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Incursion: Opportunists and Opposition (OOC)


Thevshi

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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. WOOOOOOSH

Free 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 Defence

Array slots active: Flight&Space Travel, max DAP Flight, Immunity. Ergo Flight 10, Super-Strength 1, Toughness +14 [no Impervious]

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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.

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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!

 

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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.

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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)

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