Gullerg bav Khebloss |
Gullerg scans the Erie for engine and power status, planning on the repairs his team will need to do to stabilize her.
He has Technical Expertise: Whenever you attempt a Task assisted by the ship’s Computers or Sensors, you may re-roll one d20 (which may be the ship’s die).
Will use Insight 9 + Engineering 4 for the roll.
For the Amity roll, I am using Sensors 8 + Engineering 3.
I think Focus Power Systems applies?
Gullerg Rolls (13): 2d20 ⇒ (5, 18) = 23
Ship Roll (11): 1d20 ⇒ 17
Rerolling for Gullerg.
Gullerg Reroll (13): 1d20 ⇒ 8
2 successes
Cmdr. Xin-Yalix |
"Captain, I am getting a lot of non-matching information. While I am not completely certain, I suspect this is another attempt to delay us."
I'm assuming I can see Gullerg's scan results and I will attempt my own.
Reason 12 +Science 5 = 17
2d20 ⇒ (12, 4) = 16
Sensors+Science (10).
1d20 ⇒ 13
Using the Technical Expertise talent, I am going to re-roll the ship die.
Sensors+Science (10).
1d20 ⇒ 12
I am specifically trying to see if the ship is legitimate and if there is anyone onboard.
Fleet Capt. Aytthi Tharhat |
I am pretty sure the shields are already up. Waiting to see if detect any life signs
She nods and says, "Mr. Barstow, set a course to Duorap IV and be prepared to Warp us there at a moment's notice."
Cmdr. Cooper Barstow |
"On it, Captain." Coop does some of the math in his head, plotting a course and likely escape route if things go pear shaped.
Coop: Reason + Conn : 2d20 ⇒ (7, 2) = 9
Amity: Computers + Conn : 1d20 ⇒ 11
Edit: As long as Helm Operations applies, that gets us 3 successes
GM SuperTumbler |
The scan for life signs shows 12 humanoid life signs on the freighter, which is about right for its standard crew complement.
Fleet Capt. Aytthi Tharhat |
The Captain says, "A trap you say, delightful. Let's beam one of the humanoids to our transporter room with me, Sobek and a security team of let's say 10 waiting. Mr. Barstow keep your finger on the warp button and I will have my communicator on so you can hear what's going on. You have my permission to get us out of here if there is any chicanery. I do not want to take any chances and the Tellarites need our help as well."
Direct Command+Presence 1d20 ⇒ 2
GM SuperTumbler |
Assuming we proceed with that plan, what I imagine is that Captain, Sobek, and Gullerg would head to a transporter room. Of course, Sobek might well balk at the Captain being there, so I won't go ahead with that. But when you are ready:
Assuming you are in a transporter room bringing something from the freighter onto your ship (it's shields are down, so no problem there) it will be a Difficulty 2 Control+Engineering Task assisted by ship Sensors+Engineering. Before any of this can happen, you will have to move to close range. Since you are currently at Long range, you would use the Impulse action taken by Coop. This also uses 1 Power. You can do all of that in a "round" of actions.
6 Momentum 7 Threat
Cmdr. Cooper Barstow |
"You heard the captain," Coop chimes as her form disappears behind the turbolift doors. "Let's keep sensors active on that freighter and be ready on the shields for when this blows up on us. Any questions?"
His fingers work a symphony on the conn as he maneuvers Amity closer to the derelict ship.
Coop: Control+Conn: 2d20 ⇒ (7, 15) = 22
Amity: Engines+Conn: 1d20 ⇒ 20
Edit: UGH. 2 successes, but a complication too. Yay!
Cmdr. Xin-Yalix |
Raising the captain on the comms, Xin-Yalix reports.
"Captain, according to the sensors, the ship is definitely there, but there are some things that should be that are not. The ship is venting warp plasma, but there is no trail, as if it sprung a leak while just sitting there. We saw attacking ships earlier but there are no residual ion trails, as if they had just vanished. There is also warp engine signature, but there is another signature that is too small for the ship."
Xin-Yalix pauses. "There are twelve life-forms on board, however, which does match the crew compliment of this particular vessel class, so at least something adds up."
Fleet Capt. Aytthi Tharhat |
The Captain says, "Thanks Mr. Xin. We will be trying to transport one of those being to our ship, we will be ready to apprehend them. Keep the shields up until the last possible second, if they are going to bushwhack us they will have the narrowest of windows to do so."
