Rat King

Burlap 'LongTail''s page

270 posts. Alias of stormraven.


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SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap would warn the locals about the Cyleerin. That's about it.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap climbs into the turret and heats it up. If he has a chance to bring real destruction on some of those bugs or any sort of nest they make, he figures it would be a service to all sentient races.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Can I AA Cherry's Engineering Check?

Engineering vs DC10: 1d20 + 7 ⇒ (8) + 7 = 15


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap looks at their host and the guards with skepticism. ”Why’s that? Got something in there that’s allergic to weapon’s fire?”

Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

"Was there some old technology here when you arrived?"


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

"How long has your colony been here?"


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap safeties his weapon and slings it across his shoulder. "I appreciate the save, sir. My name's Burlap. What's yours?"


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap takes up the rear-guard with his rifle set to 'Auto'. He's prepared to spray bullets if the bugs charge in. He yells to others as he backpedals toward the door. "Move! Move! Move your ass!"


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

While Clarissa treats his wound, Burlap refills the ammo in his spent clips.

He doesn’t raise an eyebrow at the idea of the computer being recently used. ”No surprise. There ain’t much dust. Gear is in working order. And that image we saw showed a light on. There are people here. Maybe they’ve figured out how to work around those bugs and hide when the bugs come around. That said, we should probably secure the scout craft and maybe park it near Betty before the bugs recover from the bloody nose we gave’em. After that, we can worry about ‘helping’ the locals – if they even want help.”

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 20 / 32
HP: 30 / 30
RP: 5 / 6

Bullets Total Rounds (100): xxxxx xxxxx xxxxx xxxxx x
Clips (4):
Rounds (12 rnds/clip):

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Rando, is that Heal SP, HP, or both?


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SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Despite injuries, Burlap doesn’t believe in giving up the battlefield with an enemy still living. He notes the building the team is rushing toward. ”I’ll be there in a sec.” He sights down the barrel at the fleeing insect and fires. One bullet spangs off the creature’s carapace, the other finds the meat below.

FULL: Fire on fleeing bug

FULL: Aeon Guard Assault Rifle (vs KAC) ( Rng Inc: 80’ | Automatic | Bipod)
Mods: Weapon Specialization, Full Attack Penalty, Stabilized w/ Bipod, Sniper’s Aim,
HIT #1: 1d20 + 8 - 4 + 2 ⇒ (8) + 8 - 4 + 2 = 14 | DAM: 2d8 + 4 ⇒ (4, 1) + 4 = 9 P
HIT #2: 1d20 + 8 - 4 + 2 ⇒ (12) + 8 - 4 + 2 = 18 | DAM: 2d8 + 4 ⇒ (4, 1) + 4 = 9 P

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 20 / 32
HP: 24 / 30
RP: 5 / 6

Bullets Total Rounds (100): xxxxx xxxxx xxxxx
Clips (4): x
Rounds (12 rnds/clip): xxxxx x

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Doh! Forgot I had a Sight which reduces cover penalties. Including it this time around.

The ysoki hustles beneath the branches of the tree, looking for a clean angle on either bug. He lines up a shot past Alzura’s shoulder and puts a bullet into her opponent.

MOVE: to 1 sq South and 2 sq East of Alzura
STAND: Fire @ D

STAND: Aeon Guard Assault Rifle (vs KAC) ( Rng Inc: 80’ | Automatic | Bipod)
Mods: Weapon Specialization, Sniper’s Aim, Coordinated Shot, Cover, Manual Sight
HIT: 1d20 + 8 + 1 - 4 + 2 + 2 ⇒ (11) + 8 + 1 - 4 + 2 + 2 = 20 | DAM: 2d8 + 4 ⇒ (1, 7) + 4 = 12 P

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 20 / 32
HP: 24 / 30
RP: 5 / 6

Bullets Total Rounds (100): xxxxx xxxxx xxxxx
Clips (4): x
Rounds (12 rnds/clip): xxxx

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

My hope is that I can kill HD with one shot. IF I drop HD with bullet #1 then bullet #2 goes to D. IF I have to use bullet 2 on HD to kill it, the HIT roll becomes 16.

