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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 24, 2010, 07:27 PM

Title: The skies of Bespin - round 7
Post by: tomcat on Aug 24, 2010, 07:27 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.

V-Wing 1 is damaged (9 hit points left; -1 on condition track, and SR 10)

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





:ooc: Using their greater speed, the V-wings race in at the Aegis to get within easy attack range.

Actions:

MOVE, MOVE
Title: Re: The skies of Bespin - round 7
Post by: Jingo on Aug 24, 2010, 08:22 PM
She watched the tactical data scroll on her screen, saw the subtle shift in position and the increase in speed.

"They're making an attack run!"

As the V-wings pulled into a closer attack distance, Kaida swiveled the gun to meet the incoming attackers, spraying laser fire at the nearest.

:ooc:
If they're at the same distance, she'll shoot at the more wounded of the two.
Standard - She'll shoot BLAT BLAT BLAT
Here's my roll:
Rolled 1d20+3 : 3 + 3, total 6

Swift - She'll "Inspire Haste" again on Britton's gunnery.
Title: Re: The skies of Bespin - round 7
Post by: watanabe on Aug 25, 2010, 07:52 AM
 :ooc: If possible I would like to sacrifice all lateral movement to focus the ship on going straight up if possible.
Title: Re: The skies of Bespin - round 7
Post by: tomcat on Aug 25, 2010, 06:36 PM
:ooc: Hey Nick, the lateral movements on the map are more for position/range of the Aegis to the enemy for attack purposes. Your vertical movement is also being granted for each of the Move actions you take, I am ticking off one level of height that the Aegis needs to attain before she can safely jump to hyperspace.

So, 1 Move action will grant 4 lateral shifts on the map, plus one tick of altitude; 2 will grant 8 lateral moves and 2 ticks of altitude. I am not giving the 4 squares of movement on the vertical for altitude. The whole point here is to make the scene a bit exciting and dangerous as the fighters come in.

We know Shawn made a successful calculation for the jump, which will be complete in 3 more rounds. The ship will still need to gain 5 more rounds of altitude, though (2 MOVES in each round) before it has reached the point where the jump can be made. All the while, fighters are in hot pursuit...
Title: Re: The skies of Bespin - round 7
Post by: ZehnWaters on Aug 25, 2010, 07:20 PM
Standard - Britton fires at the two inbound V-wings...
Standard - takes another shot with Inspire Haste...
Rolled 1d20-4 : 20 - 4, total 16
Rolled 1d20-4 : 18 - 4, total 14

And if either hit, here is the damage rolls (results will need to be multiplied x2 (x2 again if crits).

Rolled 4d10 : 10,8,7,4 total 29
Rolled 4d10 : 9,1,7,8 total 25
Title: Re: The skies of Bespin - round 7
Post by: sdrotar on Aug 25, 2010, 11:11 PM
"Almost got the course calculated," Caden barked. "Just another few seconds."
Title: Re: The skies of Bespin - round 7
Post by: donimator on Aug 26, 2010, 04:21 AM
Sam heard Caden's call over the comms and a check of the hyperdrive computer status confirmed it would be slightly more than a few seconds. Sam was going to reply to this effect, but thought better of it. These sapients seemed to find some comfort in inprecision during stressful times. The V-Wings were in range and he tried to lock onto one with the scanner while continuing to add some processing power to Britton's targeting computer.

Sam's actions, Round 7
Swift - Activate Jammer on V-Wing #2
Sam - Use computer +9
Rolled 1d20+9 : 8 + 9, total 17

Standard - Aid Another (Attack Roll - Britton)
Sensor Operator - Use Computer DC 10
Sam - Use Computer +9
(+2 bonus to Britton, if passed)
Rolled 1d20+9 : 12 + 9, total 21
Title: Re: The skies of Bespin - round 7
Post by: tomcat on Aug 29, 2010, 07:31 PM
:ooc: Britton's attack rolls are actually at a +1 due to the range mod being only a -5, instead of -10. So with his dice results:

Rolled 1d20+1 : 20 + 1, total 21
Rolled 1d20+1 : 18 + 1, total 19

Damage is as follows:

Rolled 4d10 : 10,8,7,4 total 29 x2 = 58 x2 (again for Nat 20) = 116 minus 10 DR and 15 SR = 91
Rolled 4d10 : 9,1,7,8 total 25 x2 = 50 minus 10 DR and 10 SR = 30

The first damage can be applied to V-wing #2 obliterating it completely, and the second hit traces in on V-wing #1 blowing it out of the sky, too! Well done Britton!