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Thevshi

Praetorians: Sovereign Right [OOC]

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Okay, going to get us started for the moment: 

Round One
20 Pirate Pilots (4 in interceptors)
20 Moon-Moth (unharmed, 3 HP)
12 Pirate gunners
7 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.

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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!

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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.

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Okay, the pirate vessel will react to the suppressive fire next round (when it will maneuver to avoid being hit).


Cavalier is up TT!

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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. 

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Okay, although it seems unlikely that Almilee will return, I am going to include Shell in things on the ground. 

Round Two
28 Shell (unharmed)
20 Pirate Pilots (4 in interceptors)
20 Moon-Moth (unharmed, 3 HP)
12 Pirate gunners
7 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)

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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 

 

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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!

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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).

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Round Four
28 Shell (unharmed)
20 Pirate Pilots (3 in interceptors, one at -1)
20 Moon-Moth (unharmed, 3 HP)
12 Pirate gunners
7 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.

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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!

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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 by Vahnyu

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