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Reading Room - Archived Games (data may be deleted) => Welcome to the 501st! [Star Wars SE] => Topic started by: tomcat on Jun 30, 2014, 04:33 PM

Title: Birds of Prey
Post by: tomcat on Jun 30, 2014, 04:33 PM
The three Y-wing fighters lifted off in tandem along the wide launch bay of the Dauntless. The galactic positioning of the Ardent Falcon had been uploaded to their NAV systems and the computer plotted their jump so as to allow for distance traveled based on relative speed and direction. If all went well, the fighters would essentially jump into a position to attack, instead of an empty area of space. In either case, one of the Y-wings was built for the purpose of hunting - the Longprobe Y-wing would help in giving the team the upper hand in catching the smugglers off guard.

Mitts looked at his console as the Y-wing arched up and over the Vindicator-class Star Destroyer - the astromech droid was almost done with the computations. His helmet clicked once and his HUD showed it was Haywire transmitting his ready status; seconds later came the commanders. The display then showed his own CompNAV system go green and he pulled back on the shift and in seconds the three Y-wings blinked out of sight.




:ooc: I just need a little heads up on what your plan of attack with the ships is:

Who is in the Longprobe?
What will you use it for?


Etc... set up your attack and we'll play it out.
Title: Re: Birds of Prey
Post by: disench4nted on Jun 30, 2014, 10:10 PM
 :ooc: My suggestion would be for the Longprobe to jam the ships communications and assist in identifying the potential extra weapons on the ship, then once we've entered the ship it can also scan for any unexpected visitors. The fighters should bee-line for our entry point that we decided earlier and only destroy the weapons directly threatening that part of the ship. If everything goes wrong we may want to be able to turn the ships remaining lasers against any incoming baddies. Then we breach the hull ASAP.
Title: Re: Birds of Prey
Post by: Stefan on Jul 01, 2014, 05:44 AM
 :ooc: Martel will be in the Longprobe according to our plan.  And I agree, he will be scanning the ship, jamming their comms and then the Astromech will be scanning for company.

My understanding of the plan we came up with is that we'll attack with the Y's, destroy any point defenses near the airlocks then go EVA with our jetpacks to the airlocks to force entry while leaving the Y's under the control of the astromechs as a diversion.
Title: Re: Birds of Prey
Post by: tomcat on Jul 01, 2014, 06:33 AM
:ooc: Cool
Title: Re: Birds of Prey
Post by: deadpool on Jul 01, 2014, 07:13 AM
 :ooc:Seems like a plan
Title: Re: Birds of Prey
Post by: sdrotar on Jul 03, 2014, 12:31 PM
Quote from: Stefan on Jul 01, 2014, 05:44 AM
:ooc: Martel will be in the Longprobe according to our plan.  And I agree, he will be scanning the ship, jamming their comms and then the Astromech will be scanning for company.

My understanding of the plan we came up with is that we'll attack with the Y's, destroy any point defenses near the airlocks then go EVA with our jetpacks to the airlocks to force entry while leaving the Y's under the control of the astromechs as a diversion.

:ooc: Works for me. Saddle up.
Title: Re: Birds of Prey
Post by: GandalfOfBorg on Jul 04, 2014, 06:01 AM
OOC: sounds good guys... still out til july 9
Title: Re: Birds of Prey
Post by: tomcat on Jul 06, 2014, 08:49 PM
The Y-wing's raced through hyperspace in a close-proximity v-pattern. Martel led the trio and the Jedi spent his time with the Longprobe's sensor suite and jammers, leaving the actual flying to the astromech droid that sat just behind the cockpit.

It was not long into their jump that the object of their search appeared on the utmost limits of the ship sensors. Martel adjusted his system to gain as much information from the target as possible. At the moment, the Jedi could see the lumbering bulk frigate moving through a sub-light course on a non-changing, linear course. That might change soon enough, but for now the fighter group was definitely holding the upper hand. Martel activated the Longprobe's jammers and suddenly the space in front of the ship was bathed in a powerful blanket of white, static noise. He focused the cone-shaped emission so that it impacted the Action VI primarily. Martel also allowed the ship's computer to alternate frequencies every 30 seconds, so as to not allow an easy time for the crew of the frigate to lock down on the jamming and block it out.

Their closing speed was disproportionate to the sub-light speed of the vessel and so Haywire began to calculate in his head the exact moment to drop from lightspeed, so as to swoop in on their target. At the same time, in two of the Y-wings, Longshot and Hammer began to warm up the weapon systems.




