trollthumper Posted February 26, 2011 Posted February 26, 2011 Cannonade, Fenris, Ironclad and Victory in a war games exercise under the watchful eye of AEGIS. What could possibly go wrong?
JackgarPrime Posted February 26, 2011 Posted February 26, 2011 Just chiming in to confirm that I'm here, despite not saying anything in the discussion thread
KnightDisciple Posted February 26, 2011 Posted February 26, 2011 TT, if what I write up for IC reasoning (which amounts to "networking, and calling up AEGIS to ask to help/observe" is totally off-base, I'll be fine with changing it up. But I figure I need some reason for Fenris being there.
trollthumper Posted February 26, 2011 Author Posted February 26, 2011 It works for me. Most of the tech heads would probably be contacted for an outside perspective on what might make some of the hardware hold up better.
quotemyname Posted March 3, 2011 Posted March 3, 2011 Just chiming in to confirm that I'm here, despite not saying anything in the discussion thread Ditto
quotemyname Posted March 4, 2011 Posted March 4, 2011 Knowledge (Technology) 8 (+12/+15, Skill Mastery) Knowledge (Physical Sciences) 8 (+12/+15, Skill Mastery) Knowledge (Tactics) 8 (+12/+15, skill Mastery) I'll hit DC 35 on all of those as a Free Action with her mental quickness. Can Take 20 on a Knowledge check (normally 1 hour) in .36 seconds/Free Action. Three checks puts her at about 1 second of time spent. What they hey, I've got the time. I'll expand all these checks to a full round, and she'll start reciting anything she knows about it. I'll also add in a roll for ANY other applicable knowledge check, which, with online research and Eidetic Memory, will come in squarely at a result of 27. In order to not suffer from headaches, I'll take, say, tripple the time I usually do to research the stuff. This means I can likely afford about three more checks of any sort which I haven't already covered and still come in under/around a full round. Hows all that sound?
trollthumper Posted March 4, 2011 Author Posted March 4, 2011 All right. Are you trying to find out about the SPARTOI, the ARACHNE, or what?
Raveled Posted March 4, 2011 Posted March 4, 2011 Would the firewall block any attempts to hack into the machines?
quotemyname Posted March 4, 2011 Posted March 4, 2011 All right. Are you trying to find out about the SPARTOI, the ARACHNE, or what? Anything she can. Here's the priority listing: Knowledge tech: spartoi Knowledge tech: arachne knowledge physical sciences spartoi knowledge physical sciences arachne If there's time left I'll do tactics in that order as well. Unless something else comes up hinting that another skill may be more useful than tactics. Would the firewall block any attempts to hack into the machines? In case it does: Computers 8 (+12/+15) I can also take 20 on that as a free action for a 35.
Raveled Posted March 4, 2011 Posted March 4, 2011 Computers check to hack into Arachne (1d20+15=27) Hm. Better than I expected to do. Results, GM?
trollthumper Posted March 4, 2011 Author Posted March 4, 2011 Would the firewall block any attempts to hack into the machines? It's a closed circle. The area within is fine with receiving remote transmissions from within -- hence why the SPARTOI and ARACHNE have technicians on hand -- but anything from outside is going to encounter a lot of trouble. So yes, you could hack the machinery while the firewall is up. As for Blueshift... You've probably heard a few rumors about the SPARTOI or ARACHNE. They seem to operate on basic remote principles, which means they could be hacked with the right protocols - but it's AEGIS, so those firewalls may pack a punch. The SPARTOI's weapons work by the principles stated by Grayston - subsonic frequencies that throw off equilibrium, and focused sonic pulses for concussive effect. The weaponry on the ARACHNE probably indicates machine guns and tank shells as well as non-lethal options such as tear gas, and the hydraulics on its legs look like they might actually be able to make the tank leap for a little distance. And for Ironclad... You're able to skim on the surface, but the firewalls installed on the ARACHNE manage to kick you out after a few seconds. AEGIS seems to have installed this thing with top-of-the-line security and encryption... which makes sense, as it's operated by remote frequency and would require such things.
trollthumper Posted March 7, 2011 Author Posted March 7, 2011 And now might be the time for Initiative. Cannonade goes on 20. The SPARTOI go on 9.
quotemyname Posted March 7, 2011 Posted March 7, 2011 Initiative (1d20+5=20) Also 20. Dex 20, No Improved Initiative. Blueshift's a support character. Should she go first she can set Cannonade up. If it comes down to a d20 roll off, I'll give you one just in case: roll off (1d20=10)
Raveled Posted March 7, 2011 Posted March 7, 2011 Initiative versus SPARTOI (1d20+3=23) :shock: Guess I should ask; is Cannonade supposed to be the only one taking the SPARTOI on?
trollthumper Posted March 7, 2011 Author Posted March 7, 2011 Well, Grayston did just say these things are also intended for combat against mechanized foes, so anyone who's a tech-head and wants to engage can do so. Victory's mainly just sitting on the sidelines (though I'll have something for him, don't worry), but that doesn't mean Ironclad, Fenris or Blueshift have to.
JackgarPrime Posted March 7, 2011 Posted March 7, 2011 Yeah, Victory's pretty much going to stand up in the sky and look official unless (when) something bad happens.
trollthumper Posted March 7, 2011 Author Posted March 7, 2011 All right. Just need to know how high he's going.
JackgarPrime Posted March 8, 2011 Posted March 8, 2011 Only a couple hundred feet. Plenty close enough to switch to his Strike/Flight loadout and Charge anywhere around.
KnightDisciple Posted March 8, 2011 Posted March 8, 2011 14; not bad, but not incredible. Think I'll have Fenris sit back and observe for now.
trollthumper Posted March 8, 2011 Author Posted March 8, 2011 All right, here's the order: Ironclad: 23, Unharmed, 3 HP Blueshift: 20, Unharmed, 2 HP Cannonade: 20, Unharmed, 2 HP Fenris: 14, Unharmed, 1 HP SPARTOI: 9, Unharmed, 0 HP Ironclad is up first.
Raveled Posted March 8, 2011 Posted March 8, 2011 Attack roll against the SPARTOI! 1d20+9=11 :shock: That's horrid! Gotta reroll that. 1d20+9=25 MUCH better! Okay, that's also initiating a grapple Grapple check vs SPARTOI (1d20+9=21)
trollthumper Posted March 9, 2011 Author Posted March 9, 2011 And the first SPARTOI is Stunned and Staggered. Let's see how it does on the Grapple check... Pinned! Ironclad: 23, Unharmed, 3 HP Blueshift: 20, Unharmed, 2 HP Cannonade: 20, Unharmed, 2 HP Fenris: 14, Unharmed, 1 HP SPARTOI 1: 9, Bruised x1, Stunned (Ironclad's action), Staggered, Pinned, 0 HP SPARTOI 2-4: 9, Unharmed, 0 HP Blueshift is up next.
quotemyname Posted March 10, 2011 Posted March 10, 2011 Disable Device on SPARTOI (1d20+20=30) Gonna wait for results before I post IC. HP re-roll hp re-roll DD on SPARTOI (1d20+20=28) bumps to a 38
trollthumper Posted March 10, 2011 Author Posted March 10, 2011 And the unit is disabled. Ironclad: 23, Unharmed, 3 HP Blueshift: 20, Unharmed, 1 HP Cannonade: 20, Unharmed, 2 HP Fenris: 14, Unharmed, 1 HP SPARTOI 2-4: 9, Unharmed, 0 HP It's Cannonade's turn, and as Ironclad and Blueshift are currently on the field of battle, he's not going to go for a Shockwave. So he's just going to rush forward and take a swing at one of the other SPARTOI. ...and miss. Hero Point! Yeah, I''d say that was a point well-spent. Straight-up Extra Damage, DC28 Toughness save. SPARTOI 2 is thus Stunned and Staggered. Ironclad: 23, Unharmed, 3 HP Blueshift: 20, Unharmed, 1 HP Cannonade: 20, Unharmed, 1 HP Fenris: 14, Unharmed, 1 HP SPARTOI 2: 9, Bruised x1, Stunned (Cannonade's Action), Staggered, 0 HP SPARTOI 3 and 4: 9, Unharmed, 0 HP Fenris is up next.
quotemyname Posted March 11, 2011 Posted March 11, 2011 Sorry getting my post up took so long. Had computer problems at work. Just now getting home.
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