Chapter 3: High Noon on Walston

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Calibrandr

Len

Jan 24, 2025 5:32 am
Calibrandr
The Calibrandr’s sensor operator stiffened, their voice cutting through the tense hum of the bridge. "Captain! The Beowulf - it’s got a sensor lock on us!"

The bridge fell silent for a heartbeat before the captain’s laughter filled the corsair's bridge, sharp and manic. It echoed across the room, sending a chill down even the most hardened crew members' spines. "Those fleas dare interfere?" he bellowed, rising to his full height. His eyes burned with fury beneath his death mask as he thrust a finger toward the viewport. "Turn us about! We’ll put an end to their meddling once and for all!"

The crew scrambled to obey, the tension thick as the ship groaned into motion. The captain’s laughter died into a low growl, his gaze fixed on the distant stars where his enemies lurked. He understood the danger - two ships closing in, the odds turning against him. But the thought of revenge ignited a fire in his chest, more potent than fear or reason. Salvage be damned; nothing would stand between him and the destruction of the Wayward Wind.

"Prepare the weapons," he barked, his voice cold and ruthless. "Today, we bury them all!"
OOC:
That roll means you get 2 banes against their rolls. We'll use one to cancel out the bane against the Wayward Wind, which leaves one left. You can apply it to any 2d6 roll other than damage.

Rolls

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

(41) + 1 = 6

Len

Jan 24, 2025 5:52 am
Round 4
Resolution of Manoeuvre Step

Distance Wayward Wind Calibrandr Beowulf
Wayward Wind -- [-2] 9 (Medium) [-4] 19 (V-long)
Calibrandr [-2] 9 (Long) -- [-2] 10 (Long)
Beowulf [-4] 19 (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
Wayward Wind Salvo C YES 3 1 +3

9 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 24, 2025 5:55 am
Round 4
Manoeuvre Step > Attack Step > Actions Step
OOC:
Okay, Wayward Wind's missile salvo is impacting ... Rolling point defence for Calibrandr. Edit: applying Bane die!

Rolls

Calibrandr point defence (8+) - (2d6+3)

(51) + 3 = 9

bane die - (1d6)

(5) = 5

Jan 25, 2025 12:10 am
OOC:
According to discord plans, missiles are to be fired! Rolling detections...

Rolls

Detect Missile (6+) - (2d6-1)

(51) - 1 = 5

Jan 26, 2025 1:13 am
Fallon grins as the Beowulf has followed her plans. She just hopes it works. Her hands dart across the missile targeting screen as she readies another salvo. Please let at least one hit, she thinks. She presses fire!

Rolls

Missiles away! - (2d6+7)

(35) + 7 = 15

Kaboom! - (4d6-4)

(2633) - 4 = 10

Jan 26, 2025 4:50 am
OOC:
Calculating critical hits...

Rolls

Severity 4 critical hit location - (2d6)

(32) = 5

Sustained damage crits x3 - (2d6, 2d6, 2d6)

2d6 : (64) = 10

2d6 : (45) = 9

2d6 : (66) = 12

Jan 27, 2025 2:09 am
As nothing comes back over the comms, Alerio calls again:

"Tell me we’ve got em!!"

A minute, when you were up against Sword Worlders, feels like a month!
Jan 27, 2025 3:31 am
Zuni feels a little sick to his stomach. Nerves, maneuvers, the waiting, he's not sure which. He hopes he doesn't make a fool of himself at the most inopportune time.
Jan 27, 2025 3:52 am
Seally grips the console in front of her, lips moving in entreaty. Come on Wayward Wind, you can do it!
Jan 27, 2025 4:16 am
On the main viewer, the Sword Worlder’s ship erupts into a searing inferno as your missile slams home, engulfing the entire aft section in a thunderous explosion. Alarms blare from the sensors: the weapon systems are crippled, the jump drive is in ruin, the cargo bay is torn apart, and even the bridge has been compromised!

Chief Woofer Zuzu howls in victory over the comms.
[ +- ] Damage Report
OOC:
Calibrandr's Hull Points: 75/140
Damage: All three turrets destroyed, sensor operator's station on bridge destroyed, J-Drive slightly damaged, cargo hold slightly damaged

Rolls

Random Bridge station destroyed - (1d6)

(3) = 3

Additional hull damage from exploding missile turret - (1d6)

(5) = 5

Jan 27, 2025 4:50 am
Fallon shouts, "The missile is mightier than the Sword, bitch! Now let's put you out of your misery. Don't want you coming back for another sequel!" Fallon switches to the pulse laser screen, aims, fires.

