Chapter 3: High Noon on Walston

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Jan 16, 2025 1:53 am
Alerio watches the missile woosh by, and is keenly aware how close they came to being on the business end of that warhead!

These guys meant business…

"We don’t want to get hit by one of those! Let’s get in close and get around them!" she calls over the comms, hoping their foe wouldn’t be able to get a good shot on the nimble ship!
Jan 16, 2025 3:49 am
More than a few beads of sweat dot Zuni's forehead as he guides the ship away from the missiles and into laser range.

Calibrandr

Len

Jan 16, 2025 4:39 am
Calibrandr
The old sensor operator barely blinks, watching the Calibrandr's antiquated sensor system. He'd spotted their first salvo, if the old Gods were good to him, he'd spot their next.

There...

That small flash on the screen was a missile heat signature, and he keyed it in to track for the gunners to snipe. "Another incoming salvo!" he called down through the comms.
OOC:
Oops, disregard rolling for Seally (and misspelling her name).

Rolls

Sealy: Detect Missile Launch (6+) - (2d6-1)

(64) - 1 = 9

forgot to add bane die to Seally's detect missile roll - (1d6)

(1) = 1

Calibrandr detecting Missile (6+) - (2d6-1)

(46) - 1 = 9

Len

Jan 16, 2025 4:48 am
Round 2
Resolution of Attack Step

Summary: Both ships managed to shoot down opposing missile salvos in Point Defense actions, and launched new salvos, which are both detected.

Distance Wayward Wind Calibrandr Beowulf
Wayward Wind -- [-5] 16 (V-long) [-3] 26 (V-long)
Calibrandr [-5] 16 (V-long) -- [+2] 10 (Long)
Beowulf [-3] 26 (V-long) [+2] 10 (Long) --

Distances are giving in thrust points with the current range band in parentheses.

Missile Salvo Detected? Distance to Target Missiles in Salvo Tech Differential
Calibradr Salvo B YES 6 3 -3
Wayward Wind Salvo B YES 6 1 +3

10 Missiles remaining. Missiles travel 10 thrust per turn, and we roll to hit when they reach their target. Undetected missiles cannot be defended against!
[ +- ] Distances
Jan 16, 2025 4:53 am
Round 2
Manoeuvre Step > Attack Step > Actions Step

Alerio
Engineer & Countermeasures: Since nothing is on fire, Alerio has nothing to fix. From the Countermeasures suite, she can either jam communications so the Calibrandr can't send messages, break / prevent sensor locks to make it harder for the Calibrandr to hit you, or disable incoming missiles.

Alerio gets a +6 to any of these actions (in addition to skill bonuses) because of the state-of-the-art countermeasures suite that is at your disposal.
OOC:
This round, there will be a BANE applied to either task you choose! So roll 3D and drop the highest instead of 2D
[ +- ] Jam Communications or Stop Sensor Locks
[ +- ] Countermeasures vs. Missiles

Seally Llewyn
Captain and Sensor Operator: Seally is in the captain's chair, but can also do sensor operator actions. She can use the sensors to acquire a sensor lock to make your weapons more effective, or through leadership she can inspire the crew to the Wayward Wind's improve initiative position (you already are on top of initiative).

Seally gets a +2 to the sensor rolls because of your advanced sensors.
OOC:
This round, there will be a BANE applied to either task you choose! So roll 3D and drop the highest instead of 2D
[ +- ] Acquire Sensor Lock
[ +- ] Improve Initiative

Free action: Anyone may send out comms to Walston, the Beowulf, or the Calibrandr
Jan 16, 2025 6:05 am
"Shit! Intercepting!" Alerio calls, as she works hard to try stop the missiles before they can even pick up enough speed to punch through the Wayward Wind.

Rolls

Electronics (0) - (3d6L2+6)

(232) + 6 = 10

Jan 16, 2025 3:56 pm
Seally triggers the comms to Beowolf, "Hold on Beowolf, any help you can give us will get those pirates off your back sooner. Jam 'em if you can."

