Skeletal Technician

Galactic Master Black Dow's page

760 posts. Alias of Black Dow.


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Folks - appreciate the patience. Still not fully back into the swing of it on the boards, so this sojourn/break in the action might last a week or so longer. Summoning the creative energy to run the game has been the biggest hurdle of late, but am getting there.

Ultimately am hoping to get things back underway - will try and nail down a satisfactory resolution to the ship rules, but I'll use the "paused" time to nail this down.

Meantime hope you're all keeping well :)


Gang, just a heads up that my posting might be erratic this week. Got a bunch of RL stuff that is stymieing my creative flow and has frankly ground me down mentally...

I’m still missing my boy terribly, and while we’ve discussed getting another rescue pup of late, a sense of “replacement guilt” has weighed on me heavily. Additionally while gym's reopen in a week’s time here in Scotland, but it's been a long time coming, and that lack of “iron therapy” has been acutely felt of late in my mental wellbeing.

Lastly, but not least, I often set myself up as a defacto union rep in my workplace. Lately there’s been some issues that have put me at loggerheads with upper-management, whilst trying to do right by co-workers and the small team I’m responsible for. Sleepless nights and frustration has ensued, which has also contributed to my headspace being less than stellar.

I’ve taken Friday off, to bookend a bank holiday this weekend. Hoping to use the time to recharge and deload. If my posting is off, or I go awol for a day or three hope you’ll understand why in light of above.

Thanks ahead of time for your collective patience and understanding.

Gary/BD

PS - We'll get this Space Combat sorted!


Agree - am honestly close to handwaving all the starship encounters as its frankly a pain in the backside to run and govern.

As for an alternative... Not sure. I've yet to find anything that will allow us a chance to complete Starship encounters in the same way standard encounters are governed.

All I know for sure is current system isn't working and its draining my enthusiasm massively.

Interested to hear what everyone thinks before I wrap up this encounter

Spoiler:
You win


Both of the Maiden's weapons fail to land upon the Cairncarver, save spoiling the paintwork further...

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A9; HULL DAMAGE: 0/55; CT: 11; CONDITIONS: -
Iron Rictus▸ SHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: -
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[ROUND 4 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

Iron Rictus Engineering (Divert - Weapons Boost) DC13: 1d20 + 7 ⇒ (2) + 7 = 9

Engineering Phase Actions Up (if you have any?)


Not at all Startoad - I'm the one holding things up at the moment. Busy days and stymied posts!


He posted last week so I'm not unduly worried - I'll move things along presently :)


Noah 2.0 wrote:
Was not aware that previously launched torps could try to acquire lock. You sure that is a thing? I must admit to just not recalling this one. But I have never seen it.

Its not. Dramatic GM licence invoked lol. I misread the missed launch weaponry conditions. No harm no foul.


[ROUND 3 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

Outmanoeuvred by Noah's deft flying, you swear you momentarily hear the hissed frustration of Kaptain Kul-Ancs...

Light Plasma Torpedo Launcher vs TL15 (13+2): 1d1d20 + 7 ⇒ (17) + 7 = 24

Then the previously launched Plasma Torpedo acquires a lock and speeds toward the Maiden...

DC24 Gunnery Check @ +8: 1d20 + 8 ⇒ (16) + 8 = 24

... however just before the torp impacts, Paeon activates the Vagabond's Flak Thrower and it destroys the projectile!

[R3 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Maiden's GUNNERY PHASE up. Nipper you have the benefit of Ed's encouragement! (+2 bonus). Have at it chaps!


@Noah: Just checking that you're conducting the Fly action and not a Maneuver? If latter I'll need a Piloting check (remember my rolling of Piloting checks is just for initiative only)


Map that needed correction is now corrected...

Galactic Master Black Dow wrote:


So in a tie the pilot with the lowest amount of Skill Ranks in Piloting loses. Noah has 3, Johnny Rotten has 2, so Rictus moves first...

Ominously the Cairncarver glides forward and closes the gap between both vessels...

Sunrise Maiden HELM PHASE is up...

You are correct in reading that the Rictus has moved. As stated above HELM Phase of Sunrise Maiden is up.


