Thevshi Posted November 18, 2015 Author Posted November 18, 2015 Okay, probably time to start rolling initiative for everyone.
Exaccus Posted November 19, 2015 Posted November 19, 2015 (edited) [URL=http://orokos.com/roll/345002]1d20+10=20 moon-moth is on the ball today it seems! Edited November 19, 2015 by Exaccus
Vahnyu Posted November 19, 2015 Posted November 19, 2015 Initiative Roll: 1d20+2 7 Mater Vyrdna am slowwww
Thevshi Posted November 21, 2015 Author Posted November 21, 2015 Okay, going to get us started for the moment: Round One20 Pirate Pilots (4 in interceptors)20 Moon-Moth (unharmed, 3 HP)12 Pirate gunners7 Mater Vyrdna (unharmed, 1 HP)5 Cavalier (unharmed, 3 HP) The pilots of the pirate fighter spacecraft will fire on some of the ground defenses for various results, so it is Moon-moth’s action.
Exaccus Posted November 22, 2015 Posted November 22, 2015 He'll return fire, I assume that he knows the talking is over due to being in combat rounds? 1d20+10=13 http://orokos.com/roll/345903 Hmm I'm ihappy to leave that to the homing as I'm pretty sure that's a miss
Thevshi Posted December 8, 2015 Author Posted December 8, 2015 Yes, that is a miss Ex, so next round we will handle the homing on your turn. Two pirate gunners fire at Cavalier, both missing, though one was very close to hitting. Mater Vyrdna is up!
Vahnyu Posted January 14, 2016 Posted January 14, 2016 Full-Round Action: Mater Vyrdna will use Suppression fire against the ship attacking Cavalier. -4 to attack rolls and checks for 1 round, with the option to ignore it and get auto-hit.
Thevshi Posted January 22, 2016 Author Posted January 22, 2016 Okay, the pirate vessel will react to the suppressive fire next round (when it will maneuver to avoid being hit). Cavalier is up TT!
trollthumper Posted January 23, 2016 Posted January 23, 2016 Well, as I have been provided cover fire, it would be a shame if I charged back in all Leeroy Jenkins-y. So, Cavalier will dart out of the line of fire but remain within range, then taken an Aim action.
Thevshi Posted February 5, 2016 Author Posted February 5, 2016 Okay, although it seems unlikely that Almilee will return, I am going to include Shell in things on the ground. Round Two28 Shell (unharmed)20 Pirate Pilots (4 in interceptors)20 Moon-Moth (unharmed, 3 HP)12 Pirate gunners7 Mater Vyrdna (unharmed, 1 HP)5 Cavalier (unharmed, 3 HP) Shell fires on one of the interceptors, hitting with a 23. The interceptor has DC 25 toughness save, getting a: 13, which is enough to disable the spacecraft and cause it to crash. One interceptor will attack Moon-Moth, another Shell (the third attacks another of the city's defenses): 14, 13, so both attacks miss. Moon-Moth is up! (and do not forget your homing attack from last round)
Exaccus Posted February 7, 2016 Posted February 7, 2016 Homing blast 1d20+10=20 going to assume that is a hit moon moth will then attempt to reach out and grasp the fighter attacking the defended implacement with his telekinesi 1d20+6=1eh I'll heropoint it 1d20+6=7 an well can't win them all for his move action he'll approach the robotmech and establish contact
Thevshi Posted February 8, 2016 Author Posted February 8, 2016 Okay, the homing blast hits an interceptor, which gets a 21 on its toughness save, so it takes an injured status. Up in space, the pirate capital ship banks away from Vyrdna's suppressive fire, meaning the gunners have a -4 on their attack rolls. 2 shoot at Cavalier again (needing a natural 20 to even hit): 0 and -1, so both miss by a good bit. Two others will fire at the Kavaca: -1 and 12, one miss and one just barely hitting. The Kavaca gets a 27 on its toughness save, so it shrugs off the blast. Vyrdna is up again!
Vahnyu Posted February 9, 2016 Posted February 9, 2016 Mater Vyrdna Standard Action: Attack roll with the Kavaca (-8 size mod): 1d20-4 -1 Phoeey. Move Action: MV will attempt to maneuver in between Cavalier and the pirate capital ship.
trollthumper Posted February 9, 2016 Posted February 9, 2016 Cavalier realizes these guys aren't letting up, so it's time to make that Aim action pay off. 17. Ooooor not. We'll see.
Thevshi Posted February 9, 2016 Author Posted February 9, 2016 TT, this thing has a -2 defense! So that is good enough to get +4 from autofire, giving it a DC 30 toughness save: 22, so it takes some damage (I will say you took out one of its guns, and caused a temporary power surge that will disable the guns on one side for a round).
Thevshi Posted February 10, 2016 Author Posted February 10, 2016 Round Four28 Shell (unharmed)20 Pirate Pilots (3 in interceptors, one at -1)20 Moon-Moth (unharmed, 3 HP)12 Pirate gunners7 Mater Vyrdna (unharmed, 1 HP)5 Cavalier (unharmed, 3 HP) Okay, Shell shoots at the interceptor that Moon-Moth damaged, managing to hit with a 18. The interceptor gets a 29 on its toughness save so it is fine. The interceptors return the favor, one firing at Shell, the other at Moon-Moth (the third at some target off out of sight). 15 and 11, so both miss. Back to Moon-Moth.
Exaccus Posted February 10, 2016 Posted February 10, 2016 Moon-moth will use his snare to stop that sunnabutt in its tracks! Snare vs damaged interceptor 1d20+10=29 Woohoo DC20 reflex save
Thevshi Posted February 10, 2016 Author Posted February 10, 2016 The interceptor gets a 13 so it is bound and helpless.
Thevshi Posted February 10, 2016 Author Posted February 10, 2016 Okay, the pirate ship turns to try to bring the guns on the port side to bare, which I will say takes this round. The guns use the time shooting at more of the planet’s defense satellites. We are back to Mater Vyrdna!
Vahnyu Posted February 12, 2016 Posted February 12, 2016 (edited) Mater Vyrdna Full Round Action: Boost 6 (Any Mechanical Traits at Once[3]; Extras: Total Fade, Flaws: Action[Full-Round], Distracting, Others Only, Feats: Accurate 2, Slow Fade 2[12 Minutes]) [10PP] (Machine Augmentation) Let's try and get the Kavaca up to speed! Quote Thevshi Okay 6:55 PM So, all traits at once, that means +3 toughness to the ship, the final defense is +5 (for 15 defense), that reduces the attack penalty by 3 (to -5) and gives you Accurate 2 (making the final penalty -1 to your attack rolls) and would increase the blast attack to +13 damage. 6:58 PM (and increase Flight by 3 and the comms) 6:59 PM and sensors. Edited February 12, 2016 by Vahnyu
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