Burlap’s barrel moves back and forth between targets, determining where to best apply bullets. Tango one, tango two… tango one, tango two… Burlap’s rifle speaks twice. The first bullet tears into the alpha insectoid threatening the team (HD). The second bullet requires a little more precision. Burlap sends the shot between Tin Man and the Cap’n, grazing neither while still getting a piece of the bug attacking Alzura. (D)

FULL: Fire @ HD then D

FULL: Aeon Guard Assault Rifle (vs KAC) ( Rng Inc: 80’ | Automatic | Bipod)
Mods: Weapon Specialization, Full Attack Penalty, Stabilized w/ Bipod, Sniper’s Aim, Coordinated Shot (Alzura)
HIT #1 (HD): 1d20 + 8 - 4 + 2 ⇒ (11) + 8 - 4 + 2 = 17 | DAM: 2d8 + 4 ⇒ (2, 6) + 4 = 12 P
HIT #2 (D): 1d20 + 8 - 4 + 2 + 1 - 4 + 2 ⇒ (10) + 8 - 4 + 2 + 1 - 4 + 2 = 15 | DAM: 2d8 + 4 ⇒ (8, 3) + 4 = 15 P – Coordinated Shot, Cover, and Sniper’s Aim

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 20 / 32
HP: 24 / 30
RP: 5 / 6

Bullets Total Rounds (100): xxxxx xxxxx xxxxx
Clips (4): x
Rounds (12 rnds/clip): xxx

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Cool. Will get a post up asap


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Rando, what does 'D' and 'HD' mean? Damaged and Heavily Damaged? I'm debating target selection.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The gaping wound in his gut causes Burlap to reassess this fight. He debates smashing the insectoid with the butt of his rifle but he’s concerned the creature might eat it. Backpedaling away from the monster, he ejects the spent magazine, slaps in a fresh clip, and chambers a round. He sends a bullet into the monster’s face. ”Cherry! Does Tin Man do hand-to-hand? Cuz that’s coming his way, I think!”

MOVE: Guarded Step (1 sq West)
FREE: Spend 1 RP to ‘Instant Reload’
STAND: Fire @ closest cricket

STAND: Aeon Guard Assault Rifle (vs KAC) ( Rng Inc: 80’ | Automatic | Bipod)
Mods: Weapon Specialization, Sniper’s Aim
HIT: 1d20 + 8 ⇒ (19) + 8 = 27 | DAM: 2d8 + 4 ⇒ (5, 2) + 4 = 11 P

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 20 / 32
HP: 24 / 30
RP: 5 / 6

Bullets Total Rounds (100): xxxxx xxxxx xxxxx
Clips (4): x
Rounds (12 rnds/clip): x

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Tin Man may have critted.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Just making sure I have this right... Burlap takes 12 SP and 6 HP damage from that bite, correct?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap believes in diplomacy – but not when the other team is full of giant, raging, crickets. Then he believes in leading with lead… or (in this case) jacketed steel slugs flying at supersonic velocity. He toggles the selector to ‘auto’ and sets his finger on the trigger… His rifle speaks with a loud staccato chatter. Hot shell casings rain down on the ground. The bullets shred the undergrowth and catch a few of the insectoid intruders.

FULL: Automatic Fire (all targets within a 40’ cone)

I created a cone template. If I shoot from the lower right corner of my square, I have the range to catch the nearest three monsters. I’m leaving in the 4th roll in case you think I can hit him as well. From the write up on Automatic, I don’t think I take the usual Full Attack penalty… but if I do, the total penalty is -2 on each shot (-4 for full attack, offset by my bipod’s stabilizing +2).

FULL: Aeon Guard Assault Rifle (vs KAC) ( Range Limit: 40’ Cone | Automatic | Bipod)
Mods: Weapon Specialization, Sniper’s Aim, Automatic
HIT Target #1: 1d20 + 8 ⇒ (15) + 8 = 23 hit
HIT Target #2: 1d20 + 8 ⇒ (18) + 8 = 26 hit
HIT Target #3: 1d20 + 8 ⇒ (9) + 8 = 17 hit
HIT Target #4: 1d20 + 8 ⇒ (3) + 8 = 11 miss

DAM to EACH: 2d8 + 4 ⇒ (3, 1) + 4 = 8 P

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 32 / 32
HP: 30 / 30
RP: 6 / 6

Bullets Total Rounds (100): xxxxx xxxxx xxxxx
Clips (4): x
Rounds (12 rnds/clip):

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap Init: 1d20 + 4 ⇒ (19) + 4 = 23


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Thanks for the offer but I'll let my action stand. I'm anticipating that Alzura will want to be out front.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The ysoki growls at the medic standing directly in front of his rifle’s barrel. ”Juliet, duck or get your ass outta the way!” He shoulders the weapon’s butt and lifts it by the bipod before hustling into the open, looking for a clean angle on the enemy without any of the civilians getting in the way.

MOVE: Move 3 squares directly south so I’m in the first black outlined square.