Agree Noah - other than it is a short range weapon so won't activate until within 5 Hexes.


Regards Manoeuvring (if you plan to fight) that torpedo may acquire a TL in the Gunnery Phase... if it does you really need that Flak Thrower to be in range (5 Hexes) and in Arc.


Startoad's efforts prove successful as he reroutes auxiliary power to restore some of the Maiden's aft shield integrity.

Meanwhile onboard the enemy vessel, dead flesh attempts to mend broken systems;

Engineering Patch DC13: 1d20 + 7 ⇒ (14) + 7 = 21

<AFT SHIELDS ARE AT 65% CAPACITY. ENEMY VESSEL HAS MENDED ITS GLITCHING WEAPONS SYSTEM>

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A9; HULL DAMAGE: 0/55; CT: 11; CONDITIONS: -
Iron Rictus▸ SHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: -
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Noah2 Piloting - Initiative: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Deader Piloting - Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
So in a tie the pilot with the lowest amount of Skill Ranks in Piloting loses. Noah has 3, Johnny Rotten has 2, so Rictus moves first...

Ominously the Cairncarver glides forward and closes the gap between both vessels...

[ROUND 3 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R3 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Sunrise Maiden HELM PHASE is up...


Not much the Maiden's other gunners can do at present. Flak Thrower can't fire beyond Short Range (% Hexes)

Though damaged the Cairncarver is far from toothless, and returns fire with its forward Light Particle Beam...

Forward Light Particle Beam vs AC15 (13+2): 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage: 3d6 ⇒ (1, 4, 4) = 9

... frying the Maiden's aft shields.

From the vessel's maw the 2nd Gunner launches a plasma torpedo;

(Forward) Light Plasma Torpedo Launcher vs TL15 (13+2): 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8

However it fails to acquire a target lock and buzzes through the surrounding space like an explosive hornet.

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A6; HULL DAMAGE: 0/55; CT: 11; CONDITIONS:
Iron Rictus▸ SHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: Starboard Weapons Array Glitching (-2 penalty on that arc's gunnery checks until fixed)
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[ROUND 3 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R3 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

As the Maiden absorbs the brunt of the Cairncarver's potent weaponry, DAWN continues her play-by-play:

<ATTENTION CREW. AFT SHIELDS ARE AT 60% CAPACITY. PLASMA TORPEDO HAS NOT ACQUIRED TARGET LOCK...>

Engineering Phase is go.


Behind GMBD's Iron Curtain:

1d100 ⇒ 43 Weapons Array 1d3 ⇒ 3 Starboard.

Even at distance Nipper's aim is true and turret's Particle Beam scythes through the Cairncarver's front shields and rents the hull! Sparks flair up across the enemy ship's starboard side...

<ATTENTION! ATTENTION! SENSORS INDICATE THE STARBOARD WEAPONS SYSTEMS ON THE IRON RECTUM ARE GLITCHING. GOOD SHOOTING FINGERNIPPER!>

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SHIP STATUS
Sunrise MaidenSHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: 0/55; CT: 11; CONDITIONS:Evading (+2 circumstance bonus to its AC and TL until the start of the next round)
Iron RictusSHIELDS 40: F0/P10/S10/A0; HULL DAMAGE: 11/40; CT: 8; CONDITIONS: Starboard Weapons Array Glitching (-2 penalty on that arc's gunnery checks until fixed)
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[ROUND 2 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Remaining Maiden crew to go... if they wish to act... Map Updated with forward arcs displayed.


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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: -
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7
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[ROUND 2 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Knowing the Rictus will turn soon enough, Noah heeds Ed's frantic cajoling and punches the Maiden forward, executing a series of evasive manoeuvres as she goes (am running with Noah's earlier Piloting decision and roll as its savvy) - full move + evasion.

In response the Iron Rictus does not follow, but ominously flips in position (Turn in Place) to face front against the Maiden...

DAWN's dulcet tone filters through your collective comms;

<ATTENTION ALL CREW. SENSORS INDICATE THE WEAPONS SYSTEMS ON THE IRON RECTUM ARE BEING PRIMED.>

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: - CONDITIONS: Evading (+2 circumstance bonus to its AC and TL until the start of the next round)
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7
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[ROUND 2 - SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Gunnery Up chappies. Map updated.