Fleet Capt. Aytthi Tharhat |
The Captain says, "Sobek, I will be staying on the Bridge. You and the security team should be able to handle what we fish from that ship. Make sure our weapons are ready."
Gullerg bav Khebloss |
Gullerg will move with Sobek and his security team, and when they are ready, and the ship is in position, he will inform the bridge.
"Captain, we are ready for transporting a guest."
When the captain gives the go-ahead, Gullerg will transport the target he considers most probable to be the captain of the ship, based of the layout of ships he knows about.
Assuming you are in a transporter room bringing something from the freighter onto your ship (its shields are down, so no problem there) it will be a Difficulty 2 Control+Engineering Task assisted by ship Sensors+Engineering.
Gullerg's Control 10 + Engineering 4 = 14
Ship's Sensors 8 + Engineering 3 = 11
I think his [b]Technical Expertise[b] Talent applies: Whenever you attempt a Task assisted by the ship’s Computers or Sensors, you may re-roll one d20 (which may be the ship’s die).
Gullerg's dice (14): 2d20 ⇒ (5, 2) = 7
Ships's dice (11): 1d20 ⇒ 7
I think all of those are successes!
Lt. Sobek |
Sobek and his A-Team will meet in the transporter room (or carbo bay...wherever they are transporting to) to meet our "guests" with a warm welcome of armed phasers ready to fire (stun).
Fleet Capt. Aytthi Tharhat |
Only want one guest, to check for sincerity. Personally, I would have ignored the distress call but it is a Trek and a nautical tradition to help those having problems in space or at sea.
GM SuperTumbler |
Sorry for the delay. Had a couple crazy days teaching at home. Can't wait for this school year to be over. Also, this was a big complicated post and I wanted to make sure I got the rules right.
Captain Tharhat and Coop wait anxiously on the bridge.
Dr. K'Rist continues her work in sickbay, synthesizing medicine.
Gullerg stands at the transporter station, his hand on the sliders that engage the dematerialization proccess.
Sobek stands abreast his security team, phasers at the ready.
The transporter's extremely high resolution scanners reach out to lock in on the humanoid on the bridge who seems most likely to be in charge. The display on Gullerg's transporter control station continue to be perplexing. The transporter concludes there is nothing to lock onto.
At the same time, on the bridge, the freighter hangs in space on the viewscreen. Two sections of space ripple with distortions before resolving into Two unfamiliar ships. at Medium Range, which is optimal range for energy weapons.
They let loose an attack on your unshielded ship without warning.
Something goes wrong on the ship to port. Energy crackles over the hull and the engines flicker as the ship turns an begins to drift sideways, its thrusters propelling it slowly toward you in a very slow spin. Phasers lance out from it, but in the chaos, they come nowhere near you.
The other ship executes its plans perfectly. The thin bodied ship comes out of its cloak and raises shields, swooping toward you in a masterful maneuver. Your sensors detect that it is probing you, and it locks on to a minimally armored bulkhead on the port nacelle. The ship's phasers lash out, cutting into the nacelle surgically. Fortuneately, there is a lot of redundancy there.
NPC ships get actions based on their Scale. These are both Scale 3, so they get to attempt 3 Tasks. I'm going to call all of this out in case it helps you see how combat can work.
Captain takes action to lower cloak (minor action).
Helm attempts Task: Attack Pattern
Attack Pattern: 2d20 ⇒ (20, 2) = 22 Assisted by ship Weapons+Conn: 1d20 ⇒ 20 Two Complications are a disaster for this ship's engines.
The ship's jury rigged cloaking device overloads the engine controls on the vessel. Rather than swooping into an attack pattern, thrusters fire, sending it into a sideways slide.
Scan for Weakness Difficulty 2 because at Medium range: 2d20 ⇒ (15, 13) = 28assisted by ship Sensors+Security: 1d20 ⇒ 18
Fire phasers Difficulty 2 Raised to 4 because of engine failure: 2d20 ⇒ (12, 10) = 22assisted by ship Weapons+Security: 1d20 ⇒ 11
Not surprisingly, the phasers lance through space, but come nowhere near the Amity.
Enemy Ship 2:
Helm attempts Task: Attack Pattern
Attack Pattern: 2d20 ⇒ (6, 4) = 10 Assisted by ship Weapons+Conn: 1d20 ⇒ 10 3 Successes, so all attacks are at -1 Difficulty, also generates 1 Momentum for them
Scan for Weakness Difficulty 2 because at Medium range: 2d20 ⇒ (18, 2) = 20assisted by ship Sensors+Security: 1d20 ⇒ 43 Successes, generates 1 Momentum for them.