Rolls

Pheew pheew! - (2d6+3)

(54) + 3 = 12

Damage - (2d6-4)

(21) - 4 = -1

Crit - (2d6)

(11) = 2

Jan 27, 2025 6:23 pm
"An injured serpent is at it's most dangerous. Steady now girls, let's see if she's dead in the water before we board her."
Jan 27, 2025 9:51 pm
"Yowza, ladies! I can't believe any of this is happening! And I echo Zuzu's sentiments completely.

Zuni takes the ship in a circle around the hopefully dead ship, keeping a safe distance between them.

"Yeah ... standby just in case, Fallon."

Len

Jan 30, 2025 4:30 am
Fallon pulls the trigger on the pulse laser cannon, but the blasts bounce harmlessly off the Calibrandr's thick armour.
OOC:
No damage done!
The Beowulf launches its own missile! It streaks across space, but explodes prematurely, barely scratching the paint job on the Calibrandr. The point has been made, however. There are multiple missile turrets breathing down the Calibrandr's neck, and deprived of their point defence, their only option was to Jump out of the system.
OOC:
The Beowulf's missile did a pathetic 3 damage! Not enough to get a crit.

Rolls

Beowulf Missile 8+ - (2d6+1)

(16) + 1 = 8

Damage - (4d6-4)

(1222) - 4 = 3

Jan 30, 2025 4:37 am
Round 4
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. There are no enemy missiles to disable currently.

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.
[ +- ] 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.
[ +- ] Acquire Sensor Lock
[ +- ] Improve Initiative

Free action: Anyone may send out comms to Walston, the Beowulf, or the Calibrandr
Jan 31, 2025 1:12 am
Seally continues to try and get a sensor lock. "They're going to get away and they'll hold a grudge. Those types always come back with their shiftless friends and a borrowed ship."

Rolls

Electronics (Sensors) - (2d6)

(41) = 5

Jan 31, 2025 3:01 am
"No, no we can't let them get away! Come on Seally, keep trying!"

We've come this far. We can do it.
Jan 31, 2025 1:37 pm
"I can try make it so they can’t call this in for a while!" Alerio calls over the comms, hoping that they could be done with this crew here and now! If not, then she didn’t want them coming back with a pack of sword worlders howling for revenge.

"Jamming their comms now!"

Rolls

Pump Up The Jam - (2d6+6)

(21) + 6 = 9

Calibrandr

Len

Feb 1, 2025 3:59 am
Calibrandr
The Calibrandr shudders as fire rips through its spine. Once a predator of the void, she now drifts wounded, its weapons mangled beyond recognition. The Wayward Wind’s missile strike has struck true.

He stands rigid at the center of the bridge, his eyes flickering with raw, seething fury from behind his death mask. His remaining organic hand clenches into a trembling fist, while the steel fingers of the other curl against his palm, servo motors whining with the force of his rage. His revenge was so close—he had them, helpless before his ship's mighty guns. And now, those guns are gone.

The crew is silent, too afraid to speak, too afraid to acknowledge the truth pressing down on them like a weight: they must flee. The captain does not give the order right away. His breathing is harsh, mechanical, like the damaged ship itself. He turns toward the main viewscreen, where the Wayward Wind is on a direct intercept course.

His fury roils through the ship like a living thing. The Calibrandr feels it, in the way his cybernetic implants interface with its systems, feeding his thoughts directly into its wounded circuits. If there were even a single functioning weapon left, the ship knows he would fire it, consequences be damned. But there is nothing. No missiles. No laser cannons. Only the broken husk of a warship bleeding sparks into the void.

A crew member dares to speak. "Sir, we need to withdraw before they..."

The captain turns on them so quickly that they shrink back, eyes wide. His voice is a growl, each syllable edged with distortion from his damaged vocal modulator. "I know that."

The order comes, spat like venom: "Get us out of here."

This is not over. He will see them broken. He will see them burn. And the Calibrandr will carry his vengeance until the stars themselves are nothing but cinders...
OOC:
Engineers will be plotting Jump coordinates ... failure!

Rolls

Plotting jump coordinates (4+) - (2d6-2)

(11) - 2 = 0

Len

Feb 1, 2025 4:01 am
TACTICAL SCREEN
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: 77/140; ARMOUR: 4
M-Drive: 3 Thrust
CRITICAL SYSTEMS DAMAGE: All weapons destroyed, jump drive damaged, sensor operator station damaged




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

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



Distance Wayward Wind Calibrandr Beowulf
Wayward Wind -- [-5] 11 (Long) [-3] 26 (V-long)
Calibrandr [-5] 11 (V-long) -- [+2] 12 (Long)
Beowulf [-3] 26 (V-long) [+2] 12 (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
Wayward Wind Salvo C YES 1 1 +3

9 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 5
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.
[ +- ] Aid Gunner
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.
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