Cool - am starting to clear my feet a little at work, so should be better placed to press on later today/tomorrow latest.

@Nipper: Agree, but the only issue with that might be where we don't have a "key" seat covered - like say Engineering.

Bear in mind I'm also cool with the ship's AI D.A.W.N being asked to function a role. If we had little astro-droids she could handle engineering or whatnot.

Food for thought as you end up with options to upgrade the Maiden.

@All: Re- Gunnery. Don't feel "constrained" by a gunnery station being linked to weapons array. My logic is any of the gunnery stations can action a weapons array (in my head I always default to Han & Luke on manning the Falcon's turrets - while reality is they could probably be accessed via any role's consoles).

(that being said turret/gunnery stations being "pew-pew" seats are cool lol)


Space combat will be run as written going forward. System is clunky and will be painfully slow in pbp, but I've not got the mental patience or stamina at present to construct a unilateral fix.

Will at least mean everyone is clear on the process. I'll try and make the combat entries as clear as possible so active phases are bold, and will highlight characters yet to act (at whatever phase their current role allows). Once PC has acted (say engineering or whatnot) I'll remove their bolding so they know to "stand down" from mechanic/action posts until cycle/opportunity returns.

If Space Combat ultimately becomes a chew - I'll just hand waive all encounters as descriptive passages and we can get back to a more flowing game.

Edit: Re: Current Crew Roles - those are listed on the campaign page. What people focus on is essentially their choice. If Startoad wants to alternate between Engineering and Gunnery I've no problem, as long as it's clear. Up to you guys to tell me whose filling which role.

Changing Roles:

You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).


Ok. I'm going to run the pbp space combat as written as there's too much back and forth on the merits and lack thereof. Easier for everyone if we just run as published - if it takes a month to complete a combat then c'est la vie.

So.. Ignore my R2 Post above. See my R2 MkII below

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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: -
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7 (Forward Weapons Array Glitching)
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ROUND 2

SHIP PHASE (Bold is current)▸ Engineering; Helm; Gunnery

R2 CREW ACTIONS [WITHIN SELECTED PHASE/ROLE] (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

GMBD's Rolls for Rictus:

Engineering Patch of Forward Weapons Array DC14: 1d20 + 7 ⇒ (18) + 7 = 25

As you ponder any Engineering actions, the Maiden's sensors note that the Iron Rictus' forward weapon array has been successfully fixed and is no longer operating at sub-par.

MAIDEN's ENGINEERING up next please. If no-one is acting in that capacity we'll move onto Helm phase and Piloting checks...


As Noah says you are back-to-back with the Rictus at present.

I've put a "forward" marker at the nose of the Maiden - to make it clear our front facing. Maiden's best weapon is her turret, however her forward firing Gyrolaser has a Wide Arc meaning it can be fired left or fight @ -2. So volley port or starboard could have Gyrolaser, turret and side mounted Laser Cannon. Pretty decent firepower array...


@Noah - rolled the Piloting Check for initiative to speed up the process - wasn't trying to remove you from the step or anything chief. Yeah can move off the map - will effectively just recycle it as the chase plays out

Remember while running is absolutely an option, they have zero shields on their rear (at present) so are open to direct hull damage from any weapons you bring to bear.


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SHIP STATUS
Sunrise Maiden▸ SHIELDS 60: F15/P15/S15/A15; HULL DAMAGE: -
Iron Rictus▸ SHIELDS 40: F10/P10/S10/A0; HULL DAMAGE: 7 (Forward Weapons Array Glitching)
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ROUND 2 Initiative Piloting Roles:

NOAH2: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
IR: 1d20 + 8 ⇒ (16) + 8 = 24

R2 INITIATIVE ORDER: IRON RICTUS (24), SUNRISE MAIDEN (13)
SHIP PHASE (Bold is current)▸ Maiden Engineering; Maiden Helm; Maiden Gunnery; IR Engineering; IR Helm; IR Gunnery
R2 CREW ACTIONS (Bold have yet to act)▸ Ed; Fingernipper; Noah 2.0; Paeon & Startoad

Maiden Up!