Fire phasers Difficulty 2 lowered to 1 because of attack pattern raised back to 2 because attacking specific system (engines). Buying 2 extra dice with those 3 Momentum: 4d20 ⇒ (12, 1, 4, 8) = 25assisted by ship Weapons+Security: 1d20 ⇒ 12 3 Successes on a Difficulty 2 Task.
So we have a hit. Those two dice I bought with Momentum add challenge dice to the damage roll because of the Scan for Weakness Task. And of course, when I am talking about enemy Momentum it is really Threat, but it spends the same way. Because Scan for Weakness was successful, attack has the Piercing 2 quality, which means it ignores 2 points of resistance.
Also, phasers are versatile, so when they are successful they generate 2 Momentum. I'll put that Momentum also into Challenge dice, one to one. So all told, there are 6 from the weapons, 2 from the extra dice added to the attack, and 2 from Momentum generated.
8d6 Penetrating: 8d6 ⇒ (6, 2, 1, 5, 6, 4, 4, 3) = 31 6 damage and 6 Piercing. Amity has 5 Resistance, so the 6 Piercing overcomes all of it, doing 6 damage to engines. Because shields are down, this causes a breach. Because it is 5 or more damage, it causes another breach. Because Amity is so big, it actually takes 3 Breaches before it is considered Damaged. 2 Breaches only makes it Impacted.
IMPACT: Whenever the Engines system suffers one or more Breaches, it disrupts those functions temporarily. The ship loses 2 Power immediately. Further, until the internal systems officer (or someone in engineering) performs the Restore Minor Action, all Tasks assisted by the ship’s Engines, or which have a Power requirement, increase in both Difficulty and Complication Range by 1.
GM SuperTumbler |
I inserted an image of the attacking ships on the visual reference page, but it may have gotten lost in that long post. Visual Reference.
Fleet Capt. Aytthi Tharhat |
We are a size 5 vessel if I am not mistaken.
The Captain explicitly angry at the fact that these people decided to use a distress call for an ambush says, "Shields up And fire!."
My character is tired of being used as target practice and well these two smaller ships should have left us alone.
Direct 2d20 ⇒ (1, 11) = 12 = 3 successes
GM SuperTumbler |
Gullerg lets out an expletive not fit for a Starfleet officer. Without another word, he leaves the transporter room and goes to start with the repairs, together with his boys.
I think he can start with the "Restore Minor Action". What does he needs to roll?
Minor actions don't usually require a roll. You just say that you are doing them. It would be a minor action to move to either engineering or the bridge, and a minor action to Restore. That would take all of your actions unless you spend some resource to gain more.
Captain, Amity is Scale 5. Did I miss something?
Captain, I'm not sure how you are trying to use the Direct action, but that isn't how it is used. Direct is a way to give another character an extra "action," letting them attempt an extra Task with an assist from you. You can only do this once per scene. Right now, there is a character at the Tactical station, but that is an NPC. NPCs can only succeed at Difficulty 0 Tasks. The only way to successfully attack is to have a PC attempt the attack. If what you want to is order the Tactical Officer to attack, you could use the Override Task. You attempt the Task at +1 Difficulty. The flavor could be that the person at Tactical actually makes the shot. I'd also let you use your own minor action to raise the shields.
Remember that it only takes a minor action to move from one area of the ship to another, so everyone who is currently out of place can get back in place fairly easily.
Fleet Capt. Aytthi Tharhat |
I think that sounds good. I'll raise the shields and Override task. Which with my rolls above would have 3 successes. Depending on the results of the attack, but most likely I will try to maintain initiative with Decisive Leadership.
GM SuperTumbler |
That hits, and generates 1 Momentum. 7 Momentum total. You can use Momentum to add to your Challenge dice at a 1-1 rate. Your hit gives you 8d6. You can also spend up to 2 Power to buy dice at a 1-1 rate. Once you make those decisions, go ahead and roll your dice. Phasers have the Versatile quality, which means each 5 or 6 also generates Momentum. You can keep those Momentum or add them straight to damage. 1=1, 2=2, 3=0, 4=0, 5=1 and Momentum, 6=1 and Momentum.
Fleet Capt. Aytthi Tharhat |
I would like to spend 3 momentum to get two challenge dice for a total of 10
10d6 ⇒ (2, 3, 2, 1, 2, 1, 4, 2, 4, 5) = 26
GM SuperTumbler |
12 total damage if you roll the Momentum from the 5 back into damage.
