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Reading Room - Archived Games (data may be deleted) => Black Sun [Star Wars SE] => Episode 2: Fugitives => Topic started by: tomcat on Aug 03, 2010, 08:28 PM

Title: The skies of Bespin - round 5
Post by: tomcat on Aug 03, 2010, 08:28 PM
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 2 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, and 2 V-wing fighters at different distances away. The Eta's will appear on the map marked A in round 10; the V-wings have arrived.

The Aegis needs 10 rounds to calculate the jump to lightspeed. Done

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.

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.

Initiative:
Eta-2's (+18) - Rolled 1d20+18 : 18 + 18, total 36
V-wings (+8) - Rolled 1d20+8 : 14 + 8, total 22
Aegis (+5*) - Rolled 1d20+5 : 4 + 5, total 9
*Kara's Pilot skill minus the Ship's size mod
Title: Re: The skies of Bespin - round 5
Post by: tomcat on Aug 03, 2010, 08:33 PM
The now closed in V-wings race towards the Aegis.

Using two MOVES this round - 12 squares.
Title: Re: The skies of Bespin - round 5
Post by: donimator on Aug 04, 2010, 05:39 AM
Sam continued to update the status of the approaching ships and warned that some more bogies were angling in at 5 o'clock. They were still out of range of the jammer, so Sam spent a moment assessing the overall state of the Aegis...if he could feel surprise, the emotion would have paralleled his realization that, for once, they were still in pretty good shape.

He toggled a communication link to Kara (probably not a good idea to let Caden hear this), "Kara, I'm dialled in pretty good with the computer here. If you want to push the ship, I can compensate."

:ooc: Sam is suggesting Kara tries an 'Increase Vehicle Speed' action. If two move actions are the limit, this is a Swift action (DC20!), but Sam can use 'Reroute Power' to move us back up the condition track if Kara's roll fails.
Title: Re: The skies of Bespin - round 5
Post by: Jingo on Aug 04, 2010, 11:16 AM
 :ooc: Kaida will do more of the same. Inspire Haste on Britton's gunnery and she'll shoot also once the enemy V closes to short range. Here's hoping for another lucky shot:  ;)

Rolled 1d20+3 : 15 + 3, total 18
Title: Re: The skies of Bespin - round 5
Post by: tomcat on Aug 14, 2010, 03:01 PM
:ooc: Good try Jingo, Britton will do the same. He has a -4 to hit, but we'll see if a magical 20 appears...

Standard - Britton fires at the two inbound V-wings...
Standard - takes another shot with Inspire Haste...
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) DC 15 BAB +5 Aegis Int Mod +4 Sam's Aid +2 Range mod -10 Nonproficiency -5 = -4
-------------------------
Rolled 1d20-4 : 11 - 4, total 7

Rolled 1d20-4 : 20 - 4, total 16


And if either hit, here is the damage rolls (results will need to be multiplied x2 (x2 again if crits).
Rolled 4d10 : 3, 2, 8, 10, total 23

Rolled 4d10 : 3, 4, 7, 10, total 24

Title: Re: The skies of Bespin - round 5
Post by: tomcat on Aug 14, 2010, 03:18 PM
:ooc: WELL HOW ABOUT THAT!

Britton does crit for 24 x2 x2 damage, or 96!

The V-wing's defenses are 10 DR and 15 SR, which reduces the 96 to 71. The V-wing has 9 HP left, is -1 on the condition track, and its SR is now 10.




The Aegis soared like an arrow piercing into the heavens, but even as it did, Britton kept the upper turret traversing behind the ship's path. He saw the two, small shapes zooming in from their left and he brought his reticule over one. In his zoomed screen, the soldier could see the venerable fighter that had been used heavily during the Clone Wars - the V-wing starfighter. It was not an elegant looking craft, but it was fast.

Britton pulled back on his trigger and outside the upper turret flared with fire, blackening the Aegis' outer skin as it did. Again Britton smiled as he walked the fire into the path of the oncoming ship and tore into its lightly armored hull. There was a flash of fire, some blown off structure, and then the craft veered down and away as the pilot tried to compensate for the near mortal damage.
Title: Re: The skies of Bespin - round 5
Post by: tomcat on Aug 14, 2010, 03:22 PM
:ooc: Lastly, going to assume that Kara will continue with the same actions. I will let her RP the conversation with Sam and roll for increasing speed if she wants to.

New round to follow...