Correct you don't get an action per phase. I'm going to hand-wave Paeon's potential double-dip as its 1. Been a shambolic start to the combat thanks to me 2. Its a Crit (and adds some serious spice to the combat :)

Paeon rips into the Eoxian vessel with the Maiden's Flak Thrower. The artillery weapon proves too much for the shields and ribbons into the cadaverous hull of the Rictus...

1d100 ⇒ 59
Weapons Array Effected: 1=Forward; 2=Port; 3=Starboard: 1d3 ⇒ 1 (heheh)

... causing the vessel to spark and flare at its fore!

Noah:

Your scanning information detects that Flak Throwers damaged has caused critical damage to the Iron Rictus' Forward Weapons Array (which is now glitching) (Operates at -2 until fixed)


Yup pretty much - allows for more of a action/counter action type of scenario.

We can try various approaches . I've looked at some home-brew rules, but too many create additional elements that will just muddy the water.

If anyone has any suggestions from RL games or other pbps I'm all ears :)


Yup - will do exactly that - chart out the initiatives/actions and you can have at it.

Appreciate the patience through the teething problems - really want the space combat ironed out so the Maiden is an asset and dynamic part of the campaign - not a cue for us to collectively sigh as a space war of attrition breaks out.


To try and speed things up think we'll run all the phases concurrently. When its Ship A [ALL PHASES] then Ship B [ALL PHASES]. Will allow you to react to enemy or initiate a coordinated manoeuvre (rather than tit-for-tat role reactions).

Will allow Space Combat to progress more like a traditional combat [I'll still post initiative/role trackers as usual to keep us all right) - of course you will be able to delay a phase til the end of a round if you so wish (to gauge perhaps what the enemy ship will do) - but again that might be more like a tactical decision (would allow say the Helm to delay given the Science Officer info that enemy ship is about to self destruct... Pilot could then attempt to put distance between the vessels at the end of the round)

Sound a plan?


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Yup - we're in Gunnery Phase of Round 1. Long day been had - will post upon the morrow! Will try and make the phases more clear - perhaps similar to the initiative headers I do for normal combat.


My bad. Core Rule book page 320: "The attacking starship can fire a weapon against only ships in the same arc as that weapon" - ignore the torpedo launch (for now...)


Nice... interesting strategy. The Game is afoot!

Suddenly bereft of their plum target, the Iron Rictus spews forth one of its plasma torpedos!

Gunnery vs TL13: 1d20 + 12 ⇒ (7) + 12 = 19

The glowing projectile launches, then wheels ominously towards the Maiden as it secures a lock...

Give me a defensive Gunnery check someone - your Flak Thrower can destroy the torpedo with a successful DC24 check :S. NB this does not use up your Gunnery actions this round (is more like a "defensive attack of opportunity")

Edit: Also remember DAWN can grant you +1 to any 2 checks per round, +2 Computers, & +1 Piloting


Okay - any actions from Maiden's Engineering in the meantime?

3d6 + 5 ⇒ (4, 6, 1) + 5 = 16 Amount of Hexes between your two vessels... map readjusted.

[HELM PHASE]

As cessation of conflict ends, the Iron Rictus glides ominously forward [10 MOVE, 1 TURN]

Scan DC10: 1d20 + 6 ⇒ (16) + 6 = 22

Suddenly DAWN's tone injectes with a warning;

<WARNING CREW. VESSEL DESIGNATED AS IRON RECTUM IS SCANNING US>

As the Exian vessel shifts to get the Maiden in her sights, the comms channel crackles once again with their Captain's croaking voice;

"Ve see you now. Your paltry defences... Soon you vil all be bones and meat. Raw materials to be harvested... Prepare to be flensed... Especially you Acolitis Ed... "

Intimidate DC19: 1d20 + 7 ⇒ (17) + 7 = 24 -2 on actions in Helm Phase for 1d4 ⇒ 2 Rounds

Crew Up - Engineering (if required to go) and all Actions in Helm Phase - Note -2 penalty due to successful taunt. Have at it folks!