:ooc: All right guys - just got back from Tennessee. I have my son's birthday this coming weekend and after that things should quiet down a bit for me and so we should see less pauses in the game.

I am currently writing the combat stats on the Action VI and the Y-wings, so give me until tomorrow on that. I also need to give Matt his Sensor/Jamming test DC's, but he won't be back until the 9th. Still, we may move on without him by one of you making the rolls.

Sorry for the delays!
Title: Re: Birds of Prey
Post by: tomcat on Jul 07, 2014, 04:39 PM
:ooc: Okay, I added a jammer suite to the Longprobe, as it did not have one.

To jam, Matt, your ship needs to be within 6 squares of the target and then it is auto, but you must spend a SWIFT action to target. Opposed tests can be made to try an clear the white noise.

For all intents and purposes, your astromechs in each ship are considered crew quality Expert level for needed attributes.

We begin this thread as round 1

I have attached the space combat map - each y-wing takes 1 square; the Action VI takes 1 square, too, in starship scale, but I have drawn it bigger so it looks better on the map. The red box in the center of the ship represents the square it is located in.

Any questions, feel free to ask.




Captain Ginova had spent the better part of his life smuggling for one interest or another. He had never turned down a job and this had garnered him a reputation within circles that he was the man to get things done. Close to fifty years of age and having accumulated a good deal of wealth, the aging captain had set his mind to getting out of the business and finding himself a quiet little place in the galaxy to settle down. All of that changed when he was approached by a hooded, brooding figure that requested he take on another series of jobs - ones that had very high risks. The credits were placed in front of him - paid in full and in advance - and the hooded man, who revealed no other name save Tyrannus, made it clear that the request was anything but. Ginova knew that his life was in danger if he took the jobs, but it was forfeit if he declined.

And so it was that he now stood on the lumbering freighter named the Ardent Falcon. Ginova had handpicked his crew and they were the best of the best - if there were such a thing amongst scoundrels. Tyrannus had other partners, though, and they were present, too. Fortunately, they did not prefer to be social and so they kept to themselves in the lower part of the ship. Still, Captain Ginova was glad to sic them on any would-be Republic agents that might try and board him.

All had been quiet since they had left Rori and he had already made six of the designated deliveries. The Falcon had four more stops here in the Colonies and once done, Ginova planned to disappear with this ship.
Title: Re: Birds of Prey
Post by: tomcat on Jul 08, 2014, 06:36 PM
:ooc: I need you guys to give me an initiative roll - even non-pilots, as gunners can act independently.

Action VI
DC -- init -10
:00: 1d20-10 : 3 - 10, total -7

Title: Re: Birds of Prey
Post by: disench4nted on Jul 09, 2014, 05:42 AM
 :ooc: First roll....lets see if I have this formatting figured out  :P
Haywire
DC -- init+12
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
 :00:
Rolled 1d20+12 : 14 + 12, total 26
Title: Re: Birds of Prey
Post by: disench4nted on Jul 09, 2014, 05:45 AM
How do I avoid the "tampered with" warning? I pressed the roll button then typed in '1d20+12'. Other than that...I guess I got it right!  #:S
Title: Re: Birds of Prey
Post by: tomcat on Jul 09, 2014, 06:36 AM
:ooc: Hey Steve, you got it right. The tampered warning comes up if you EDIT your post after doing a dice roll - the mod writers included that feature to protect for dice tamper.

It's no big deal either way.
Title: Re: Birds of Prey
Post by: tomcat on Jul 09, 2014, 08:01 AM
:ooc: BTW Steve, you are welcome to give me your actions as the Action VI is not going to be able to out-react you guys.

Also, I show you guys on the map, but if you want to drop from Hyperspace at a closer or farther range, just let me know. I will adjust accordingly.
Title: Re: Birds of Prey
Post by: deadpool on Jul 10, 2014, 05:30 AM
 :ooc:Init
Rolled 1d20+11 : 11 + 11, total 22


I guess we want to get as close as we can, so I'll use two move actions to move 8 sqs. In a straight line I suppose or is there any difference?
Title: Re: Birds of Prey
Post by: disench4nted on Jul 10, 2014, 06:33 AM
 :ooc: I'd say drop out of hyper space about halfway to the Action VI and plan on taking a full move action towards it unless the scan from the Longprobe says there is some reason that we shouldn't. So if we're going in initiative order I'll wait to act until the Longprobe gets a chance to scan. We should probably advance 2 or 3 squares away from eachother to avoid any AOE the ship might have.
Title: Re: Birds of Prey
Post by: GandalfOfBorg on Jul 10, 2014, 08:54 AM
 :ooc:
Initiative -  1d20+13 : 5 + 13, total 18
Title: Re: Birds of Prey
Post by: GandalfOfBorg on Jul 10, 2014, 08:57 AM
Martel continues to move into position to make sure his jamming is effective (double move).
Title: Re: Birds of Prey
Post by: Stefan on Jul 14, 2014, 05:42 AM
Initiative +12/i]
:00: 1d20+12 : 10 + 12, total 22



