Music to read and post to! (http://cdn-www.swtor.com/sites/all/files/en/misc/music/20111220_bt30/TOR_20_09_the_siege_of_alderaan.mp3)
Situation: The squadron has closed to attack range and now fires on the Action VI
ALL Modifiers (situational, physical, weariness, wound conditions):
- All PC/NPC's will suffer a -5 penalty for firing into any melee, unless they are the ones in the melee or have the Precise Shot feat.
- Perception - PC's suffer a -5 to Perception checks for each square in Starship Scale
Gold 1 - REF 16 (12 ff), HP 00/120, DR 10, SR 10, Threshold 46 Gold 2 - REF 16 (12 ff), HP 00/120, DR 10, SR 10, Threshold 46 Gold 3 - REF 16 (12 ff), HP 00/120, DR 10, SR 10, Threshold 46 * have taken their second wind | | | | | | Action VI - REF 14 (14 ff), HP 24/600, DR 15, SR 80, Threshold 136 |
Initiative:
Haywire (+11) 26 [pilot*]
Longshot (+12) 25 [gunner]
Mitts (+12) 22 [pilot*]
Hammer (+12) 22 [gunner]
Martel (+13) 18 [pilot*]
Action VI (-10) -7
*Pilots can be gunners, too. In the Y-wing, you control the laser cannons and the proton torpedoes
Ion and laser blasts streaked through space erupting in small bursts of light and destruction, but the Action VI's hide was tough. Even with her shields only now coming online, the ship's armor was hard to overcome. Derecho had work to do.
(https://dl.dropboxusercontent.com/u/52987685/y-wing4.png)
Ginova looked at the ready board on the console in front of him - his fore and aft laser cannons were now ready and the port and starboard ion cannons were warming up. "Bring us about so that we can bring more weapons to bear and find out who it is that is attacking us!"
A blue-skinned Duro at the tactical station replied, "It appears to be Republic Y-wing fighters, captain. They are coming in for another pass!"
(https://dl.dropboxusercontent.com/u/52987685/y-wing2.png)
:ooc:I'll close in until I'm 3sq away from the ship, directly on its rear. Then I'll fire the proton torpedoes.
Attack
Rolled 1d20+11 : 11 + 11, total 22
DMG
Rolled 9d10+4 : 9, 2, 3, 3, 9, 9, 6, 5, 1 + 4, total 51
:ooc:That would be 51x2=102
102-80(SR)-15(DR)=7 dmg and shields go to 75
Martel trusts in the Force. "Remember we want to take the ship intact," he says, flipping his ship weapons over to ion. Letting his senses expand in the moment, he guides his ship, evading enemy and friendly fire while returning fire of his own.
:ooc:
Attack - 1d20+18 : 18 + 18, total 36
Damage (ion) - 8d10+8 : 5, 1, 4, 6, 1, 7, 6, 6 + 8, total 44
:ooc:Hmm... with the shields up, max damage from lasers will only do our level damage. Looks like its proton torpedos. Martel moves 4 to keep pace with the freighter if need be.
Martel looked down at his readings from the enemy ship and found disappointment in the results -- once the freighter's shields went up, their lasers and ion cannons would be nearly ineffective.
:ooc:Can pilots shoot proton torpedoes, or can only the gunner do that? Either way my first move will be to the square directly behind Gold 2 (2 down, one left). If I can shoot a torpedo at this point I will, but if I cannot I will go ahead and move the the square right in front of Gold 2
:ooc: Pilots control the torpedoes.
My question is, do shields protect against Ion fire? I will have to do some homework.
:ooc:In that case I'll stop after my first movement and fire a torpedo
BaB(+6) +3 veh int mod +2 trained pilot -2 short range (+9)Rolled 1d20 : 5, total 5
Rolled 9d10 : 2, 4, 2, 6, 6, 2, 7, 7, 7, total 43
:ooc: Okay, I see nothing on shields and Ion damage, so I have to assume any special effects for Ion damage is deflected by shields, too.
