Science officer can act now!
Chapter 1: The Commencement
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Aug 6, 2024 10:17 pm
The Honorbound moves toward you on course to intersect.
Science officer can act now!
OOC:
Keep in mind that there's no cover in space, since everything is 3DScience officer can act now!
Aug 6, 2024 11:45 pm
"Thanks for the boost, Scrap! Scanning the Veskarium vessel now," Soryn calls out.
OOC:
Adding +2 from Scrap's boost. If any bonus from the ship's sensors, please add to the roll.Rolls
Computers - (1d20+9)
(12) + 9 = 21
Aug 7, 2024 5:12 am
The computer beeps several times as information begins to be displayed on the screen for Soryn to peruse.Round 1 | Gunnery PhaseYou can see the Honorbound's turret spin to face your ship and fire off a laser blast. You are clearly outside of its normal range and the shot goes far wide.
Space Combat Map
[ +- ] Honorbound
1. Basic Info: 6 living crew members | Medium Transport | Speed 6 (turn 2) | Drift 1
2. Defensive Info: AC 12 | TL 12 | 70/70 HP | Shields (F/P/S/A): 5/5/5/5 | PCU 100
2. Defensive Info: AC 12 | TL 12 | 70/70 HP | Shields (F/P/S/A): 5/5/5/5 | PCU 100
[ +- ] Gunnery Phase
Actions: Gunner / Captain
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.
Space Combat Map
Aug 7, 2024 6:43 am
"They're an even match for us, roughly. Same speed and maneuverability. They'll be easier to hit than us, but their hull is stronger and can absorb more hits."
Aug 7, 2024 5:48 pm
The hell they are!
I can make this ship dance on a pin!
I can make this ship dance on a pin!
OOC:
We have turn 1, meaning we can change direction after moving one hex. They need to move 2 hexes before they can change their direction.Aug 7, 2024 11:27 pm
Xiordin checks the firing solution, rotates their own turret and readies a missile. "Normally is save these for the big show, but they have us access, they must intend we can use them."
He checks the angle to their forward shields, and fires.
He checks the angle to their forward shields, and fires.
Rolls
Piloting/Gunnery - (1d20+3)
(2) + 3 = 5
Missile damage - (4d8)
(1833) = 15
Aug 8, 2024 1:04 am
Xiordin's shot misses its target by a wide margin, the Honorbound's countermeasures drawing the missile off course.
Round 2 | Engineering Phase
Round 2 | Engineering Phase
[ +- ] Engineering Phase
Actions: Engineering / Captain
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
OOC:
Round 2, engineering phase, go!Aug 8, 2024 8:20 am
Scrap keeps working away at the console, redirecting the powers away from the science console to the engines. Giving you a little boost Sioux.'
OOC:
We have +2 move this roundLast edited August 8, 2024 8:21 am
Rolls
Scrap: Engineering (Int) DC 11 - (1d20+11)
(10) + 11 = 21
Aug 8, 2024 7:25 pm
Scrap diverts power to the thrusters, trying to give Sioux a chance to get into a better position.
Round 2 | Helm PhaseSpace Combat Map
Round 2 | Helm Phase
[ +- ] Helm Phase
Actions: Pilot / Science Officer / Captain
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
[ +- ] Honorbound
1. Basic Info: 6 living crew members | Medium Transport | Speed 6 (turn 2) | Drift 1
2. Defensive Info: AC 12 | TL 12 | 70/70 HP | Shields (F/P/S/A): 5/5/5/5 | PCU 100
2. Defensive Info: AC 12 | TL 12 | 70/70 HP | Shields (F/P/S/A): 5/5/5/5 | PCU 100
OOC:
Piloting checks to see who goes first. Rolling higher means you get to move second!Rolls
Honorbound Piloting - (1d20+7)
(11) + 7 = 18
Aug 9, 2024 5:58 am
Thx Scrappy!