System Hit table: 1d20 ⇒ 18 Weapons.
12 damage-3 Resistance=9 vs shields 8. So that is going to reduce shields to 0. Causes a Breach because 5 or more damage got through resistance, and a Breach because shields reduced to 0.
Enemy ship is Scale 3, so with 2 Breaches weapons are Damaged. IMPACT: Whenever the Weapons system suffers one or more Breaches, it disrupts those functions temporarily. Until the tactical officer performs the Restore Minor Action, the ship cannot make any attacks, nor can it attempt any other Tasks which involve or would be assisted by the ship’s Weapons System.
DAMAGED: If the total number of Breaches the Weapons System has suffered is equal to or greater than half the Scale of the ship, then the System has been significantly Damaged. This increases the Difficulty of all Tasks that involve or are assisted by the ship’s Weapons by +2 until repaired — naturally, this includes attacks. The Difficulty to repair this is 3.
Fleet Capt. Aytthi Tharhat |
In that case, I think I will use my "Decisive Leadership to keep the initiative" so Sobek can fire another phaser attack and XIn can use his Scan for weaknesses
GM SuperTumbler |
Xin and Coop haven't taken actions yet. Sobek can still fire in this round, but with a +1 to the difficulty of the Task because it is the second one form the Tactical station in a round. Xin and Coop could take actions that would bring that difficulty back down. You guys can post in any order and I'll resolve them. I'll take a look at keep the initiative and make sure how that works.
Lt. Sobek |
Sobek quickly moves to the tactical station and secretly enjoys a moment of excitement as the battle begins.
"It's been a while since we've engaged in battle", he thought to himself. "I'm going to enjoy this."
Quieting his emotions, Sobek focuses on the tactical panel and locks onto the enemy ship.
"Firing now, Captain."
Control+Security: 2d20 ⇒ (4, 2) = 6
Ship's Weapons+Security: 2d20 ⇒ (12, 17) = 29
Cmdr. Cooper Barstow |
GM ST is absolutely right. From the Conn, I can easily use Attack Pattern to make it a bit easier to hit them or Evasive Maneuvers to give us a defensive edge
Cmdr. Cooper Barstow |
Fair enough:)
"Captain, initiating Attack Pattern Epsilon 3." With a spark of insight, Barstow tries to get Amity's injures nacelle away from the attacker while bringing the arcs of the forward weapons array to bear for Sobek.
Coop: CDaring + Conn : 2d20 ⇒ (16, 10) = 26
Amity: Weapons + Conn: 1d20 ⇒ 10
Edit: Woohoo! 3 successes! One more than I needed unless there's a modifier
GM SuperTumbler |
No modifier. Gullerg took care of the penalty with his restore action.
With his Ship Tactical systems focus, Sobek had four successes on what is now a Difficulty 2 Task thanks to Coop's attack pattern. That and Coop's extra success brings Momentum back to 6, which might be useful.
I'll wait for Xin's rolls and then deal with damage.
Fleet Capt. Aytthi Tharhat |
The Captain smiles and says, "Epsilon 3 is a delightful choice. Execute!"
That might become her "Engage"...
Cmdr. Xin-Yalix |
"Scanningn for a weakspace in the shields."
Reason 12+Science 5: 2d20 ⇒ (1, 15) = 16
Amity's Roll Sensors 8 + Science 2: 1d20 ⇒ 9
GM SuperTumbler |
damage: 12d6 ⇒ (6, 2, 4, 1, 3, 2, 3, 2, 6, 5, 1, 6) = 4112 damage and 4 effects. Those effects are versatile because of phasers and penetrating because of Xin's scan for weakness. So 16 damage and ignores 8 resistance.
System hit table: 1d20 ⇒ 2 [ooc]Computers
In their first non-simulated space battle, the newly formed crew of the Amity acquits itself admirably. Coop executes his maneuver perfectly, Xin pinpoints a place where two shield emitters don't quite line up. Sobek targets it with a pulse of phasers. On the enemy ship, alarms cease and main lighting goes dark as the computer core shuts down.
Fleet Capt. Aytthi Tharhat |
If I am reading this correctly, is the one ship out of commission and what does the other one look like?
Fleet Capt. Aytthi Tharhat |
She looks at Coop and says, "Mr. Barstow, could you give us evasive flying to make it more difficult for them to shoot us again?"
Control +Command 1d20 ⇒ 12