Thrym-Who-Speaks-With-Spirits
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Round 2:
Thrym starts ripping open maintenance panels.
Acrobatics: 1d20 + 18 ⇒ (2) + 18 = 20.
As far as I can tell, the DC is 19, so Thrym can't fail to assist.
Jekcedo
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"Let's see what this bone bucket is made of"
DC 5 + 1.5 ship tier + countermeasures
Scrying: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.
Ears
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Ears clips a tether to the console "Shields up it is!"
Divert Power v DC 19, shields: 1d20 + 15 ⇒ (6) + 15 = 21
5% of 200 Power = 10 points to shields. I'll put them all back into forward shield.
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.
Qimok
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Thrym's successful chief mate action allows Ears to divert to two systems. Offline, Borq's player has expressed a desire for increased speed.
Jekcedo
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Remindered Our ship's computer gives us s +2 Modifier to any three checks per round, +2 Computers. Jek would like to use one of those to make Jek's roll a 30.
Borq, the Skeedish Chef
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Shields are good. I like shields. And speed.
I'm good with Jek taking one so we know what's going on. Borq wants one so we can follow them properly.
Borq frowns as the enemy ship blasts them in return. "Dodge *THIS*," he mutters, his fingers dancing across the pads.
Piloting: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22
*sigh* Ship stays in place. It's the best way to keep them in our forward arc. I don't expect them to stay there.
Piloting Evade: 1d20 + 17 ⇒ (19) + 17 = 36
AC 25 (15+6+4)
Ears
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Thrym's successful chief mate action allows Ears to divert to two systems. Offline, Borq's player has expressed a desire for increased speed.
Shields and speed then!
Borq, the Skeedish Chef
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If Borq get the +2 speed, they will move around to be in front on the other side. I copied the token and moved it, in case that's correct.
Ears
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Thrym's success enables Ears to divert power to two systems, so you've got the extra speed and I can patch the shield. Go get them'!
phaeton_nz
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Jekcedo obtains the following information:
Living Crew Compliment: 0; Undead Crew Compliment: 6
Classification: Blackwind Sepulcher - Medium Transport.
Speed 8; Maneuverability average (turn 2); Drift 2
AC 20; TL 20; HP: 72/85; CT: 17
Shields: Medium 47/60; F:12/15 P:12/15 S:12/15 A:11/15)
Power Core: Pulse White (140 PCU)
Weapons: (Forward) heavy emp cannon (special), light laser cannon (2d4); (Aft) gyrolaser (1d8); (Turret) light torpedo launcher (2d8), light torpedo launcher (2d8)
You move a bit while they do a 'U' turn in front of you and evade.
piloting: 1d20 + 11 ⇒ (1) + 11 = 12
They then fire at your forward shields with both turret torpedo launchers.
gunnery: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 2d8 ⇒ (5, 7) = 12
gunnery: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 2d8 ⇒ (8, 8) = 16
Qimok
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Broadside (for 1 RP, fire all weapons in one arc, each at -2 penalty; all range 20), use +2 from computer on first attack:
particle beam (forward): 1d20 + 9 - 2 + 2 ⇒ (1) + 9 - 2 + 2 = 10, damage: 8d6 ⇒ (4, 1, 6, 6, 3, 3, 5, 2) = 30
Promotional reroll: particle beam (forward): 1d20 + 9 - 2 + 2 ⇒ (20) + 9 - 2 + 2 = 29
coilgun (forward): 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17, damage: 4d4 ⇒ (1, 2, 3, 2) = 8
heavy plasma torpedo launcher (turret): 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14, damage: 5d10 ⇒ (1, 7, 10, 2, 2) = 22 (limited 5, 2 used)
Qimok crows as one of his shots hits the enemy in a vulnerable spot!
critical hit effect (crit hit): 1d100 ⇒ 67 engines
critical hit effect (exceed CT): 1d100 ⇒ 88 power core
Ears
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Nice, re-roll, Qimok, my friend.
Momo Strawberry
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Keep your eyes peeled and aim for the bulk! Aim small, miss small!