It's on! STARSHIP COMBAT ROUND 1

IRON RICTUS CREW:

Captain Kul-Ancs: Diplomacy +7 (2 ranks), Gunnery +7, Intimidate +7 (2 ranks), Piloting +7 (2 ranks)
Engineer: Engineering +7 (2 ranks)
Gunners (2): Gunnery +12
Pilot: Piloting +8 (2 ranks)
Science Officer: Computers +6 (1 rank)

[ENGINEERING PHASE]

Iron Rictus Engineering DC13 - Divert: 1d20 + 7 ⇒ (3) + 7 = 10

[HELM PHASE]

Iron Rictus Piloting: 1d20 + 8 ⇒ (15) + 8 = 23

Noah give me a Piloting check please. Effectively determining who goes first post Engineering phase. Lowest role goes first. Remember Ed's +2 from his successful encouragement :)


Sorry guys - work hammer swung hard this week - been brutal tail end, so time to compose posts and direct the action has been stymied.

Will get something up this afternoon. Appreciate the patience.

RE: Combat Du Space:

Running order of phases are:

1. Engineering (Engineer, Magic Officer & Open Crew)
2. Helm (Pilot & Science Officer)
3. Gunnery (Gunners)

Captain's can act at any juncture.

Chief Mate's order depends on action being taken - those affecting Engineering are enacted in that phase etc.

Minor Crew actions can be taken at any time also to augment or alter any crew actions.

As for roles you all are/could fulfil those are listed on the Campaign Page.

NB: Clara will not assist/fill a crew role...


Not at all mate - thanks for the heads up. Post as/when able - you know where we are :)


Note - this is not me railroading you guys into a scrap. Far from it, if you can get creative on this I'll run with it also As written in the AP its an ambush fight, no dialogue, but as is my want I'm injecting more leeway and flavour into these set pieces.


@Paeon: Yup, Eox are part of the Pact World but the Corpse Fleet see themselves as true "patriots" rather than a rogue splinter group. They are outlawed by Eox and enemies of the Pact Worlds. Attacking them would not be an act of war against Eox (presuming they are indeed Corpse Fleet... :)

As you mull the next course of action, Kul-Ancs replies to Paeon's statement through the comms;

"A pity. Der offer ov medikal assistance vas sincere... As for a bargain. I offer you vunce again: The Kommander's coordinates for your lives... A fair trade yesss?"


Yeah you can - not in combat but don't see the issue in scanning in a passive scenario. Was a staple of original Star Trek... :)

Noah 2.0 Knows All...:

IRON RICTUS [TIER 2]

MANUFACTURER▸ Thaumtech Unlimited
CLASS▸ Cairncarver
TYPE▸ Light Freighter (Small)

SPEED▸ 12
MANOEUVRABILITY▸ Good (turn 1)

AC▸ 15 | TL▸ 15
HP▸ 40 | DT▸ - | CT▸ 8

SHIELDS▸ Basic 40 [Forward 10/Port 10/Starboard 10/Aft 10]

ATTACK [Forward]▸ Light Particle Beam (3d6), Light Plasma Torpedo Launcher (3d8)
ATTACK [Port]▸ Coilgun (4d4)
ATTACK [Starboard]▸ Coilgun (4d4)

POWER CORE▸ Pulse Black (120 PCU)
DRIFT ENGINE▸ Single, Basic (1)

SYSTEMS▸ Basic Computer; Budget mid-range sensors; Mk 2 armour; Mk 2 defences; Expansion Bays cargo holds (2); Sealed Environment Chamber.

MODIFIERS▸ +1 Piloting.

COMPLIMENT▸ Minimum 1/Maximum 6

BACKGROUND▸ Although Thaumtech Unlimited may be most famous for its fearsome Omenbringer battleship, it’s the versatile Cairncarver whose sales have funded the company’s most ambitious research since the Gap. Like many ships of Eoxian design, the Cairncarver is an intimidating ship with an unnervingly skeletal shape that has changed little over the centuries. Cairncarvers remain fairly common ships in Eoxian space, but they’re even more popular in the reviled Corpse Fleet, where they serve as ideal marauders capable of raiding distant settlements and eliminating key targets. This strong association with piracy makes Cairncarvers tempting targets for overzealous law-enforcement patrols, which often harass or even open fire on such ships without authenticating their credentials first.