So, to resolve damages:
Deadpool - That would be 51x2=102 -80(SR)-15(DR)=7 dmg and shields go to 75
Martel - 44 Ion damage - 75 (SR) - no other affect
Haywire - That would be 43x2=86 -75(SR)-15(DR)=0 dmg but shields go to 70
I need Shawn's attack and then I will perform the enemy actions.
:ooc:As I understand it ion dmg isn't affected by the shields because it says "substract half of the ion damage from the target's hit points". I think that means the weapon doesn't do damage in a normal way, it's effect just take place. In that case it wouldn't be affected by DR either. That's how I normally rule it and I think someone at thesagacontinues pointed out something similar to that once, but I might be wrong.
Longshot cursed himself for his pair of misses.
"Not this time," he thought.
Squinting into the targeting comp, he squeezed off another shot.
***
:00: BaB +6, Vehicle +2 =+8
Rolled 1d20+8 : 2 + 8, total 10
:ooc: Since we're still figuring out what weapon would work best, I'll leave this damage roll to Tomcat -- assuming that Longshot hits anything, that is.
Hammer kept firing on the deflector shields hoping to get them to drop so they could begin boarding actions.
DC - 12 Ranged ion cannon [gunner] (PC ranged BAB (+7) +3 veh int mod - PC proficiency if app (-0) - range mod (Assuming PB after move)) (4d10+1/2 heroic level x2):00: 1d20+10 : 1 + 10, total 11
:dmg: 4d10+4 : 2, 3, 9, 5 + 4, total 23
x2
:dmg: 4d10+4 : 3, 3, 10, 7 + 4, total 27
:ooc:Longshot's bad luck is rubbing off.
:ooc:soooo, cavalry is coming,right? ;D
:ooc:Do we have to take down their shields before we start boarding operations? I was under the impression that shields in SW were really only to stop weapons and wouldn't stop floating objects, hence the reason they have armored hulls.
:ooc:Thats a good question. In SW they have both ray and particle shield to protect from energy and matter respectively. I know in the Empire era most ships only had ray shields and were vulnerable to physical stuff. However, there is nothing stopping ships from having both kinds of shields. If the frigate has particle shields we'll definitely need to take them out before boarding, but if it doesn't then we could conceivably fly through them and board.
The Action VI's shield flared in multiple locations as proton torpedoes slammed against them. The ion cannons, on the other hand, were not making any headway. In his cupola, Hammer winced as his attack console shorted causing sparks and a small puff of acrid smoke. These Y-wings had definitely seen some combat. The loud tweet an whistle sounded within the entire cockpit as the astromech droid recognized the ion cannon's short and began to fix the weapon as quick as possible.
Following Martel's lead, the three fighters peeled off and began a wide loop to come back in for another strafing run. The Action VI was not going anywhere in normal space - that was a certainty. Only the fear of it jumping away ran through all of their minds.
On the freighter's bridge, Ginova called to his gunners, "Blow them out of the sky, and stabilize those shields!"
:ooc: I will read up on the Star Wars Saga page to see if there was any consensus on the physicality of shields and their preventing matter from passing. For now I will remind you, there is always the Destiny Point option. I give you them not so much as a character story goal, but as a game story enhancer - meaning I am not going to make you overcome the darkside as a destiny, but you can make the story more dramatic by doing destiny-like (heroic) actions.
STANDARD - Action VI fires on 1 Martel, 2 Mitts/Hammer, 3 Haywire/Longshot
Rolled 1d3 : 3, total 3
DC 16 Ranged laser cannon [gunner] (+5 BAB +1 veh int mod -2 jamming) (4d10x2):00: 1d20+4 : 13 + 4, total 17
:dmg: 4d10 : 10, 3, 10, 5, total 28
x2
SWIFT x 2 to work on shields.
The Action VI's forward laser turret swung and tracked in on Haywire's fighter as it rolled away. The white static of the Longprobe's jammers made the gunner curse as he pulled the trigger. Cannon fire flared in the silence of space and impacted on the Y-wing's shields.
The two clone troopers grunted as the fighter lurched. It was literally knocked sideways some fifteen meters and both soldiers prayed she would hold together.
:ooc: Damage of 56 -10(SR) -10(DR) = 36/120