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The skies of Bespin - round 4

Started by tomcat, Jul 29, 2010, 06:13 PM

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tomcat

Situation: The Aegis has launched from the landing pad and is racing for orbit to make the jump to lightspeed - there are a total of 3 wings of two fighters vectoring towards the escaping explorer. Due to the Empire only being a few years old, the Venator star destroyer is of the Clone Wars hardware, so it does not have a full complement of new fighters. There are inbound two Eta-2's, 2 V-wing's and two TIE/In fighters at different distances away. The Eta's will appear on the map marked A in round 10; the V-wings will arrive in round 5 at B, and the TIE's are already in close enought range.

The Aegis needs 10 rounds to calculate the jump to lightspeed. Due to the age of the data the astrogation test will be DC 20, but the ship's navicomputer will extend a +5, and may be conducted at the end of round 10 (no other actions can be taken by the PC conducting the calculations during the 10 rounds). If test is failed, you may attempt it again to discover the error, and then the whole process must begin again. If failed twice... well, the ship jumps and I tell you what happens!  >:D

Situational Modifiers: The Aegis has its new jamming suite that can blind enemy sensors; its jamming is limited to a single target within 6 squares, selected as a Swift action, and causes a -4 penalty to starfighters (-2 to transports); it may be opposed. Also, the Aegis now has it combat thrusters which make it one size smaller when attacked by enemies, and it may engage, or be engaged in dogfights.

Initiative will be conducted by ship, meaning all PC's can act on the ship's initiative. Each character may take a part in the ship's activities - Kara is piloting, whoever has best Use Computer for plotting course (Caden or Brim?), need two gunners to fire both guns (Britton and Kaida?), and someone could operate the jammer (Sam).

Physical Modifiers: The massive planet Bespin is nothing more than a ball of gas. If desired, ships may fly deeper into the planet's cloud cover to hide, but they do risk the effects of the corrosive tibanna gas, as well as being dragged into the planets gravity well. A ship that stays in the gas will be effected incrementally by 5% of its hit points per round (5% round 1, 10% round 2, etc.) The gas ignores SR but not DR. Also, for each round spent lower in Bespin's clouds will require increasing Pilot tests by +2, starting at DC 12, to keep from losing position. If a Pilot test is failed by more than 10, the ship will be trapped in the planet's gravitational pull.

TIE 1 is jammed -4.


Initiative:
Eta-2's (+18) - Rolled 1d20+18 : 18 + 18, total 36
V-wings (+8) - Rolled 1d20+8 : 14 + 8, total 22
TIE fighters (+8) - Rolled 1d20+8 : 8 + 8, total 16
Aegis (+5*) - Rolled 1d20+5 : 4 + 5, total 9
*Kara's Pilot skill minus the Ship's size mod
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Jul 29, 2010, 06:24 PM #1 Last Edit: Jul 29, 2010, 06:27 PM by tomcat
Seeing how his maneuvers were keeping the laser cannon fire off of him, and knowing that support would be arriving soon, the TIE pilot yanked his controls to the right. The fighter began to rotate in large turns as it continued to speed up behind the Aegis.




TIE 1 will:

Standard action:
Fight defensively - DC to hit the TIE for this round is 25
Reaction: clear jamming
DC 24 Use Computer +6, TIE's Int mod +2, Condition -1
-------------------------
Rolled 1d20+7 : 2 + 7, total 9


Move action: Close on Aegis



Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

donimator

Sam's internal routines fixed up what they could and he managed to get his syetms back online. There was still damage that would have to be repaired, but he was functioning at top efficiency again. the TIE proved a tricky target and while he was able to keep it jammed, he wondered if Britton and Kara could get a bead on it. He called out the other incoming targets that would soon be in range and hoped a lucky shot would better the odds for them.

Sam's actions, Round 4
Swift - Recover action (3 of 3, to improve condition track)
Standard - Aid Another (Attack Roll - Britton)
Sensor Operator - Use Computer DC 10
Sam - Use Computer +9
Rolled 1d20+9 : 3 + 9, total 12

ZehnWaters

:ooc:  Sorry guys, but I'll be taking off for a couple of weeks (exactly two weeks, actually).  Sorry!

Jingo

:ooc: Kaida only has a 1/20 chance of hitting the Tie. But it's worth a shot. She'll do her Inspire Haste talent for her swift on Britton again. Here's her own attack. Come on nat 20!

Question. Would my "inspire haste" talent do anything for Kara flying the ship?



Kaida lined up the targeting reticule, with the impossibly tiny blip on her screen and pulled the trigger...

Rolled 1d20+3 : 20 + 3, total 23

Jingo

:ooc: Holy Cow, I hit! Bwahahaha! Nat 20 baby!  ;D

donimator

Quote from: Jingo on Aug 02, 2010, 04:08 AM
:ooc: Holy Cow, I hit! Bwahahaha! Nat 20 baby!  ;D
:ooc: A tiny fraction of Sam's processor that was idle and offline immediately activated and tapped into the Bespin datanet. He purchased a ticket in the Bespin Mega-Credit' lottery

watanabe

Kara shook her head and decided they needed more altitude and quick.  She pulled back on the control yoke even harder, trying to point the nose of the ship straight up at space.

:ooc:  UP UP UP!  use all our movement to go up!

tomcat

:ooc: Nice roll Jingo! Here is the damage:

Rolled 4d10 : 8, 6, 4, 9, total 27
x2 (x2 again for crit), so whatever the dice roll is I will multiply it by the factors and give dialogue results in a new post.

Nick - I saw that you did UP UP UP in round 3, too. My understanding of the rules is that a PC can make two MOVE actions in a round, plus a SWIFT action. Going to assume that that is also the case when they are flying a ship. Anyway, I am treating your UP UP UP in round 3 and round 4 as two MOVES each, which puts the Aegis at level 6 on the chart on the map.

If I am getting the rules wrong, let me know.

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

:ooc: Kaida's fantastic shot does 108 damage! Very Nice!!




The pilot of the TIE continued his aggressively defensive flying, corkscrewing his fighter after the Aegis. Figuring himself safer at the moment, he bent more of his attention on trying to clear up the noise that was being beamed at his fighter.

Kaida tracked in on the oncoming ship with little hope of hitting the smaller craft, especially with its erratic path. She drew her cross hairs out, and in front of the TIE, pressing the trigger as she did. The air in front of the TIE fighter was suddenly filled with bursts of energy from the Aegis's lower gun turret and the preoccuppied Imperial pilot corkscrewed right into the flares of massive fire. His right solar wing panel was sheared from the main body of the fighter and what had been a controlled spin turned into a terrible ride to hell. The TIE quickly spun, pitching down as it did, and disappeared into the clouds of Bespin. There was no explosion, but Sam who was monitoring all broadcasts through the Aegis's computer listened to the panicked pilot's death cries. If he knew true emotions, perhaps the droid would have felt pity. Instead, Sam's processors merely came back with a standard human thought of such things, 'Dreadful.'
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]