Aid gunnery with Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
Borq, the Skeedish Chef
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"That's more like it!" Borq cheers as Qimok hits them where it hurts, though he winces as the return barrage lands again. "There go the shields again. Ears, can you repair? Do you want me to continue facing them or give another angle a try? We definitely can't take another hit yet."
Piloting init: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
Depends on whether I win initiative (hahaha)
Piloting probably evade: 1d20 + 17 ⇒ (4) + 17 = 21
What is with these dice rolls?!
Ship stats:
AC 15; TL 14 (+6 Piloting, +4 evade (if success))
HP 85; DT —; CT 17
forward 25-19+10=16-12=4
port 25
starboard 25
aft 25
phaeton_nz
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Your forward shields get impacted while you make a mess of their port shields - and the hull underneath. You can see one of their engines flame out briefly but then come back on but with a reduced effect.
((HP:-54))
Round Three prelim rolls.
engineering: 1d20 + 16 ⇒ (15) + 16 = 31
computers: 1d20 + 13 ⇒ (14) + 13 = 27
piloting: 1d20 + 11 ⇒ (9) + 11 = 20
They move in an attempt to get behind you.
piloting: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 ((evade))
Qimok
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I certainly thought so, Ears!
"Anythin' but our starboard, we don't have a gun on that side," Qimok replies to Borq excitedly. "And keep showin' me their port side, they're hurtin' there! Let's allsix 'em!"
Jekcedo
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Jek sits back eating popcorn waiting to see how Qimok's next attack does
"This is better than watching a movie!
Precognition DC 10 + 1.5 ship tier 6 = DC 19
Mysticism: 1d20 + 14 ⇒ (12) + 14 = 26
On success + 2 to piloting check
Thrym-Who-Speaks-With-Spirits
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Thrym continues to tear the ship apart, causing a fair amount of superficial damage as he 'helpfully' removes panels.
Acrobatics: 1d20 + 18 ⇒ (11) + 18 = 29.
Borq, the Skeedish Chef
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Borq cackles madly as the enemy leaves their port side open yet again.
Ship moved, port still available.
Qimok
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Broadside (for 1 RP, fire all weapons in one arc, each at -2 penalty; all range 20):
particle beam (forward), +2 from computers: 1d20 + 9 - 2 + 2 ⇒ (16) + 9 - 2 + 2 = 25, damage: 8d6 ⇒ (2, 5, 4, 1, 2, 4, 5, 1) = 24
coilgun (forward): 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10, damage: 4d4 ⇒ (4, 3, 2, 3) = 12
heavy plasma torpedo launcher (turret): 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8, damage: 5d10 ⇒ (6, 7, 2, 8, 4) = 27 (limited 5, 3 used)
"How does the Congregation feel about Perpetual Agonies now?"
Ears
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Had editted the last post with a roll and everything, but lost it some how. I'd settled on shields and speed.
"NOBODY PANIC!!!" Ears spins frantically on the chair, rolling himself in the tether so that he can't reach the console. He reverses to unspool himself and scans the console again.
"Thrym, behind that access panel there's a heavy red cable and a box with 6 connector ports. Disconnect the cable and plug it into the lower left port!"
Divert Power v DC 19, shield & speed : 1d20 + 15 ⇒ (19) + 15 = 34
5% of 200 Power = 10 points to shields. I'll put them all back into forward shield. +2 to speed.
Jekcedo
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Jek, hearing Ears say "NOBODY PANIC!!!" thinks to themself considering the options.
"Why would Ears say that if panicking wasn't an option? Should I panic? If so how much?"