Hammer begins using the sensors on his ship to pinpoint the weapons on the freighter so that when they dropped from hyper he could immediately target them and open fire.
Title: Re: Birds of Prey
Post by: sdrotar on Jul 14, 2014, 06:13 AM
 :00: Initiative:
Rolled 1d20+12 : 13 + 12, total 25


:ooc: I'm with Deadpool & Disench4nted; unless we receive a warning about the target, I'd close range ASAP.
Title: Re: Birds of Prey
Post by: Stefan on Jul 14, 2014, 07:47 AM
 :ooc:  I'm assuming we can talk over comms while in hyperspace.  otherwise we should have figured that out before we left.

Once Hammer's sensor's picked up the hard points on the Acton IV he put them into his tracking system and transmitted them to Longshot, then waited till they were in range.  As they closed to point blank range he alerted the team.

"Gold squadron, this is gold two, prepare to leave hyperspace on my mark.  Three, two, one, Mark!"

His finger was on the trigger and he let loose a volley of fire on the freighter's weapons as soon as the stars shifted.

Attack +10
:00: 1d20+10 : 15 + 10, total 25

Rolled 4d10+4 : 8, 3, 5, 7 + 4, total 27
Title: Re: Birds of Prey
Post by: disench4nted on Jul 14, 2014, 10:36 AM
 :ooc:I'm not exactly sure about Haywire's attack in a ship, but I think my Pilot stats should be the same as Hammer's so I'll roll the same as him.

By the time Haywire reacted to the command to leave hyperspace, Gold-2 was already blasting the weapons systems of hapless freighter. Haywire quickly identified Hammer's target and started squeezing off shots at it.

Attack +10
Rolled 1d20+10 : 17 + 10, total 27


Rolled 4d10+4 : 10, 5, 3, 10 + 4, total 32
Title: Re: Birds of Prey
Post by: Stefan on Jul 15, 2014, 04:29 AM
 :ooc: My understanding is that we're using our BaB+3.  We should be within about 1 point of each other at the very worst, assuming my info is correct.
Title: Re: Birds of Prey
Post by: tomcat on Jul 15, 2014, 10:06 AM
:ooc: Okay - I think I have everything I need from you guys. To answer any queries first:

1) Yea, Stefan, I will go with coms working fine in hyperspace.

2) Any actions in a ship are based on your PC's skill ranks; attacks use your PC's BAB, and the pilot of a ship gains a +2 if they are the pilot.

I have posted the Y-wing stats in the CHARACTER STAT BLOCK thread. To perform any action, just look at the desired action and add in the stats as needed, it should be pretty easy, but if oyu have question, give me shout. I have attached here a portion of the Y-wing stats:

Y-WING                              CL 10

Koensayr BTL-S3 Y-wing, Gargantuan starfighter
Size modifiera size modifier -5/threshold +20/grapple +15
Maneuver -1 [-5 size mod +4 dex mod]
Init PC init rank -1 vehicle maneuver; Pilot PC pilot rank -1 vehicle maneuver
Senses PC perception rank +3 vehicle int mod; Sensors PC use computer rank +3 vehicle int mod
---------------------------------------------------------------------------------
Defense Ref 16 (flat-footed 12), Fort 26; +7 armor
hp 120, current Y-wing 1: 0/120; Y-wing 2: 0/120; DR 10; SR 10
Threshold 46; Condition normal (no penalty)
---------------------------------------------------------------------------------
Speed ion engines 16 squares (max. velocity 1,000 km/h), fly 4 squares (starship scale)
Ranged laser cannon [pilot] (PC ranged BAB +3 veh int mod +2 pilot if trained - PC proficiency if app - range mod) (4d10+1/2 heroic level x2)
Ranged laser cannon [pilot] (PC ranged BAB +3 veh int mod +2 pilot if trained - PC proficiency if app - range mod - 5 autofire) (4d10+1/2 heroic level x2) with autofire
Ranged ion cannon [gunner] (PC ranged BAB +3 veh int mod - PC proficiency if app - range mod) (4d10+1/2 heroic level x2)
Ranged ion cannon [gunner] (PC ranged BAB +3 veh int mod - PC proficiency if app - range mod - 5 autofire) (4d10+1/2 heroic level x2) with autofire
Ranged proton torpedo [gunner] (PC ranged BAB +3 veh int mod - PC proficiency if app - range mod) (9d10+1/2 heroic level x2, 4-square splash)
Fighting space 4x4 or 1 square (starship scale); Cover total (crew), +5 (astromech)
Base Atk (PC BAB); Grp Pilot ranged BAB+26
Atk Options autofire (laser cannon, ion cannon) [may target 2x2 area at -5 penalty and roll against all targets' Reflex in that area; hits do full damage, misses do half damage (dice roll must be 10 or greater); costs 10 shots - Core p.156]
---------------------------------------------------------------------------------
Abilities Str 42 (+16), Dex 18 (+4), Con —, Int 16 (+3)
Skills Initiative (PC init-1), Mechanics (PC stat), Perception (PC stat+3), Pilot (PC stat-1), Stealth (PC stat-1), Use Computer (PC stat+3)
---------------------------------------------------------------------------------
Crew 2 plus astromech droid; Passengers none
Cargo 110 kg; Consumables 1 week; Carried Craft none
Payload 8 proton torpedoes
Hyperdrive x1, 10-jump memory (astromech)
Availability military; Cost 135,000
---------------------------------------------------------------------------------
Available Emplacement Points 1


So, for Mitts to make a Pilot test with his ship, he takes his stat -1; to do an attack, he takes his BAB +3 for the vehicle INT +2 for being the pilot using a weapon - any penalty if not trained in Heavy Weapons - any range penalty. Make sense? Let me know.

Now, I am going to read up on the jamming - which is a range of 6; and combat. I will have another post up in a few.
Title: Re: Birds of Prey
Post by: tomcat on Jul 15, 2014, 11:20 AM
:ooc: Jamming requires you be with a range of 6 squares. I will update the map in this post based on MOVE x2 by each pilot. Shawn, you can give me an attack roll for this round if you want. Steve, you can either save this attack roll for the next round or wait to roll again, but you you used your actions for this (round 1) with your MOVE x2.

The Action VI is considered surprised for this round.





The stars reappeared and the shrunk back into the tiny little dots across their ship canopies, as the Y-wings dropped from hyperspace. The astromech droid in each fighter locked the ship sensors onto the colossal Action VI freighter adding to the gunners' aim. The three smaller ships broke out of their delta-pattern to give distance between themselves in the case of concussive area-fire from the freighter's large guns. She was totally unaware of their presence - that soon would change.

The ship's closed in and the gunners - Longshot and Hammer - depressed their firing triggers. Above two of the Y-wings, ion fire flared out at the Action VI.

Title: Re: Birds of Prey
Post by: disench4nted on Jul 15, 2014, 11:28 AM
 :ooc:Riiiiight. My bad. I'll roll again next time around.  :tup:
Title: Re: Birds of Prey
Post by: GandalfOfBorg on Jul 15, 2014, 11:40 AM
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.
Title: Re: Birds of Prey
Post by: tomcat on Jul 15, 2014, 11:51 AM
:ooc: Cool!  :)

Stefan, I see your narrative says you wait until you are at Point Blank range - does that mean you want to hold this attack roll for another round or two? If not, here is Hammer's result:

The Action VI Defenses are: REF is 14 (flat-footed 14), Fort 36, +14 Armor; DR 15; SR Shields are NOT active in the surprise round; Threshold 136

Hammer rolled everything right except we need the range penalty of -10, which changes the result to: 15 SUCCESS

So, the Action VI will take 54 (27x2) Ion damage, which is 27 in physical damage to Hit Points -15(DR) = 12
Title: Re: Birds of Prey
Post by: Stefan on Jul 16, 2014, 04:45 AM
 :ooc:I wasn't sure what range we were coming out of hyper at.  I'll stick with firing as soon as I can. 
Title: Re: Birds of Prey
Post by: sdrotar on Jul 17, 2014, 12:19 PM
 :ooc: Longshot's BaB is +6, Inside Vehicle +3, Range -10, don't see any particular gunner skills for a bonus...
:00:
Rolled 1d20-1 : 13 - 1, total 12


Ion damage if successful; half-Heroic Level +4 (x2):
:00:
Rolled 4d10+4 : 1, 3, 5, 9 + 4, total 22

Title: Re: Birds of Prey
Post by: tomcat on Jul 17, 2014, 04:25 PM
 :ooc: Longshot's attack misses in this round with the 12 result