She locks the sensor suite on the Calibrandr, and tries to dial up a firing solution.

Rolls

Int + Sensors + ship bonus - (3d6L2+3)

(514) + 3 = 8

Jan 16, 2025 11:30 pm
"Kark it!" Alerio shouts, as she can’t seem to get enough juice out of the console to do much of anything!

"Someone’s going to want to shoot those down! I don’t think this thing’s got the power for it just yet!" she says, before fiddling with the console to try squeeze a little more out of the array!
Jan 17, 2025 2:23 am
On the bridge, Seally manages to zero in on a firing solution, and Goldie sends this additional data to all the missiles' tracking systems, including the one in flight. Meanwhile, Alerio struggles to disable the missile salvo making its way toward the Wayward Wind. She's never seen this spread pattern before, and the Sword Worlders were known for being cunning opponents in battle.
OOC:
Sensor lock: Successful! Countermeasures: No effect!

Calibrandr

Len

Jan 17, 2025 2:32 am
Calibrandr
On the Calibrandr, alarms blared as the sensor operator's screen flared to life, a sharp, urgent glow cutting through the tense dimness of the bridge. "They’ve locked onto us!" the old operator barked, their voice taut with alarm.

The captain’s eyes narrowed. The enemy’s boldness demanded a swift, decisive response. The sensor operator's fingers flew over the controls, recalibrating targeting systems with a fierce determination. A wicked grin spread across his face beneath the death mask as he barked out, "Two can play at that game!"

Across the deck, crew members snapped to action, their movements honed by the rhythm of countless battles. The air vibrated with controlled chaos, each sharp command and acknowledgement adding to the electric tension. Outside, the Calibrandr’s weapons systems hummed ominously, struggling to lock onto their foe with deadly precision.
OOC:
Calibrandr has failed to lock on! They also improved their initiative, but not enough to take you over.

Rolls

Sensor Lock (8+) - (2d6-1)

(32) - 1 = 4

Improve initiatvie, 8+ Leadership (SOC) - (2d6+1)

(53) + 1 = 9

Free Trader Beowulf

Len

Jan 17, 2025 2:49 am
Free Trader Beowulf
The comm crackled, and Captain Falkirk leaned forward, exuding the air of someone with far too many problems and far too little coffee. "Wayward Wind, we’ll see what we can do," he replied, his tone carrying just a hint of bemusement. "Once we convince life support to play nice again, we’ll start jamming ‘em."
OOC:
Engineering check failed!

Rolls

Engineering: stabilize life support 8+ - (2d6+1)

(22) + 1 = 5

Len

Jan 17, 2025 2:51 am
TACTICAL SCREEN
INITIATIVE ORDER:

1. Wayward Wind
2. Calbrandr
3. Beowulf

https://i.imgur.com/q9YDqn4.pngWAYWARD WIND

HULL INTEGRITY: 88/88; ARMOUR: 4
M-Drive: 6 Thrust
NO CRITICAL SYSTEMS DAMAGE


https://i.imgur.com/43xdKet.pngCALIBRANDR

HULL INTEGRITY: 120/140; ARMOUR: 4
M-Drive: 3 Thrust
NO CRITICAL SYSTEMS DAMAGE




https://i.imgur.com/HGCack1.pngBEOWULF

M-DRIVE: 0 Thrust
HULL INTEGRITY: 7/80; ARMOUR: None
J-DRIVE: Online
WEAPON SYSTEMS: Offline
LIFE SUPPORT: Failing



Distance Wayward Wind Calibrandr Beowulf
Wayward Wind -- [-5] 16 (V-long) [-3] 26 (V-long)
Calibrandr [-5] 16 (V-long) -- [+2] 10 (Long)
Beowulf [-3] 26 (V-long) [+2] 10 (Long) --

Distances are giving in thrust points with the current range band in parentheses.

Missile Salvo Detected? Distance to Target Missiles in Salvo Tech Differential
Calibradr Salvo B YES 6 3 -3
Wayward Wind Salvo B YES 6 1 +3

10 Missiles remaining. Missiles travel 10 thrust per turn, and we roll to hit when they reach their target. Undetected missiles cannot be defended against!
[ +- ] Distances
Round 3
Manoeuvre Step > Attack Step > Actions Step
Pilots: Spend thrust points to increase or decrease range between ships, aid gunners of laser turrets, or dock with an adjacent enemy. Unused thrust points can be reserved later for evasive manoeuvres. Zuni can spend up to 6 thrust points.

Captains: [Optional!] If you wish to take charge and guide your crew, make a Leadership (SOC) check. The effect indicates the number of Boons you can hand during this round. If the effective is negative, however, these will instead be Banes that the enemy can apply to your rolls!

Sensor Operators: All missiles are detected this time, no need to roll here.
Jan 17, 2025 3:00 am
Zuni's nerves jangle but he's good. It' just normal fight or flight stuff, or so he tells himself. He keeps a steady hand on the controls and applies what he hopes will be just the right amount of thrust. He knows he can handle this. Hell, didn't he fly into a volcano?
OOC:
He's spending 3 thrust and keeping 3 for later!
Jan 17, 2025 4:51 am
Seally doesn't try and lead her team. They know what they're doing and she'll just interfere with their concentration again.
Jan 17, 2025 4:54 am
"Beowulf, I have one of those 'it's just crazy enough to work' ideas. Can you get just your weapons operational? We want you to launch a surprise volley timed perfectly with our own. Multiple attacks from different vectors may overwhelm them enough to get a direct hit. We just need one good hit. Then we can help you with any repairs."

Fallon switches to internal comms. "Seally, Zuni, let's get crazy. I have an idea. After our next missile launch, fly toward the enemy, then we launch a second at the precise time so they both reach the target in tandem. Do you think you can do that?"
Last edited January 17, 2025 5:00 am
Jan 17, 2025 9:26 am
Alerio is worried that the Beowulf opening fire will only remind the Sword Worlders of their presence. She wouldn’t put it past the opposing crew to carry out a coup de grâce to take the Beowulf out of the fight for good…
Jan 17, 2025 5:34 pm
Zuni is already closing the distance but holding back enough juice in case he needs to make a fancy defensive maneuver later.

"Already on it, Fallon!"
Jan 18, 2025 1:56 am
"Love it, let's fly!"

Free Trader Beowulf

Len

Jan 18, 2025 7:18 pm
Free Trader Beowulf
The Beowulf responds back to Fallon's hail: Beowulf's response: "That’s asking a lot, Fallon, but I do love the thought of catching them off guard. Nothing like a well-timed punch in the teeth to brighten their day. Consider us in."

Calibrandr

Len

Jan 18, 2025 7:25 pm
Calibrandr
The Calibrandr barrels forward as the captain rises to address his ship. His sharp gaze swept over the crew, each one frozen under the weight of his presence. "Listen up!" he barked, his voice a whip crack that demanded absolute attention. "The Wayward Wind thinks they can outrun us, outsmart us, and leave us licking our wounds in their wake. They’re wrong. Dead wrong."

His lips curled into a predatory grin, a dark fire flickering in his eyes. "I don't care what Dreks says! I don’t want their surrender. I don’t want their retreat. I want their complete and utter annihilation. This isn’t just a mission; it’s a reckoning. They’ve made their choice, and now, they’ll pay the price—every last one of them."

He leaned forward, his voice dropping to a chilling growl. "Push harder. Work faster. Bleed if you have to. The Calibrandr will be their end, and I will hear them scream before the void swallows their wreckage. Are you with me?"

The bridge erupted into a flurry of action, every crew member propelled by the captain’s malevolent fervor. Outside, the Calibrandr loomed, a shadow of vengeance preparing to strike!
OOC:
Pilot: Spending 2 thrust to move toward the Wayward Wind and saving 1 for evasive manoeuvres.
Captain: Rolling to inspire crew! 2 Boons gained!

Rolls

Captain inspiring crew (8+) - (2d6+1)

(63) + 1 = 10

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