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Birds of Prey

Started by tomcat, Jun 30, 2014, 04:33 PM

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disench4nted

 :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.

GandalfOfBorg

 :ooc:
Initiative -  1d20+13 : 5 + 13, total 18
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

GandalfOfBorg

Martel continues to move into position to make sure his jamming is effective (double move).
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

Stefan

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.

sdrotar

 :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.
LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

Stefan

 :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

disench4nted

 :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

Stefan

 :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.

tomcat

: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.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

: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.

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

disench4nted

 :ooc:Riiiiight. My bad. I'll roll again next time around.  :tup:

GandalfOfBorg

Jul 15, 2014, 11:40 AM #26 Last Edit: Jul 15, 2014, 11:43 AM by GandalfOfBorg
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.
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

tomcat

: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
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Stefan

 :ooc:I wasn't sure what range we were coming out of hyper at.  I'll stick with firing as soon as I can. 

sdrotar

Jul 17, 2014, 12:19 PM #29 Last Edit: Jul 17, 2014, 12:23 PM by sdrotar
 :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

LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun