Game Play

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Aug 31, 2021 7:24 am
OOC:
Assuming gunnery?
Oskara fires a quick blast into the storm trooper

Rolls

Gunnery

3 Success, 2 Advantage, 1 Threat

Total: 3 Success, 1 Advantage

Aug 31, 2021 11:51 pm
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.

Rolls

TIE Fighter #1 Initiative

4 Success

Total: 4 Success

TIE Fighter #2 Initiative

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

Sep 1, 2021 12:23 am
OOC:
I like big guns and I cannot lie

Rolls

Initiative

4 Success, 1 Advantage

Total: 4 Success, 1 Advantage

Sep 1, 2021 12:37 am
OOC:
I'll try to gain the advantage...

Rolls

Initiative

3 Success, 2 Advantage

Total: 3 Success, 2 Advantage

Sep 1, 2021 5:42 pm
OOC:
So far have an order of...

PC, ENEMY, PC, ENEMY.

We'll see where VEX fits in and we're off.
Sep 1, 2021 8:01 pm
OOC:
Cool

Rolls

Cool

4 Success

Total: 4 Success

Sep 1, 2021 8:35 pm
OOC:
Round #1:
ANY PC
ANY PC
TIE
ANY PC
TIE
Sep 6, 2021 3:11 pm
BUMP - Two ties in chase, everyone is at their stations...
szemely says:
OOC:
Round #1:
ANY PC
ANY PC
TIE
ANY PC
TIE
Sep 6, 2021 6:23 pm
OOC:
I was waiting for the pilot, but I'll go.
Oskara spins the gun to the nearest TIE fighter, lines up the shot, and fires.

Rolls

Gunnery

4 Success, 4 Advantage, 3 Threat

Total: 4 Success, 1 Advantage

Sep 6, 2021 11:12 pm
The pilot of the TIE does his best to avoid the incoming fire, but can't dodge the quick flurry of shots. The ship spins out of control...
OOC:
Round #1:
ANY PC
ANY PC
TIE
ANY PC
TIE
Sep 7, 2021 1:41 am
Pash does what he knows best. He maneuvers the ship trying to gain an advantage against the enemy fighters.
OOC:
I'lltry to gain the advantage.
Last edited September 7, 2021 1:42 am

Rolls

Piloting

2 Success, 3 Advantage, 2 Threat

Total: 2 Success, 1 Advantage

Sep 7, 2021 2:04 am
TIE attack roll

Rolls

Laser Cannon Attack.

1 Success, 1 Advantage, 3 Threat

Total: 1 Success, 2 Threat

Sep 7, 2021 2:09 am
Undeterred by his wingman's demise the other TIE pilot slides his fighter to the left and waits for the targeting computer to acknowledge a lock on the Krayt Fang before calmly squeezing the trigger.

The attack rocks your ship, but the damage is minor, and the TIE pilot has left himself in a terrible defensive position.
OOC:
Krayt Fang - Hull Trauma Threshold: 18 - System Strain Threshold: 14 : - Armor: 3 - Defense: 1

Your ship took 4 Hull Trauma damage.
Using the two threats to allow a Boost die to the next attack against the TIE.

Round #1:
ANY PC
ANY PC
TIE
ANY PC
Sep 9, 2021 6:52 am
OOC:
Waiting on Vex I believe
Sep 9, 2021 7:59 pm
OOC:
I think Nat's still recovering from being ill. I'll give him a few more days and move things along.
[ +- ] Overall Status of the Game
Sep 10, 2021 10:10 pm
VEX begins to repair the damage taken from the TIE.

Rolls

Mechanics

3 Success, 1 Advantage

Total: 3 Success, 1 Advantage

Difficulty

2 Failure, 1 Threat

Total: 2 Failure, 1 Threat

Sep 11, 2021 3:37 pm
Working away in engineering, VEX is able to stabilize some of the damage from the TIE's attack.
OOC:
I never understood how one can fix hull damage from inside the ship during combat, but them's the rules. :-)
Krayt Fang - Hull Trauma Threshold: 3/22 - System Strain Threshold: 0/14 : - Armor: 3 - Defense: 1

We're at the top of the order for round 2!

Round #2:
ANY PC
ANY PC
TIE
ANY PC
Sep 11, 2021 5:30 pm
Oskara tracks the second TIE and waits for the perfect lull in their movement before firing.
OOC:
Aim and use Pash's boost die.
Last edited September 11, 2021 5:33 pm

Rolls

Bang bang

5 Success, 2 Advantage, 1 Failure, 2 Threat

Total: 4 Success

Sep 12, 2021 3:49 am
With her shot lined up Oskara squeezes the trigger and obliterates the final threat just as the HMRI completes its boot process.

Pash plots a course and activates the hyper-drive.

You’ve escaped from Mos Shuuta.
OOC:
And that’s the game folks! Not the greatest module I’ve ever run, but it makes for a nice intro to the system I think. Thinking of running one of the other published adventures starting late next week (or maybe something else entirely)- look for the announcement in the Game Tavern if interested.
Sep 12, 2021 4:18 am
Definitely interested, thanks for running this adventure!
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