Of course, with conventional life support limited to only a portion of the ship, the Cairncarver has little appeal to living crews. A typical ship configuration includes a sealed environment chamber for transporting live passengers, and even then, the crew can readily vent that chamber’s atmosphere should they determine the passengers are as valuable dead as they are alive.

Standard armaments include a forward-mounted Alkaria light particle beam affixed to one of the Cairncarver’s arms and a Festik light plasma torpedo launcher embedded in the other, while two Vertebrex coilguns mounted port and starboard provide flank defense. The Cairncarver’s aft quarter is notoriously undefended, however.

With its ample cargo space, the Cairncarver doubles as a well-armed freighter. Eoxians often use the ship’s cargo holds as crude passenger seating for undead troops, who can travel indefinitely without life support.


Scan would be a DC10 Computers check (w/ +2 Bonus from Maiden's Computer systems)

Info Dump from pervious recalls on Corpse Fleet:

Paeon/Ed: both recall that the prime goal of the Corpse Fleet is to shatter the unity of the Pact Worlds and return their homeworld to its former glory.

To achieve this, the Corpse Fleet constantly establishes factories and harvests troops in the hope of growing large enough to rival the entire Pact Worlds fleet and force the other Pact Worlds to acknowledge Eox's supremacy... Foes are treated as raw materials in essence.

Ed: With regards their methodology and organisation your mind casts back to an educational symposium you attended on Verces by the famed Pact World historian: D'ibb' Etts.

The hierarchy of the Corpse Fleet was directly adapted from that of the Eoxian navy. The head of the Corpse Fleet is the Undying Admiral who oversees all Corpse Fleet operations and coordinates individual task forces. Each task force is several dozen ships strong and led by an admiral, who rarely work in the same system with each other and act independently so enemies wouldn't be able to pin down the entire Corpse Fleet in a single engagement.

Rear admirals and commodores command four to eight ships each. Rear admirals are tasked with extended missions that might last for decades, while commodores' fleets usually only see deployment for two months or less. Each individual ship is commanded by a captain who in turn is assisted by a commander, usually of a different disposition so as to ensure a mix of caution and ferocity.

Below the rank of commander are the lieutenant commanders, who usually fill the roles of engineer, gunner, pilot or science officer and command shifts of grunts. The lowest commissioned ranks in the Corpse Fleet are lieutenants, who fill key positions on ships and act as infantry specialists, and ensigns, who act as reserves and students under superiors. The enlisted branch of the Corpse Fleet, called the converted, is filled with mindless or near-mindless undead, raised from the dead by mystics stationed in bases or in capital ships.

When it first defected, the Corpse Fleet took with it a great number of Eoxian starships. While continuing to maintain and upgrade these old ships, the Corpse Fleet's engineers and scientists have since invented many original designs to keep up with the advancements of their enemies and replace destroyed ships.

In short they are indeed renegades, but those who believe themselves true Eoxian loyalists

At Paeon's behest D.A.W.N. attempts to collate any reference to Kul-Ancs:

<ACCESSING DATABASES FOR YOU NOW MISTER TEL'DOMAH. APOLOGIES. NOTHING LOCATED ON CAPTAIN KUL-ANCS. IT IS POSSIBLE HE PRE-DATES CURRENT RECORDS.>


Campaign Tab updated with current Crew Roles and quick links to various actions under those.

Remember the roles are flexible and can be combined (would just need specific focus per round).

IE - Nipper could run a gunnery station or could act as Science Officer (but could not conduct actions on both per round, he'd have to choose been pew-pew and raising an eyebrow at a logical course of action :)


Ok. A lot going on with parley and red-alerts! Dealing with the ongoing dialogue... which gives you pause and time to prep

Roll The Bones:

Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Bluff: 1d20 + 6 ⇒ (4) + 6 = 10
Will DC16: 1d20 ⇒ 17
Intimidate: 1d20 + 7 ⇒ (3) + 7 = 10

The comms channel from the Iron Rictus hiss, then you hear the croaky voice of Captain Kul-Ancs in heavily accented Pact World Common;

”Finally. Ve speak to one vun who may haf answers… Clearly the true leader. Excellent. You are infected? Do not vorry. Such mortal pestilences are ov little consequence to zhis crew. Ve can however send over our necromedikal team to see if they kan alleviate your symptoms? Cleanse any others infected.

