Ecalsneerg Posted November 16, 2014 Share Posted November 16, 2014 Alright. So, she's in her electric form already, so with her Dynamic Array not reallocated, she's at Flight 10.Free Action: Switch Force Field array to Immunity, and turn it on so space doesn't suffocate and freeze her.Move Action: Fly at 10,000 MPH through open space. WOOOOOOSHFree Action: Deactivate Insubstantial 3. Flight remains active, which is fine given no one's in FTL!Standard Action: Punch the cargo hold doors. Full force. All-out Power Attack for 5.DC33 Toughness save on the cargo doors (1d20+7=19)End of turn status:24 - Galvanic; 2 HP, unharmed, -5 DefenceArray slots active: Flight&Space Travel, max DAP Flight, Immunity. Ergo Flight 10, Super-Strength 1, Toughness +14 [no Impervious] Link to comment
Thevshi Posted November 16, 2014 Author Share Posted November 16, 2014 Okay, most of the pirates cannot really do much at the moment, so moving on to Mechanized! Link to comment
souffle_girl Posted November 16, 2014 Share Posted November 16, 2014 I'm waiting for Corona to drop me on the Aphelion if possible. As Galvanic said IC, it should be possible to land the Nomad, or at least Mechanized, into one of the Aphelion's cargo holds. Link to comment
Thevshi Posted November 16, 2014 Author Share Posted November 16, 2014 Yes, and under the rules for zero G, you can use your leaping to propel yourself in a straight line if you have something to push off form. (if something happens and you miss, there could be problems though) Link to comment
Thevshi Posted November 16, 2014 Author Share Posted November 16, 2014 As for landing the Nomad in a cargo hold, that won’t happen if they are full! So, Corona is up with Mechanized waiting to get closer. Link to comment
Raveled Posted November 16, 2014 Share Posted November 16, 2014 Okay, so this turn Corona is going to fly the Nomad near the Aphelion and open the bay doors so that Mechanized can jump out. Then she jumps out herself and gets ready for some dogfighting. Link to comment
Thevshi Posted November 16, 2014 Author Share Posted November 16, 2014 Okay, the ships are in position for Mechanized to leap over from the Nomad. Both Mechanized and Corona will need to make DC 15 Fort saves vs the effects of Zero Gravity (space sickness), as neither has the environmental adaption feat for Zero G. Go ahead and post IC for Mechanized SG. Link to comment
Raveled Posted November 16, 2014 Share Posted November 16, 2014 Corona's Fort save, vs DC 15. (1d20+8=11) :facepalm: Link to comment
Thevshi Posted November 16, 2014 Author Share Posted November 16, 2014 Corona is shaken (-2 attack rolls, saving throws and skill checks) by space sickness. Link to comment
Thevshi Posted November 16, 2014 Author Share Posted November 16, 2014 Also, everyone should remember that those fighting in Zero G without the proper adaption feat also suffer a -4 on attack rolls. Link to comment
souffle_girl Posted November 17, 2014 Share Posted November 17, 2014 (edited) Not sure if I have to use the unmodified Fortitude for Mochanized here, or the one modified by the suit. Rolled a 14. With an unmodified Fort of +0 and a suit modified one of +10. Also, what do I have to roll to see if I can jump to the cargo hold? Edited November 17, 2014 by souffle_girl Link to comment
Thevshi Posted November 17, 2014 Author Share Posted November 17, 2014 You get the modified Fort SG, so you make it. No roll for jumping, so go ahead and post. Link to comment
Thevshi Posted November 17, 2014 Author Share Posted November 17, 2014 Round Two 24 Pirate Interceptor pilots (3) (unharmed) 24 Galvanic (unharmed, 2 HP) 17 Elite Pirates 16 Average Pirates 15 Mechanized (unharmed, 2 HP) 12 Corona (unharmed, shaken, 1 HP) 12 Sovereign (unharmed) 7 Memorial (unharmed, 1 HP) 3 Tough Pirates The two interceptors engaging the Nomad fire again, getting a 7 and 22, so one hit. DC 25 toughness save for theNomad Galvanic is up! Link to comment
Thevshi Posted November 17, 2014 Author Share Posted November 17, 2014 Hmm, now that I think about it, seeing as we are sort of in three separate battles at the moment, and in the interest of keeping things moving, we will operate a bit out of order for now. So Rav, you can go ahead with what you want to do for Corona, HG, SG, same for you two with Mechanized and Memorial on the merchant ship. We will just resolve things this way round by round, and will go back to a more formal order when these separate fights merge or could effect the others. Link to comment
Raveled Posted November 17, 2014 Share Posted November 17, 2014 Nomad's Toughness save, vs DC 25. (1d20+13=32)The penalties for being the Zero-Gee suck, evidently, so Corona's going to be flying over to help Galvanic. Thev, did she break inside the ship? Link to comment
Thevshi Posted November 17, 2014 Author Share Posted November 17, 2014 Thanks for reminding me Rav, Cornoa gets another Fort save vs the sickness (with a +1 to the roll) to overcome the effects. But yes, Galv has created an entry point, and if you're going to head that way, you will need to wait for Ecal to act first. Link to comment
Raveled Posted November 17, 2014 Share Posted November 17, 2014 (edited) Corona's Fort save, vs DC 15. (1d20+9=14) It's taunting me! Taunting. Edited November 17, 2014 by Raveled Link to comment
Thevshi Posted November 17, 2014 Author Share Posted November 17, 2014 So, with Corona heading to follow Galv, we will be basically running two fights at the moment. So SG, HG, feel free to get in your actions when you want (though SG should probably go first). Rav, you'll need to wait for Ecal to go first before going for Corona. Link to comment
Ecalsneerg Posted November 18, 2014 Share Posted November 18, 2014 Going to fly up and tackle one of the free-floating pirates, with an eye to getting him down to activate his mag-clamps. Free Action: Reassign Dynamic Array to Flight 2/Super-Strength 5, for a total of Flight 3 and Super-Strength 6 Move Action: Fly at the nearest pirate floating in the cargo area. Standard Action: PUNCH! If he's a minion, take 10 for a attack roll of 17. If not. Attack roll on space pirate (1d20+7=10) DC is 28 either way, yet I find myself hoping for a Minion... Free Action: Use Improved Grab to grapple the guy. Grapple roll on space pirate (1d20+26=46) Link to comment
Thevshi Posted November 18, 2014 Author Share Posted November 18, 2014 He is a minion, and is out, so no need for the grapple roll to grab him from floating away. The other three pirates open fire with their blasters, getting a 13, 22 and 8, so one hit, a DC 20 toughness save for Gav. Link to comment
Ecalsneerg Posted November 18, 2014 Share Posted November 18, 2014 DC20 Toughness save (1d20+14=24) Link to comment
Thevshi Posted November 18, 2014 Author Share Posted November 18, 2014 Okay, Mecha is up on the Aphelion, Corona is up for moving over to the pirate flagship. Link to comment
souffle_girl Posted November 18, 2014 Share Posted November 18, 2014 Can Mechanized operate the airlock with her suit? Link to comment
Raveled Posted November 18, 2014 Share Posted November 18, 2014 Can Corona fly over, get LOS, and fire on one of the pirates this turn? Or is it all movement? Link to comment
Thevshi Posted November 18, 2014 Author Share Posted November 18, 2014 SG: Yes. Rav: Yes as well. Link to comment
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