The
Krayt Fang starts to lift off just as a pair of Stormtroopers begin the process of restoring one of the clamps to the ship's landing gear.
Pash can feel the pull of the partially closed clamp against the stick as he tries to get the ship in the air when suddenly a blast from the one of the customized YT-1300 cannon's rocks the ground underneath.
What's left of a Stormtrooper flies through the air, striking the pair attending to the clamp, knocking the whole contraption free in the process. Bucking violently upward, the ship breaks free and away from
Mos Shuuta.
Oskara's shot has not only obliterated a Stormtrooper, but has ultimately freed the ship.
Despite the rough take-off
VEX installs the
HMRI without a hitch, all it has to do now is finish its boot up sequence and the
Krayt Fang will be ready for hyperspace!
Just when everything seems to be going exactly to plan, the short range sensors light up. Two TIE fighters are quickly closing in from behind.
OOC:
Krayt Fang - Hull Trauma Threshold: 22 - System Strain Threshold: 14 : - Armor: 3 - Defense: 1
OOC:
Initiative from everyone, please! (Your choice of Cool or Vigilance). If you beat either of the TIE pilots' rolls you may take an action.
Pash has several piloting options available:
Gain the Advantage(Action): This will allow any fire coming from your ship to ignore any advatnage the chosen enemy ship may have previously had and to ignore any disadvatages your ship had for taking Evasive Maneuvers. It also increases the difficulty of that enemy's ship trying to Gain the Advantage on you.The difficulty is based on the speeds of the two ships. Since the TIEs are faster, this would be a Hard (3P) Piloting Check.
Evasive Maneuvers(Maneuver): This upgrades the difficulty (1P to 1R) of any attack made from, or against the ship.
Stay on Target)(Maneuver): This upgrades the attack rolls (1G to 1Y) of any attack made from, or against the ship.
(this is the Starter Set list, the list in the core game has many more options)
Oskara can continue to blast away (Gunnery)! She can also take an Aim maneuver, just as if firing a personal weapon to gain a Boost (1Blue) die. As difficulty of combat checks against vehicles is based on the both of the ships' size, all combat checks will start as Average (2P), but may be changed based on Actions/Maneuvers taken by the pilot.
Fun Fact: Ship based guns are 10x as powerful as personal weapons. So this ship's 6 rated gun does 60 damage to personel.
VEX can remain in engineering if he chooses to perform
Damage Control as needed during combat Average (2P) Mechanics check to fix hull damage, or Easy (1P) to reduce System Strain, if the ship has been undamaged up to that point.
OR
VEX can make a run for the dorsal turret mounted weapon and fire away.
Of course you can take any other action that you may want as well if you so choose and we'll figure it out on the way. Assume you're all on comms during this encounter.