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Incursion: Opportunists and Opposition (OOC)


Thevshi

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SG: some slight edits to add for your post.  There is a control panel to one side of the door, not a handle.  Beyond the door is a small hallway to another door (ie the airlock between the depressurized cargo container and the pressurized merchant vessel), so you likely will need Memorial to follow you before shutting the first door and pressurizing the airlock.

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Round Three

 

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

 

Okay, my post included what the interceptors are doing (which is sort of nothing), so Galv is up again!

 

Rav, things are back to normal more or less for Corona, but she still has the -2 from the shaken condition for the time being.

 

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The merchant crew are down at the bottom in initiative, and won't really contribute much.  The pirates are scattered through the order, as they are a mix of the elite, average and tough pirates.

 

Also, to give you a small orientation, the cargo pod you entered through is on the ship's port (left) side, so as you face inward in the airlock, the front of the merchant ship is to the left, the back is to the right.  The pirate shuttles were towards the back of the Aphelion.

 

SG, you can go ahead and act for Mechanized, as your fight is not directly affecting things on the pirate flagship.

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Free Action: Switch to Impervious Force Field instead of Immunity, now we're sealed in! Also switch main array to electrical aura, with reaction Damage 5 vs melee assault, and Strike 2.

 

Move Action: Chuck pirate to the ground.

 

Standard Action: Charge at the cargo bay exit doors, all-out Power Attacking for 2 with her Strike power. That's a net -5 Defence, +2 to hit, and +5 DC, so DC35. DC35 Toughness save for the poor, poor door. (1d20+9=20)

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That will smash the door completely out into the hallway beyond. The two pirates left in the cargo area each pick one of you as a target and fire (#1 at Galv, #2 at Corona): getting a 15 and 20,

That is enough to hit each of you, given Galv's all-out-attack. But the shot bounces of Galv thanks to impervious, and I need a DC 20 toughness save for Corona.

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Round Four

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

On the Aphelion:

One of the pirates comes at Memorial with a sword that crackles with energy, but misses.

Another fires at Mechanized, hitting with a 18, but her Impervious takes the hit.

He yells something at the other 8, who combined fire on Mechanized in groups of 4.
Group 1: all miss
Group 2: 3 hits and a miss, but that results in only a +9 damage attack, so still soaked up by Impervious.

So Mechanized is up.

On the Pirate Flagship:

Galvanic is up.

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Yes, that was not a good roll.  They are about 20 feet away, which means a -2 to your check as well (-1 per 10 feet).

 

So, lots of rolls here, as they get a Reflex check to reduce the roll as well.

 

none of the average pirates make their reflex rolls, so dex checks vs 10: they roll pretty bad, with only three staying on their feet.

 

Both elite pirates also miss the reflex checks, but both make their dex checks and remain on their feet.

 

For the two tough pirates, one misses, one makes the reflex checks.  Both resist with strength, both easily making them.

 

So, the short of it, five pirates are knocked over.

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Corona is going to fly into the group of pirates that just rounded the corner and hit them with a Stunt off her Cosmic Empowerment Array.

Strike 10 (Extra: Area/General [burst])

So that's a DC 20 Reflex save from the lot and a DC 25 Tou save if the miss it; if they make it then only a DC 20 Tou save.

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