won't make a difference Venkru. 17 won't hit it. You can still take a shot this round.

@Jarl: You only get the +2 from Jaira once a round as long as she assists your shot with a Comp use check. You are at a 16 to hit so long as she hasn't assisted you this round.

@Kloh: Thanks for jotting all that stuff down. I will move it over to Campaign Info when I get a chance. It really helps to have it reference-able via the website.


Kloh is the one providing bonuses btw.

"Kloh, I'll continue firing on him, you start the astrogation so we can jump as soon as he's finished."

Atk rolls: 1d20 + 11 ⇒ (5) + 11 = 165d10 ⇒ (2, 6, 4, 10, 9) = 31*2 = 62

Pilot: 1d20 + 9 ⇒ (8) + 9 = 17

I would suggest Kloh, if able after running astrogation, take a ready action to punch into hyper as soon as Nym"s ship takes final blow.


M Nautolan Scoundrel 2 / Scout 2

@ Shanosuke - NP - I will probably try to get more stuff like Pilot stunt DC's typed out also. Kloh will need Quality of Data to set the DC before making the Astrogate check. See page 205.


Male Mandelorian Soldier / 4

Starship blaster 1d20 + 7 ⇒ (2) + 7 = 9 force point 1d6 ⇒ 6

Damage 5d10 ⇒ (7, 6, 9, 6, 5) = 33

"Vader spawn indeed!"


Both Martian Level 20 invader

Wow, great rounds prior, and now a bad round.

You all fire and miss

@Kloh: You have solid data to Tatooine as you JUST traveled from there and it has only been a few minutes since the last just. You have the DC so go ahead and make the roll. Also, it takes time to start hyperspace but you can use the Astrogate skill to speed up the process.

The other three ships have come around and begun to fire on your ship. You take three hits and your shields are about gone.

Your current shields: 34 shields overall.

Nym's ship is sluggish but is still progressing to rejoin the other three ships.


M Nautolan Scoundrel 2 / Scout 2

We need more time!...

Kloh knew time was running out and started punching calculus algorithms into the Nav computer. Mentally doing half of the equations...Derivatives and Vectors were always my favorite... to cut down time.

Ok here we go. Less than a day old Data = DC 10, Hazard Die - 1d4 ⇒ 4 = +2 DC = 12, Traveling from Outer Rim to Mid Rim +0 = 12, Nav Computer used = -4 DC = 8, Reduce Time needed by 4 rounds = DC +8 = 16. 2 rounds to complete. Cant reduce time to less than 2 rounds.

Make those shots count.

Astrogate DC 16: 1d20 + 12 ⇒ (19) + 12 = 31

Edited - Hyperspace Travel time = 24 hours base, X2 Hyperdrive = 48, Astrogate success by 10 or more subtract 2d12 ⇒ (10, 7) = 17 = 31 hours


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl depresses the trigger again frustrated with the last shot.

Starship Blaster 1d20 + 10 ⇒ (1) + 10 = 11
Starship Blaster Damage 5d10 ⇒ (10, 10, 10, 3, 9) = 42 x2


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Never seen 2 rolls in a row like that before...


Both Martian Level 20 invader

Kloh, you are technically travelling from outer rim to outer rim *Shrugs*


Male Mandelorian Soldier / 4

"We best finish this otherwise we are each going to have a Jabba-sized bounty on our heads."

Starship Blaster 1d20 + 13 ⇒ (13) + 13 = 26 force included

Damage 5d10 ⇒ (10, 9, 8, 7, 7) = 41......82


Both Martian Level 20 invader

Venkru lands a solid hit on the ship and causes extreme damage, but his ship still holds together. If you land one strong hit or two mediocre hits will take it out.

BUT, the other ships are now firing at you guys fully.

You take five hits this time around. The shields are gone and there is some hull damage. I need to check the damage charts but you have a round of hyperspace calculations. Three more to go if I read the rules right.

Repairs, defense boosts, shields, are all going to aid you in getting away. You can use stunts to dodge bullets too.

The Gunners CAN still shoot at the enemy ship.


M Nautolan Scoundrel 2 / Scout 2

3 more rounds of calculations to go? Kloh's Astrogate shouldve reduced the time needed to just 2 rounds, the absolute minumum it can be. Can Kloh do anything else this round? Im guessing that its a no but its worth asking.


Male Mandelorian Soldier / 4

"Hold on just a little bit longer."

Starship Blaster 1d20 + 13 ⇒ (9) + 13 = 22 force included

Damage 5d10 ⇒ (4, 6, 2, 2, 4) = 18.......36


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl continues to fire at Nym's ship hoping that its destruction will cause his minions to flee.

Starship Blaster 1d20 + 15 ⇒ (15) + 15 = 30
Starship Damage 5d10 ⇒ (10, 4, 6, 8, 6) = 34 x2 68

Modifiers - +6 ship, +6 self,+5 Force Point -4 no starship operation feat, +1size, +1computer


Both Martian Level 20 invader

Sorry kloh, I need to check the rules again. I believe your right. Also, How many force points do you all have left anyways?


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

After expending my force point for this encounter I have 2 left.


M Nautolan Scoundrel 2 / Scout 2

Kloh has 3 Force points left.


As I haven't used any force points, I have 6 left. Though if each actually lasts through the encounter, I might actually use them more often. Of course I didn't realize it took anywhere near that long (which seems a bit crazy considering how fast it is done in the movies). Had I known, I would have had Kloh start much sooner.

Jaira flies close to Nym's ship for two reasons, one, to keep the larger group of support ships from having line of sight, and two, to make the other group be really careful as any misses would hit Nym's ship. Then she is trying to repair shields.

Pilot: 1d20 + 9 ⇒ (13) + 9 = 22
Shield repair: 1d20 + 9 ⇒ (14) + 9 = 23


Both Martian Level 20 invader

Things are a tad busy now as I am in the last two weeks of college. Once I am done, no more college WOOOO! Then I'll have more time to my computer YAY! Now, I haven't had a chance to fully review astrogate but I don't want to delay too long so I'll take your word for it for now.

As Jarl and Venkru blast Nym's ship one final time, you see what appears to be a chain reaction going off and just as you begin the hyperspace jump you see the ship begin to break apart.

Your jump does in fact, in spite of the rules, take only 2 hours. I use those rules for long range travel only, not a short jump.

You begin to fly towards Zedora's flagship hailing it as a friendly. The image of the ships captain, infamous Gotal named Captain Gwallek, the image appears on screen. [b}'Who are you and who are you with?"[/b]


"This is Jaira Kizur, returning from a mission for Zedora. Additionally, Nym's flagship is destroyed. I am sending the coordinates. I recommend heading there now to mop up while they are in disarray."


Male Mandelorian Soldier / 4

Venkru begins to familiarize himself with the normal operations of a starship.....


Both Martian Level 20 invader

The Gwallek responds. "Identification confirmed. You may dock aboard the Asylum." Zedora's flagship is called the Asylum and it is an impressively large war machine for a simple crime-lord. As was suspected it is the only large ship that survived the battle with Nym's fleet. With luck though, Nym wasn't able to get off of his ship before it blew. Sadly, you do not have confirmation that he is deceased.

You fly in and board the ship. As you disembark, Yeebo is there to greet you. "How did it go." He asks casually. "A lot of ships fled one after another once Nym's freighter escaped. I am hoping you were able to finish the job."

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