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Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Gardam and Morvol has the best piloting with a +7. Add that to the our racers +2 and that is a +9 to pilot the racer, whoever wants to do this. Gardam, what is a riducolous speed? Cause with that last successful check before you, that puts our racer to 70. You said get it high, then increase KAC/EAC. You could get it to 85 if you wanted with three successes or start increasing KAC/EAC. By the way, anything beyond 80 is not as useful unless you are increasing it to 100. Law of marginal utility applies. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Funfreemy will try to upgrade the ships speed as much as possible
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Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() GM Berggen wrote:
I suggest killing him for real, then bring him back via necromancy...Just kidding, we ain't high enough level to do that. Funfreemy has no good skills for this. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Okay, now that we destroyed that creature, can we go wait in line and buy Strawberry Machine CD? Also we should rest after that fight, well after we buy the album, unless people want their rest now. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() funfreemy can't believe the creature hit him, oouch
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Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() opportunity attack: 5 + 1d20 ⇒ 5 + (1) = 6 dmg: 1d6 + 5 ⇒ (4) + 5 = 9 with solarian spear vs KAC.
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Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Funfreemy swabs his cheeks as told but doesn't want his hand implanted or imprinted. Yes, I'm fat, but Feran's are built as fat. We are as tall as gnomes and as fat as dwarves, but we can do a lot, and we've got skills. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() piloting actions: piloting: 4 + 1d20 ⇒ 4 + (20) = 24 Priorities are getting behind it if if I move 2nd. And always keeping my distance. I'd rather be behind it by 10 hexes than 1 hex I can. And If I can't get behind it cause I moved first or just can't do it, I keep my distance while still keeping it in one of my arcs. I use the most difficult of manuevers if they seem effective. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() actions: piloting: 4 + 1d20 ⇒ 4 + (19) = 23Keep my distance and always try to get behind the ship. I will always attempt the most difficult maneuvers if they appear to be most effective ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() piloting: 4 + 1d20 ⇒ 4 + (15) = 19 I forgot to roll this last time
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Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Funfreemy goes into Photon mode but he can't quite reach yellow with a single move, so he readies an attack when Yellow gets near him. hit: 5 + 1d20 ⇒ 5 + (11) = 16 vs KAC dmg: 1d6 + 5 ⇒ (3) + 5 = 8 with his spear. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Funfreemy doublemoves forward Then speaks in a very low voice so that only those right next to him can hear. Wait for the short people, our legs gotta catch up with you all. Not to mention, I can't move fast with golem armor. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() round 7 and 8 piloting: piloting: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
piloting round 8: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 If I win init, always do whatever maneuver possible to get behind it or at least on the side of it if getting behind it is impossible for the round. If I lose init, run but u-turn or do whatever it takes to try to keep the rear section away from the enemies forward firing arc and try keep the front end of the ship facing the enemy. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Funfreemy speaks. If anyone's got any piloting maneuver suggestions, speak, they are kicking out butts. Running is not effective if they hit us big, and I can't get behind them. What, flyby? U-turns, something else? ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() piloting:
pilot: 4 + 1 + 1d20 ⇒ 4 + 1 + (8) = 13 If I lose init, run, if I win init, get behind it edit: Oh right, you did say roll for round 6 piloting: piltoing: 4 + 1 + 1d20 ⇒ 4 + 1 + (10) = 15 If I fail to get behind it in round 5, I will U-turn the ship in some way so the forward arc is facing the enemy. If it is possible to behind it that would be preferrable, but U-turn or turn around if not. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() piloting: piloting: 4 + 2 + 1 + 1d20 ⇒ 4 + 2 + 1 + (19) = 26 4 is mine, 1 is ship, 2 is the Keyrock's boos If I win the init, I will get behind the ship being as close to ten hexes away as I can be, using whatever maneuvers possible. If I lose init and go first, I will run away as fast as the ship moves, while at the same time keep the enemy ship directly behind us, ie. less of an angle as possible in hopes of catching him in our rear arc. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() piloting change:
I will go up North and out west on that diagnol to escape its forward firing range. Then I will go south and west and turn to the ship to get behind it. Since there ship does not move, I will keep moving for as many rounds as it takes until I'm directly behind the ship firing at their rear arc. This is of course assuming the Dm is right about Theordy being stranded. If not I backwards movement every time I lose init and try to get on the side of it if I win init, however I will try to stay 10 hexes away if aiming at its side, no more, no less if I can help it.. piloting: 4 + 1 + 1d20 ⇒ 4 + 1 + (9) = 14 Guys, maybe later I'll get behind it, lets see how this thing manuevers first, cause it might be able to U-turn. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Hikaze: , you know you can still fire if out of range right? Otherwise you just wasted the round not firing. If you fire from 20 hexes away, you are just firing at range 2. A crit is still a crit, regardless of range penalties. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() piloting: pilot: 4 + 1 + 1d20 ⇒ 4 + 1 + (1) = 6 If I'm forced to go first, I use the backup manuever to create distance between me and the ship while still staying within it forward arc. If I do get the init and move second, I will move forward and North while turning as far as possible to get the ship from the side with the forward arc. Feel free to move the ship when it comes time to do so. ![]()
Male Feran Hunter Soldier 1: Spd:20, Init:0, EAC:12, KAC:15, SP:8/8, HP:11/11, RP:1/1, Fort:3, Ref:0, Will:4, Per:5, Lowlight
![]() Funfreemy flies the ship, with help from Keyrock and the ship's natural piloting ability. pilot: 4 - 2 + 1d20 + 1 ⇒ 4 - 2 + (17) + 1 = 20 I do the backoffmanuever (which means I pull into verse at half speed, so 4 hexes) to create some distance between me and the ship do it doesn't try to get on the side or behind me while still being within its arc. Moved the ship on the map
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