Thevshi Posted October 20, 2015 Author Posted October 20, 2015 Tundra gets a 19, so I will reroll (HP to you), getting a 27, so another bruise.
The Sailor Posted October 20, 2015 Posted October 20, 2015 Ugh... Anyways there is an adjustment I'm going to make to my post where I keep behind cover, while keeping an eye on Tundra
Thevshi Posted October 20, 2015 Author Posted October 20, 2015 Well, you had to break cover to get a shot at her, and would not be able to move back to cover without using another move action.
The Sailor Posted October 20, 2015 Posted October 20, 2015 (edited) ok I'll make a change then. thought I could jump from cover to cover. Edited October 20, 2015 by Sailor
Thevshi Posted October 21, 2015 Author Posted October 21, 2015 Tundra will return fire at TL, just missing with a 21. Round Five:27 Torpedo Lass (unharmed, 3 HP)21 Tundra (bruised 2)
The Sailor Posted October 21, 2015 Posted October 21, 2015 Move: Leap at Tundra, passing just to her side with my landing point just under her in the water.Standard: Using Move-By Action, I use my Stun Attack.Stun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, Sonic, DC 20 Fortitude: 1d20+10 28Ohhhh snap!
Thevshi Posted October 23, 2015 Author Posted October 23, 2015 Tundra gets a 28 for her Fort Save. She will then attack the ship again, hitting with a 25. The Icebraker gets a 23 (vs DC 27), so it is damaged. Round Six:27 Torpedo Lass (unharmed, 3 HP)21 Tundra (bruised 2)Icebreaker (damaged -1 toughness)
The Sailor Posted October 23, 2015 Posted October 23, 2015 (edited) Now this Icebreaker has a compartmentalized hull, correct? She might be able to take some holes before things get worrysome.Anyways looks like I've set myself up to start fighting in nautical combat. I'll post my rolls here in this post once you get a GM post in.Addendum: Looks like I gotta get out of the water to keep in the fight, now. Using a surge (spending a HP to pay for the fatigue) to have two move actions, the first move will use my swimming to get to the riverbed again, then a leap to a yet undamaged portion of the deck. I'm closer to the ship so that should work out better than what happened last time I did this. Then, keeping to the ranged combat.Change of plans, gotta stay in the water I suppose.Move: Swim in front of the bow for clear shotsStandard: FIRE FOUR! Cavitation Bubble Collapse! (Ranged, Heat, Tou DC 25, +10 to hit): 1d20+10 24 Not sure if that'll hit or not, but it looks high enough. Edited October 23, 2015 by Sailor
Thevshi Posted October 23, 2015 Author Posted October 23, 2015 That is good enough to hit, but Tundra gets a really good save with a 30.
Thevshi Posted October 23, 2015 Author Posted October 23, 2015 Tundra will return fire, but misses with a 19. Round Seven:27 Torpedo Lass (unharmed, 3 HP)21 Tundra (bruised 2)Icebreaker (damaged -1 toughness)
The Sailor Posted October 25, 2015 Posted October 25, 2015 (edited) That is it...Using a HP to pay for the fatigue, gonna raise the damage by 2 ranks for my next blast.Move: None, firing from positionStandard: Blast 10(12) ("Cavitation Bubble Collapse"; Accurate 2 (+4)) +10 to hit, +2 Ranks due to extra effort, Heat descriptor: 1d20+10 20 - Hero Pointing a re-roll...Blast 10(12) ("Cavitation Bubble Collapse"; Accurate 2 (+4)) +10 to hit, +2 Ranks due to extra effort, Heat descriptor: 1d20+10 23I'll wait for the result before I post.I'll actually make a post I guess, won't know until she reacts... Edited October 25, 2015 by Sailor
The Sailor Posted March 26, 2016 Posted March 26, 2016 If ya wish to continue and finish this off, I'm good for it.
Thevshi Posted March 28, 2016 Author Posted March 28, 2016 You actually do not need to spend that second HP for a reroll, the 20 is good enough to hit. Tundra gets a 25 on her toughness save, which is another bruise. Tundra will then change tactics, pulling up rocks and mud from the river bed and using it to capsize one of the police boats and several of the smaller protester boats, sending those aboard into the water. (HP for TL) Round Eight:27 Torpedo Lass (unharmed, 3 HP)21 Tundra (bruised 3)Icebreaker (damage -1 toughness)
The Sailor Posted March 28, 2016 Posted March 28, 2016 (edited) Actually the HP was to pay for the fatigue of raising the damage rank by two. Moot point as now things seem to be going chaotic. At this point TL's gonna have to start flipping boats back over. Starting with the police boat. Beings that my light load is up to 34 tons... Could I use that HP to power-stunt safely flipping over the boat with what visually looks like a love tap? The Kayaks will be far, far easier, but the police boat has the most potential for problems and trapped individuals. Wagering at least the engine to the police boat's shot, once I've flipped the boat back over, I'm probably gonna have to evacuate those in the water by pulling it out of the way and putting people on it. As for the Kayakers, If their boats are still floating after all that, I'd be amazed, but this will take some work to move everyone out of the way of that ship... Edited March 28, 2016 by Sailor
Thevshi Posted March 28, 2016 Author Posted March 28, 2016 Sure, you can use a HP for that. As for the protesters boats, where were a few kayaks and a canoe that were flipped over, the canoe holding at least five people (but still not that hard to flip back over).
The Sailor Posted March 28, 2016 Posted March 28, 2016 Whoa... that's a big canoe, more like a very large dinghy at that point... Okay then the plan is first to right the police boat and start using that as a rescue boat to put people on. I wager it could handle the load. Those in the way of the ship I'll need to focus on. Are we still in combat turns, or is this back in narrative?
Thevshi Posted March 28, 2016 Author Posted March 28, 2016 We are sticking to turns for the moment. So this round you can move over to the police boat and flip it over (and maybe engage in some talking if you wish)
The Sailor Posted March 28, 2016 Posted March 28, 2016 Thanks. Officially- Move Action: Swim to overturned police boat Standard Action: Flip the boat over. Won't spend that HP as doing it will be a cinch no matter how she does it Free: Chit Chat. Will post ICily in a moment.
Thevshi Posted March 28, 2016 Author Posted March 28, 2016 With TL now distracted, Tundra flies over just above the ship's deck and begins to cause some more serious damage! Round Nine:27 Torpedo Lass (unharmed, 3 HP)21 Tundra (bruised 3)Icebreaker (damage -2 toughness)
The Sailor Posted March 28, 2016 Posted March 28, 2016 (edited) Looks like the Police Boat's possibly compromised. Better to see if I can get that canoe upturned and tow the both of them. Actions Move: Tow the Police boat over to the canoe Standard: Flip the Canoe Free: More Talking Edited March 28, 2016 by Sailor
Thevshi Posted March 29, 2016 Author Posted March 29, 2016 Round Ten:27 Torpedo Lass (unharmed, 3 HP)21 Tundra (bruised 3)Icebreaker (damage -3 toughness)
The Sailor Posted March 29, 2016 Posted March 29, 2016 (edited) Changing tactics as pretty much my plans are sinking fast. Attacking Tundra directly. Move: Close the distance to Tundra Standard: Blast 10 (+10 to hit) ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, Heat Cavitation Bubble Collapse, Ranged, DC 25 Toughness, Damage (Heat), +10 to hit: 1d20+10 28 Oh, and some banter. Gotta have banter. Nevermind, I'll spend this round helping people in the water. Edited March 29, 2016 by Sailor
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