”So you conversed vith Commander Hebiza? Interesting… I vonder vhat did you speak of? As for zhis “Hippo” you mention ve haf no record of such a vessel or individual. Again do enlighten me further…”

”As for Nor. No ve are not engaged by zhat… by him. However if zhe location of Commander Hebiza vere to be lost to him, zhat would be of benefit to us...

”A counter offer then. Give us zhe Commander’s location and ve let you and your ship continue on your mission of grave importance. Failure to comply vill result in your old ship being, at best disabled, and any survivors becoming our chattel."

Paeon: From the above you discern that your bluff attempt likely failed. Anyone listening (outwit Paeon & Ed who can read spoiler) can you give me a DC10 Sense Motive check please.

Paeon/Ed/Sense Motive DC10:

It's clear the offer of medical care is a ruse to allow personnel to board the Maiden.

From Kul-Ancs inference, he is aware of Nor, but is no ally of the Ambassador. However who they represent is not apparent.

Likewise it is most likely that both options presented (providing info on Hebiza/not doing so), will result in the Eoxian vessel attacking. However the threat is not one made of clear superiority or the upper hand, suggesting such an engagement would not be easily won.


@Noah: No its just a single hex - fixed now.
@Ed: No problemo. I'll put the current crew stations/roles up
@All: Busy night ahead with a socially distanced catchup w/ friends. Will get a decent post up on the morrow.


The Maiden's AI sounds almost apologetic at Ed's correction;

<MY APOLOGIES CAPTAIN SKZZRRR'ED'KL. IT IS IRON RECTUM. AS YOU WISH MR TEL' DOMAH. PATCHING YOU THROUGH>

Once again the wheezing voice of the Rictus' Captain addresses you in Eoxian;

”Csodáljuk a durva humorpróbálkozásokat, úgy érezzük, hogy ez csupán hiábavaló fátyol. Az egyik lefedi az információkat arról, amit keresünk. Rakományunk a hajón vontatta ezt az aszteroidát. A hajója ezután ugyanabból a aszteroidából származik. Könnyű belátni, hol tartják a gyanúsítottak szükségesnek további vizsgálatokat? Nem számít, talán ez a legjobb, ha szemtől szemben Acolitis Ed.”

”Készüljön fel a beszállásra.

Translation: ”While we admire your crude attempts at humour, we feel this is merely a futile veil. One that shrouds the information on that which we seek. Our cargo was on the vessel towing this asteroid. Your ship then emerges from same asteroid. Easy to see where those suspicious may deem it necessary to investigate further yes? No matter, perhaps this is best done face-to-face Acolitis Ed.”

”Prepare to be boarded.”

Noah notes that the Iron Rictus has powered up and is moving to intercept...

New map up! BATTLE STATIONS!!!


Ed Shirren wrote:
Galactic Master Black Dow wrote:


<CAPTAIN. THE SHIP YOU DESIGNATED AS THE IRON ANUS IS HAILING US AGAIN. SAME COMMS CHANNEL OF DELTA-2-2-7. SHALL I PATCH THEM THOROUGH OR REJECT THE TRANSMISSION?>
Captain Anus of the Iron Rectum. Ed corrects and turns to the others. Do we have anthing to say to these guys?

Mixing my rectums with my anuses... Not a line I ever envisaged writing, here or anywhere else... Right. Moving on...