I have made our movement
OOC:
second check failed :( I have made our movement
Last edited August 9, 2024 6:00 am
Rolls
Piloting - (1d20+8)
(6) + 8 = 14
Aug 9, 2024 8:06 am
Round 2 | Helm PhaseThe enemy ship turns on the spot and moves within the range of its short range lasers.
Space Combat Map
[ +- ] Helm Phase
Actions: Pilot / Science Officer / Captain
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
Space Combat Map
OOC:
Science Officer time. Remember that the captain can act at any time!Aug 10, 2024 2:15 am
"Watch the asteroids!" Soryn says, "'I see a weakness in their weapon systems, if we can disable them, we might end this before it truly begins!"
OOC:
Target System - WeaponsLast edited August 10, 2024 4:34 am
Rolls
Computers - (1d20+7)
(9) + 7 = 16
Aug 11, 2024 5:27 am
Round 2 | Gunnery PhaseYour computer gets a lock on the enemy weapon systems while it simultaneously prevents them from getting a lock on you.
Honorbound's two weapons focus on your ship now that you are in range. Its laser cannon and flak thrower both fire upon your forward arc. The laser cannon's shot hits your forward shield, breaking through to score your hull.
18 vs ship AC. Damage: 6
[ +- ] Gunnery Phase
Actions: Gunner / Captain
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.
Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase.
Honorbound's two weapons focus on your ship now that you are in range. Its laser cannon and flak thrower both fire upon your forward arc. The laser cannon's shot hits your forward shield, breaking through to score your hull.
18 vs ship AC. Damage: 6
OOC:
You will know that a flak thrower can potentially foil your tracking weapon if you fire in its arc (forward), because it has the point special property[ +- ] Point Property
A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.
OOC:
Mr Gunner, feel free to take your shotAug 11, 2024 3:47 pm
Xiordin lines up the solution on their weapons systems and fires the missile launcher.
Rolls
Gunnery BAB + Piloting + Dex - (1d20+3)
(3) + 3 = 6
Aug 11, 2024 7:18 pm
Xiordin fires a missile, but Honorbounds systems mess with its nav system and it goes off course.
Round 3 | Engineering Phase
Round 3 | Engineering Phase
[ +- ] Engineering Phase
Actions: Engineering / Captain
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
Aug 11, 2024 9:00 pm
That was rude. We need those Scrap clicks her tongues as the shields go down, tapping away at the console before happily chirping. 'Sorted!'
OOC:
Diverting power to shield, to regain 5% of the PCU, which is 5 and putting them all in forward.Rolls
Scrap: Engineering (Int) DC 11 - (1d20+11)
(4) + 11 = 15
Aug 12, 2024 12:57 am
Scraps' fingers dance across the keyboard, diverting auxiliary power to the shields, which flare back to life.
Round 3 | Helm PhaseSpace Combat Map
Round 3 | Helm Phase
[ +- ] Helm Phase
Actions: Pilot / Science Officer / Captain
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
[ +- ] Honorbound
1. Basic Info: 6 living crew members | Medium Transport | Speed 6 (turn 2) | Drift 1
2. Defensive Info: AC 12 | TL 12 | 70/70 HP | Shields (F/P/S/A): 5/5/5/5 | PCU 100
2. Defensive Info: AC 12 | TL 12 | 70/70 HP | Shields (F/P/S/A): 5/5/5/5 | PCU 100
Rolls
Honorbound Piloting - (1d20+5)
(2) + 5 = 7
Aug 12, 2024 2:26 am
"If you take her flank, we might get a good shot in and avoid those flak guns!" Soryn calls.
Aug 12, 2024 6:27 am
Barrel-roll! Sioux cheers as she is getting more and more comfortable with the Unnamed ship
OOC:
@Naatkinson ping me when you have moved the Honorbounds, then I'll make our moveLast edited August 12, 2024 6:28 am
Rolls
Piloting - (1d20+8)
(5) + 8 = 13
Aug 12, 2024 6:46 am
Honorbound flies forward, turning to take aim at your starboard side while it takes an evasive posture (+2 AC and TL).
[ +- ] Evade
The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
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