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 32 / 32
HP: 30 / 30
RP: 6 / 6

Bullets Total Rounds (100): xxx
Clips (4):
Rounds (12 rnds/clip): x

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The map…

Burlap has an automatic weapon. It can spray bullets in a cone. So, right now Clarissa and Alzura are in my direct line of fire. Cherry and Vael may also get hurt as they are close to the business end of the bullet hose. :)

If we want to go free-for-all on battles, that’s fine. I’ll simply adjust my tactics to ‘Rambo-mode’. I’m gonna post my action based on the map staying pretty close to what it is now.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Brimble slides around to the other side – putting the vehicle between himself and the approaching… whatever-they-are. With the building at his back, it's a decent defensive position. He extends the bipod of his rifle and settles the weapon on the hood of the vehicle. (On the left side, not sure if that is the engine or the trunk) He makes sure the bipod is well-set and leans into it, stabilizing it against the expected kickback. He keeps his finger on the selector switch, ready to go from ‘single’ to ‘auto’. It had been awhile since he lit a target up with fully automatic fire.

Rnd 1
MOVE: to position
MOVE: extend bipod

Rnd 2
MOVE: set the rifle on the car
MOVE: stabilize the rifle

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 32 / 32
HP: 30 / 30
RP: 6 / 6

Bullets Total Rounds (100): xxx
Clips (4):
Rounds (12 rnds/clip): x

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap has remained largely silent during this escapade, quietly tagging along. The local noises are greeted by the ysoki clicking the selector switch on his rifle from ‘Safe’ to ‘Single’. He gauges the distance back to the Betty, in case they have to sprint. He grips the bipod for additional support.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Status:
EAC:16 KAC:17 CMD:25| F+4 R+5 W+3

SP: 32 / 32
HP: 30 / 30
RP: 6 / 6

Bullets Total Rounds (100): xxx
Clips (4):
Rounds (12 rnds/clip): x

Batteries Total Charges (130): xx
Pistol Batts (2):
> Charges (20 chg/batt):

Sniper Batts (2):
> Charges (10 chg/batt):

C-Rifle Batts (1):
> Charges (40 chg/batt): xx

Effects:


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The ysoki swivels the turret NNE as if he can magically see 1500 clicks. "Ruined, maybe, but not abandoned if someone left a light on."


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

From the turret, Burlap pops up, ”So, it seems someone knows where to hide. Maybe, once we’re in atmo we can pick up traces of the scout ship. Figure there must be something that drew the pilot to that place.” The ysoki keeps his eyes planet-side from the turret.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap will buy a couple batteries/clips but otherwise he is good to go. I'll update my character sheet with those puchases.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap is more sober. "Based on that signal, Commander, let's say there is a splinter colony in the Eidolon system and they don't want to leave. Maybe they've never even seen a Cyleerin. Getting them out could take more than an invite. What are the Rules of Engagement, if push comes to shove?"


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap is updated.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I'm mostly done. I'll have him finished by the weekend.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Gunnery Phase

Burlap wishes he could take all the credit for the shooting… but Betty seems to be an angry goddess when wounded. Her weapons slam into the enemy vessel with near-pinpoint accuracy. The gunner pats the gun and whispers, ”You get’em Betty.”

ACTION - FIRE AT WILL: All Weapons
Mods: Computer (LPB), Push
LPB HIT: 1d20 + 7 - 4 - 2 + 2 ⇒ (19) + 7 - 4 - 2 + 2 = 22 | DAM: 3d6 ⇒ (5, 5, 2) = 12 Glitching, computer assist : CRIT on the engines IF Vael-Bot chooses to target the engines as discussed.
Coilgun HIT: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22 | DAM: 4d4 ⇒ (2, 4, 1, 3) = 10 Add +4 to DAM if the enemy is shieldless at the hit location DOH! Nearly a crit as well!


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The enemy acted last in the last round. It's likely their science officer rebalanced their shields at that point. If so, then the front shields (where we pummeled them) are equal with the rest. I'm gonna keep on with the one-two punch, gambling the LPB can take down the shield and give the coiler a chance to ravage their vitals.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Gunnery Phase

Off-mic, Burlap curses at the red lights on his status board. He quickly retasks the computer to aim assist the glitching particle beam trying to compensate for the tweak in the weapon’s alignment. He keys on the mic. ”LPB is gonna need repair but I’m still hot and ready on both weapons. Joy, find me a ripe target.”

When the station’s missile slams into the nose of the vessel, Burlap’s target is picked. Burlap fires another duet of hyperspeed particles and metallic slugs. They deliver another hammer blow to the enemy ship.

ACTION - FIRE AT WILL: All Weapons
Mods: Computer (LPB), Push
LPB HIT: 1d20 + 7 - 4 - 2 + 2 ⇒ (12) + 7 - 4 - 2 + 2 = 15 | DAM: 3d6 ⇒ (5, 4, 4) = 13 Glitching, computer assist
Coilgun HIT: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 | DAM: 4d4 ⇒ (3, 4, 4, 1) = 12 Add +4 to DAM if the enemy is shieldless at the hit location


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Divert (Engineering Phase)
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 shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core, up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.

our PCU is 175 (with manufacturer's bonus) so 5% is 8.75 points to share among the shields.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Yep, 15 per quadrant.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Rebalancing shields sounds great.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Burlap was hoping to see the Sathar ship's atmo vent into space but watching the engine sputter provided a certain satisfaction.