Jek chooses the option of having more popcorn while considering what is about to happen, Jek forgetting that the ship's comms are still on accidentally says out loud over the comms. "Stay tuned as we find out, will Qimok's latest attack blow up the undead ship? Can Ears and Thrym save our ship in time... This popcorn is really good I should make some every battle!"
phaeton_nz
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Only the particle beam hits, but again you slice through their port shields and into the hull. ((HP:-41))
ct2: 1d100 ⇒ 22 ((Sensors))
They fire back - with their weapons on your forward shields
diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
gyrolaser: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 damage: 1d8 ⇒ 6
torpedo: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 damage: 2d8 ⇒ (1, 3) = 4
--- Round 4 ---
engineering: 1d20 + 16 ⇒ (7) + 16 = 23
computers: 1d20 + 13 ⇒ (16) + 13 = 29
piloting: 1d20 + 11 ⇒ (1) + 11 = 12
They do another 'U' turn in front of you and evade
piloting: 1d20 + 11 ⇒ (10) + 11 = 21
Qimok
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When Qimok hits the enemy once more, and Borq's fancy flying evades their return fire, the gunner whoops excitedly. For those who understand Vesk, a polite translation would be, "Eat our shed fur!"
And I'll wait to post gunnery rolls tomorrow, for after Borq moves the ship.
Jekcedo
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"Borq, can you get us a good view of Qimok's next shot, I don't want to miss the action!"
Precognition DC 10 + 1.5 ship tier 6 = DC 19
Mysticism: 1d20 + 14 ⇒ (5) + 14 = 19
On success + 2 to piloting
Jek eats some more popcorn...
Borq, the Skeedish Chef
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Piloting init: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Borq flies the ship in a dodging pattern, finally ending up facing the port side of the ship once again.
Piloting evade: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Ship stats:
AC 15; TL 14 (+6 Piloting, +4 evade (if success))
HP 85; DT —; CT 17
forward 4+10=14
port 25
starboard 25
aft 25
phaeton_nz
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You are really getting the feeling they are NOT happy about this as they are forced to use their turret only on your forward shields.
diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
gunnery: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 damage: 2d8 ⇒ (8, 7) = 15
gunnery: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 damage: 2d8 ⇒ (6, 7) = 13
Qimok
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Broadside (for 1 RP, fire all weapons in one arc, each at -2 penalty; all range 20):
particle beam (forward): 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12, damage: 8d6 ⇒ (2, 4, 3, 2, 5, 4, 2, 6) = 28
coilgun (forward): 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14, damage: 4d4 ⇒ (4, 2, 1, 2) = 9
heavy plasma torpedo launcher (turret), +2 from computers: 1d20 + 9 - 2 + 2 ⇒ (3) + 9 - 2 + 2 = 12, damage: 5d10 ⇒ (4, 2, 2, 2, 7) = 17 (limited 5, 4 used)
This time, Qimok curses in Akitonian as the enemy hits the Drake's forward shields but all of his own shots go wide.
Momo Strawberry
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Don't worry Qimok, you'll do better next time! Borq, stay on their port!
1d20 + 11 ⇒ (8) + 11 = 19 cs DC 15; +2 to piloting roll
Jekcedo
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Jek drops his popcorn as the ship gets hit
"That was close! This is getting exciting, we're about to get to the part of the movie where the heroes make a dramatic comeback from certain doom!"
Precognition DC 10 + 1.5 ship tier 6 = DC 19
Mysticism: 1d20 + 14 ⇒ (17) + 14 = 31
On success + 2 to piloting
Borq, the Skeedish Chef
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"Bum bum bum BUMMM, certain dooooooom!" Borq cackles as he guides the ship around once more. "Need more shields, Ears! The forward arc is on its last legs."
Piloting init: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
"Come on, Qimok! Let's put them out of our misery!"
Piloting (evade probably): 1d20 + 17 ⇒ (16) + 17 = 33
Let's give Qimok some more bonuses. I think I'm good on piloting for now.
Ship stats:
AC 15; TL 14 (+6 Piloting, +4 evade (if success))
HP 85; DT —; CT 17
forward 4+10=14-13=1
port 25
starboard 25
aft 25
Thrym-Who-Speaks-With-Spirits
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Having finished with the nearby maintenance hatches, Thrym starts stripping panels off the walls.
Acrobatics: 1d20 + 18 ⇒ (11) + 18 = 29.
