Stray Dogs Episode I - The Station of Death

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Nov 23, 2015 10:30 pm
Kalerik puts all his force into maneuvering out of the way of the beam. His mind spins as his heart sinks. If I fail this there is no way they are going to let me fly again. The more he thinks the more he feels his determination slipping away. It is a strange feeling, one that Kalerik never remembered feeling before while he was in space. Despair.

Rolls

Piloting CTN: 8 - (1d20)

(11) = 11

Nov 24, 2015 1:01 am
The Cruiser is now within range. You see the green turbo laser bolts coming in. These are clearly warning shots. The cruiser's tractor beam attempts to focus in on you, but you're too far away for it to be effective.

Rolls

Tractor Beam CTN 10 - (1d20)

(16) = 16

Nov 24, 2015 1:02 am
ROUND 6

Initiative
*Imperial Fighters (3) - HP: 100%, 100%, 77%
*Ronin: Kalerik Piloting, Chuck Co-Piloting, S'Skaar Navigation, Saru Gunnery +1 SP, Hotwire Engineering
*Heavy Cruiser


Conditional Modifiers
Hyperspace Programming [X] [X] [ ]
Nov 24, 2015 1:03 am
The fighters back off as the Cruiser's lasers come to bear. Only one fires upon the Ronin.

There is a shower of sparks and the lights go dark. Everything else is working. Any movement around the ship is reduce - it will take two rounds to get to a trouble spot in the ship.

Rolls

Imperial Fighter Attacks CTN 12 - (1d20)

(6) = 6

Ronin DEF 10 - (1d20)

(3) = 3

Nov 24, 2015 1:19 am
Kalerik frantically searches the cruiser in front of him looking for something that might cut off its guns or its tractor beam. Perhaps if he could get explosives to that part of the cruiser... he can manuever farely well in a space suit... perhaps he could blow part of the ship up...

"Guys, do we have any more explosives?"

Rolls

Searching CTN: 8 - (1d20)

(4) = 4

Nov 24, 2015 1:47 am
Just to be clear - you are looking out at the cruiser for a wink point?
Nov 24, 2015 1:57 am
Dextolen says:
Just to be clear - you are looking out at the cruiser for a wink point?
Exactly, a weak point or some way to manually free our ship, if someone could use explosives to cut it off. I'm hoping that Kalerik's experience as a pilot would aid him.
Last edited November 24, 2015 1:57 am
Nov 24, 2015 2:03 am
There is a sensor array above the bridge that you think would hinder the ship if it was destroyed. It would require torpedoes or some other severe damage. To fly closer would risk tractor beam fun with a failed piloting check, however.
Nov 24, 2015 2:28 am
Kalerik will take note of this, just in case the information becomes useful.
Last edited November 24, 2015 2:29 am
Nov 24, 2015 2:42 am
Hotwire attempts to mitigate the damage taken by the Ronin. "Frak! We can't take another hit like that, guys! Get us out of here now!!!"

Rolls

MND+DX (9) + Technician (3) + Engineer II + ToolStick (1) = CTN (15) - (1d20)

(11) = 11

Nov 24, 2015 2:44 am
Hotwire gets the lights back on
Nov 24, 2015 4:42 am
"What? More explosives? You want to lob out limpet mines out the airlock? Concentrate on piloting Kal..."

S'skaar continues entering the hyperspace coordinates.

Rolls

Hyperspace course (MND+IN+Engineer+Hacker+Laptop, total CTN 17) - (1d20)

(18) = 18

Nov 24, 2015 4:50 am
Chuck can take the controls while Kalerik was busy checking out the cruiser.
Nov 24, 2015 4:52 am
Chuck looks over at Kalerik after the lights go back on and he orients himself. "Wait, what do you need explosives for? what are you doing, We're not flying toward the large and imposing imperial cruiser are we?"
Shaking his head, Chuck works to get the systems smoothed out ofter the blackout.
Last edited November 24, 2015 4:59 am

Rolls

MND +DEX =12 - (1d20)

(16) = 16

Nov 24, 2015 1:52 pm
The Imperial Cruiser attempts to focus it's tractor beam again. You feel the ship shudder a bit. The Ronin beeps a warning. This is your last chance to get into hyperspace before being caught in the tractor beam. Hotwire and Chuck can both make MND+IN checks to assist S'Skaar with a final hyperspace check.

Rolls

Tractor Beam CTN 10 - (1d20)

(4) = 4

Piloting DEF CTN 8 - (1d20)

(12) = 12

Nov 24, 2015 1:59 pm
Hotwire reroutes as much power as possible to the hyperspace nav systems.

BOOYAH!
Last edited November 24, 2015 2:00 pm

Rolls

MND+IN = 12 - (1d20)

(1) = 1

Nov 24, 2015 2:13 pm
Hotwire provides a +4 bonus
Nov 29, 2015 10:00 pm
Chuck can make an assist check for S'Skaar (or Kalerik) and then S'skaar can punch in those coordinates and see what happens.
Nov 30, 2015 1:10 pm
Chuck will attempt to give a little more power to the navigation computer while not compromising the thrusters too much...

Rolls

MND+IN=9 - (1d20)

(6) = 6

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