At Ed's question DAWN's soft tone drifts over the comms;

<SMUGGLER IS A TERM THAT HAS ILLEGAL CONNOTATIONS CAPTAIN SKZZRRR'ED'KL. MY PREVIOUS OWNER CAPTAIN NASH PREFERRED THE TITLE OF "O.F.T.": OPPORTUNISTIC-FREE-TRADER. SHE UNDERTOOK NUMEROUS HAULAGE, SALVAGE AND COURIER MISSIONS THROUGHOUT THE PACT WORLDS, NEAR SPACE AND THE DRIFT. OUR CARGO BAYS HOLD INVENTORY ITEMS FROM SEVERAL OF THOSE ASSIGNMENTS.>

Paeon:

You do not recall anything specifically about the Sunrise Maiden herself, however you do recollect that the Sanjaval Vagabond-class multipurpose light transport/freighter is a versatile workhorse, with a reputation for durability and reliability. Despite being in service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, exploratory survey vessels and yes smuggling ships...

As for types of cargo - if there is a demand or potential credit to be made, then most items and resources can be smuggled. Particularly those will a degree of illegality such as stolen military medical supplies and timber from (once) sentient trees...

She pauses, commswaves hissing quietly, then speaks again;

<CAPTAIN. THE SHIP YOU DESIGNATED AS THE IRON ANUS IS HAILING US AGAIN. SAME COMMS CHANNEL OF DELTA-2-2-7. SHALL I PATCH THEM THOROUGH OR REJECT THE TRANSMISSION?>


Yup - have at it, would rather have this motley crew fixed up good un' proper before we jump into the next arc of the AP.


@Ed: No you're good with the single roll. Interestingly the boards did not show any updates in this game thread... Seems they are on the glitch again... On another note you been reading my notes lol.

Ed:

By chance or canny insight you are correct in your assertion that the cybernetic arms and legs were created on Verces. You recall from your upbringing that Fullbright Limbonomics were a supplier of mass-produced prosthetic cyber limbs to military forces.

As for the Sentinel Tree lumber. It is sought after by wealthy furniture manufacturers, however the Xenowardens would see this as illegal trade in a sentient plant-life.

Will get a game post up shortly


Not a bad idea - Survival is still handy tho' so I'd keep perhaps a rank (or two) in it.

1 rank in Piloting will be at +6 which is pretty decent for Gunnery as DAWN can also provide a +1 to Piloting checks per round (which could be channelled into Gunner actions).


Noah 2.0 being a pilot works, with Noah 1.0 being the Scholar (gives me a cool Data/Lore riff to work off - your mad scientist "brother" :)

You could dispense with the Cyberborn Secondary Theme and take Ace Pilot instead, as you say a piloting module being downloaded would be a cool explanation.

Or take even better take Cyberborn as your primary theme (makes even more sense) and Ace Pilot as Secondary?

BTW - RL stymied me early this week, had a bunch of meetings involving work for 2021 and training and competency stuff for my offshore team, should be in better shape for posting as the week progresses.


Cool - ceremonial title of Captain it is :)

Pilot = Ed
Science Officer = Noah
Engineer = Startoad
Chief Mate = Paeon
Big Teeth/Smart A$$ = Fingernipper

That about right?


@Ed: Haus_Rules look good (have implemented) :) feel free to recrunch as necessary. You could drop STR to 8 and raise CHA correspondingly?

@Nipper: Eoxian, Lashunta, Elven all are relevant for upcoming storylines, particularly the first.

Agree - Captain Ed is sub-optimal, but has hilarious potential. Noah as the Pilot is a good shout, with Nipper functioning as Science Officer? Startoad as Engineer/Gunner & Paeon as Chief Mate/Gunner?

@All: Remember DAWN - the Maiden's AI can assist or take over a minor role if necessary.


Ed, Eater of Galaxies:

You immediately recognise the Noodle Doodle Dandy - a long-life snack bar, (this one is Chowcolate Yum Fat flavour) bearing the logo of Pact World Confectionary Giants SnAkitonian Inc...

Life Science DC 10: 1d20 + 4 ⇒ (9) + 4 = 13

You recall that the secret recipe for NDD's was erased in an act of industrial espionage. Subsequently the bars renowned for their super long life and energising qualities were withdrawn some 40 years ago, and now any existing rarities are highly sought after by collectors and taste-mongers alike...

Ed heads off to the hold for a picnic, while the comms channel crackles ominously with "dead air"...

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