Qimok
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How would Thrym feel about switching to targeting aid actions (assuming you've got the 6 skill ranks and are willing to spend dome RP)? That seems the most efficient way to help Qimok's accuracy.
phaeton_nz
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--- Round 5 ---
engineering: 1d20 + 16 ⇒ (6) + 16 = 22
computers: 1d20 + 13 ⇒ (5) + 13 = 18
piloting: 1d20 + 11 ⇒ (14) + 11 = 25
They attempt to line up their forward weapons on you and also evade.
piloting: 1d20 + 11 ⇒ (3) + 11 = 14
Ears
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"Bum bum bum BUMMM, certain dooooooom!" Borq cackles as he guides the ship around once more. "Need more shields, Ears! The forward arc is on its last legs."
...
"Come on, Qimok! Let's put them out of our misery!"
...
Ship stats:
AC 15; TL 14 (+6 Piloting, +4 evade (if success))
HP 85; DT —; CT 17
forward 4+10=14-13=1
port 25
starboard 25
aft 25
"Yeah, well as long as we keep showing them the front shield they'll win based on attrition. Can you make sure they never get to the left or right shield?"
Enginering, divert, v DC 19, shields, speed: 1d20 + 15 ⇒ (8) + 15 = 23
Divert only gives 10 points back to the shield. Next round I could switch to Science Officer and 'rebalance' 15 points to the front at a cost to one of the other shields. Might be a good idea if Thrym helps targeting next round.
Qimok
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Sorry, I was waiting on ship movement so I'd know which arc I'm using to attack. Has one ship moved, or both?
phaeton_nz
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The Corpse Fleet ship has moved.
Qimok
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Thanks!
I think we have two +2's left? Qimok will use them on the two big guns.
Broadside (for 1 RP, fire all weapons in one arc, each at -2 penalty; all range 20):
particle beam (forward), +2 from computer: 1d20 + 9 - 2 + 2 ⇒ (4) + 9 - 2 + 2 = 13, damage: 8d6 ⇒ (2, 3, 5, 3, 4, 6, 2, 4) = 29
coilgun (forward): 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22, damage: 4d4 ⇒ (3, 2, 2, 4) = 11
heavy plasma torpedo launcher (turret), +2 from computer: 1d20 + 9 - 2 + 2 ⇒ (8) + 9 - 2 + 2 = 17, damage: 5d10 ⇒ (4, 9, 10, 8, 3) = 34 (limited 5, final shot)
Momo Strawberry
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Nice Move, Qimok! Keep that up!
Encourage Pilot, DC 15: 1d20 + 11 ⇒ (19) + 11 = 30
Jekcedo
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Jek calls the Corpse Fleet ship.
"I changed my mind on getting a Corpse Fleet t-shirt, if you don't mind I think I'll just hang some of your ship wreckage on my wall."
Precognition DC 10 + 1.5 ship tier 6 = DC 19
Mysticism: 1d20 + 14 ⇒ (13) + 14 = 27
On success + 2 to piloting
phaeton_nz
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Over my dead body you will is the response.
The only thing that hits is the coilgun on their port shields - again, which leves just a soot mark on their hull ((-42))
They fire back, turret weapons into your forward arc - again.
diplomacy: 1d20 + 11 ⇒ (9) + 11 = 20
gunnery: 1d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19 damage: 2d8 ⇒ (6, 6) = 12
gunnery: 1d20 + 11 + 2 + 2 ⇒ (8) + 11 + 2 + 2 = 23 damage: 2d8 ⇒ (3, 3) = 6
--- Round 6 ---
engineering: 1d20 + 16 ⇒ (18) + 16 = 34
computers: 1d20 + 13 ⇒ (13) + 13 = 26
piloting: 1d20 + 11 ⇒ (9) + 11 = 20
Borq, the Skeedish Chef
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"We can work with that," Borq replies cheerfully.
Piloting init: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
We'll continue following them around, hitting the port whenever possible.
Piloting evade: 1d20 + 17 ⇒ (7) + 17 = 24
phaeton_nz
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They take off as fast as they can in the direction of 'away'. But you notice that they have having trouble with their engines. Is that smoke coming out of the plasma manifolds?
evade: 1d20 + 11 ⇒ (19) + 11 = 30