"Vaelorin, can we get an update on her shield status? Joy, see if you can get us in sight of any soft spots Vael ids. We do this right... girls'll be lining up for you boys."


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I think you could just fly in a circle or move even a single hex to use evade. I haven't checked the map but staying within 10 hexes is great so that I don't draw a range penalty for the particle beam.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Kind of you, thanks!


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Gunnery Phase

Burlap fires both guns again. Unfortunately, he doesn’t accurately compensate for the Sathar ship’s movement across the distance. The beams only graze the enemy vessel.

ACTION - FIRE AT WILL: All Weapons
Mods: Computer (Coilgun), Push
LPB HIT: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12 | DAM: 3d6 ⇒ (2, 6, 3) = 11
Coilgun HIT: 1d20 + 7 + 2 - 4 ⇒ (8) + 7 + 2 - 4 = 13 | DAM: 4d4 ⇒ (4, 2, 3, 4) = 13 Add +4 to DAM if the enemy is shieldless at the hit location

Looks like I missed without Alzura’s Encourage or Demand.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I don't believe so. I'm also reasonably sure there are no 'flanking' bonuses (at least not in the core book). I think the only obvious bennie 'to hit' at low levels is the Captain using Encourage or Demand and the computer bonus.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I'll never say no to a Divert boost on guns. XD


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The ysoki resists any urge to celebrate until the Sathar ship is either dead or fled. And he seriously has to wonder if the gunner aboard the station is near-sighted or they bought discount missiles.

He silently prays that the station's next missile finds the target.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I’m trying to set the rules in my head, so…

Betty has a Critical Threshold (CT) of 11. Even without scoring a critical hit on the hull, when the total hull damage exceeds a multiple of the CT (i.e. 11, 22, 33, etc.) then you’d roll on the Critical Damage Effect table to see which system is affected. There are three damage levels that appear in order each time that system takes a critical hit: Glitching, Malfunctioning, then Wrecked. Is that all correct?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Gunnery Phase

”I’d trail the missile. If we can burn out an enemy shield, we can give that missile a shot into their soft underbelly.” Regardless of the Betty’s course, Burlap switches the firing sequence, gambling that a good strike with the particle beam might bring down one of the shields, allowing the adamantine-barreled Coilgun to really carve into the hull. He fires the weapons in a rapid one-two punch…

ACTION - FIRE AT WILL: All Weapons
Mods: Computer (Coilgun), Push, Divert (maybe)
LPB HIT: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20 | DAM: 3d6 ⇒ (4, 1, 6) = 11 Add +1 DAM if engine power is diverted to guns
Coilgun HIT: 1d20 + 7 + 2 - 4 ⇒ (17) + 7 + 2 - 4 = 22 | DAM: 4d4 ⇒ (1, 3, 1, 2) = 7 Add +2 DAM if engine power is diverted to guns ; Add +4 to DAM if the LBP took down the shield.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Couple of thoughts...

First, I don't believe we need to be behind the enemy to take out their engine. Target System reads If you succeed [at the roll], choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. I'm mentioning that because charging behind the guy and diverting engine power to get that far has a couple disadvantages. It puts us well into the optimal range of that light laser cannon and their gunner is a good shot. It also decreases the potential damage our guns do when we divert power to engines not guns.

On the 'good and bad side' attacking multiple shield facings gives us a chance to reduce their shields a bit quicker IF the base can hit the enemy. On the downside, wearing down multiple shields doesn't end the fight as quickly as damaging the hull. We should only be about 5 hull damage away from surpassing their critical threshold and causing a system to be damaged.

So, I personally think we are better off following the friendly missile to get our guns in optimal range while staying outside the enemy's optimal range (I suggest H13). We have a chance of obliterating a shield so the friendly missile can strike harder. And if the enemy wants to get us into optimal fire range with their laser cannon, they have to fly toward us and get even closer to base's missiles. Finally, the initiative this round is key. It is us (punching a hole in the shield), then the base (sending a missile into that same spot), then the baddies. If the rolls go well, we (use + base) could land a devastating blow.

Whatever course you set, please say you were doing the Evade action.

That's my thinking but you're in the pilot seat. I'll do my post and list the variables for Rando to adjudicate.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

It looks like you can define the length of the slide from 1 hex to your max distance. I'm not sure if you are allowed to combine it with the regular part of your move.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Maybe they figure blowing up the base will stop us?

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