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 12/600, 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
Quote from: GandalfOfBorg on Jul 15, 2014, 04:40 PM
Martel bears down on the ship. Once he sees that his ship is in range, he activates the jamming. Continuing on towards the freighter, the young Jedi keeps it tight, swerving just out of its way to avoid collision.
:ooc:Gold 1 does the following:
Swift: Activate jamming
Move1: Moves diagonal left 1 square and forward 2 squares
Move2: Moves forward 4 squares.
:ooc: Matt, I applied your MOVE actions from the last thread (round 1) in this round. You will see your new ship position on the map. I also re-oriented the Action VI in the right direction, as you guys jumped in on her stern.
Gunners (Longshot and Hammer) - you guys can hold fire until AFTER your Pilot closes in (makes MOVE actions), but if you do so, you will be reduced in init order to under your pilot. If you are already lower on the init order, this will not make much difference.
You guys go first, so I will wait to post for the NPC's.
:ooc: Just want to confirm if what you reposted was my turn for the round.
Hammer maintains fire, still aiming for the weapon systems on the much larger ship.
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 : 11 + 10, total 21
(
:dmg: 4d10+4 : 3, 3, 10, 7 + 4, total 27
)*2
Haywire continues to close distance with his target as quickly as possible.
:ooc:
Move 1: 4 squares forward
Move 2: 4 squares forward
Longshot continues to fire his Ion cannon, hoping to quickly disable their target.
Longshot's BaB +6, Inside Vehicle +3, Range 0 (Point-Blank this round?), no particular gunner skills for a bonus: :00:
Rolled 1d20+9 : 8 + 9, total 17
Ion damage if successful; half-Heroic Level +4 (x2): :00:
Rolled 4d10+4 : 10, 10, 7, 7 + 4, total 38
Quote from: GandalfOfBorg on Jul 16, 2014, 09:37 AM:ooc: Just want to confirm if what you reposted was my turn for the round.
:ooc: Hey Matt, yes, this was your turn for round 2.
This is to clarify in case there is ever a question (actually this is for me ;D) - based on last post in the opening scene:
Gold 1 - Martel
Gold 2 - Mitts [pilot], Hammer [gunner]
Gold 3 - Haywire [pilot], Longshot [gunner]
I haven't seen deadpool in a while, but I am going to assume that he, too, would press forward with MOVE x2.
Captain Ginova started as the freighter's klaxon began to sound.
Attack? They were under attack?!He spun towards the bridge helm, "Evasive maneuvers! And get the guns energized!"
The helmsman nodded and tapped his console, "Gunners, get to your weapons! Engine room, we need power diverted for defense and weapons immediately."
:ooc: After the moves, Gold 2 and Gold 3 are still 7 squares away which puts both of you at Medium range with an Ion cannon and that means a -5 to attack, so...
Hammers rolls 21 -5 = 16 Success
Damage 27*2=54 ION - it does not overcome Threshold, and physical damage is 27-15(DR)=12
Longshot rolls 17 -5 = 12 Failed
Actions VI's actions:
SWIFT - activate shields
STANDARD - Fire on Gold 1
DC 16 Ranged laser cannon [gunner] (+5 BAB +1 veh int mod -2 range mod -2 jammer) (4d10x2) with autofire:00: 1d20+2 : 5 + 2, total 7
:dmg: 4d10 : 2, 10, 2, 3, total 17
x2