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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 7:04 pm
by Baesal Zyn
The comms buzzed from the engine room, there was clear static

''What is happening? everything is blowing up down here! I am making what I can but I am not sure how long I can keep things up''


There was a zapping sound
"I suggest not taking a hit again...*scrrrrrrrrr* .... critical"

Asteroid Wranglin' bringing back the ship, hard, bench, destiny: 1eA+3eP+3eD+2eF 2+1 successes, 2 threat, 2 Dark Side
ImageImageImageImageImageImageImageImageImageBaesal takes 2 strain

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 7:17 pm
by Dapper Dog
OOC: Baesal, you will have to bring the ship back to life so to speak this is a Hard Mechanics check as noted on Page 356 of Age of Rebellion, this will bring the ship to 1 Hull trauma Speed is reduced by and Handling Reduced by 3 and next critical Hit will get a +30 bonus then next round you can do normal repairs.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 9:48 pm
by Jax Dolross
Ghost for Azura with player permission:

Azura focused hard using their position plus the fighters ignoring the seemingly inert freighter gave her some advantages along with Durasay's tacticle data she takes a shot. She misses the enemy fighters but her shots land among the asteroids around it forcing it into poor a poor position.

OOC:

Spending 3 advantage to make a fighter get lost in the asteroids, 2 advantage to pass a boost to chase and 2 to pass a boost to Odd.
gunnery shoot that fighter. 1 set back from asteroid 1 set back from shields boost from jax, boost from dur, boost from trust 2 boost from aim: 1eP+3eA+5eB+1eC+1eC+2eS 2 failures, 7 advantage
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 10:02 pm
by Dapper Dog
One of the fighters has to make evasive maneuvers to avoid a collision getting itself lost in the debris field for the moment...

OOC: Round 1 end, Round 2 start.

Initiative

Republic
5 successes, 1 Triumph - Mandalorian
Republic
4 successes, 1 advantage, 1 Triumph - Mandalorian
Republic
3 successes, 1 advantage - Mandalorian
Republic
Republic
Republic
2 successes, 2 advantage - Mandalorian
0 successes, 5 advantage - Mandalorian (Lost in the Debris)
Republic
Asteroid Hauler

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 10:12 pm
by Dapper Dog
OOC: Chase is at Short to the Asteroid Hauler and Pilot #1 is Close to her, Garth is at Short to the Hauler with Pilot #5 at Close to him, Midnight is at short with the Asteroid hauler Pilot #3 at Close. Turtle is at Medium to the Asteroid Hauler which as an Asteroid giving it cover for a free upgrade to one Gunnery check against it. Pilot #2 is still at Medium to the Turtle and Short to everyone else.

Spending Destiny for each player's check this round.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 10:37 pm
by Garth Wayne
Garth snap rolls

7 base damage -3 armor -3 snap = 1
3 system strain
3 personal strain

7 link damage -3 armor = 4

Black 4 Hull: 5/10
Black 4 strain: 8/10
Speed: 5/5
armor 3

Garth
Wounds 0/14
Strain 5/12
Soak 5

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Mon Jul 02, 2018 10:42 pm
by Dapper Dog
OOC: Taking out the Tractor beam on the Freighter will take a Hit that generates three advantage or a Triumph, foregoing damage and knocking out the Tractor beam for this encounter.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 1:20 am
by Dapper Dog
OOC: We got about two hours before I start ghosting it to completion.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 1:25 am
by Jax Dolross
"Thanks Baesal!" Jax called out over the ship comms when the lights started coming back on.

"Sorry guys I have to get my people out of here, if we take another hit like that we might blow, can't take that risk." He broadcasted over the allied comms channel as he turned the ship back towards the Valiant Star and left the fight.

OOC: Use break off to exit the fight.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 1:36 am
by Dapper Dog
The Mandalorian fighter swooped in close on the Turtle and fired missing with the carefully aimed blasts but the ship had to maneuver sharply to avoid the attack keeping the crew off balance for a moment.

OOC: Chase is at Short to the Asteroid Hauler and Pilot #1 is Close to her, Garth is at Short to the Hauler with Pilot #5 at Close to him, Midnight is at short with the Asteroid hauler Pilot #3 at Close. Turtle is at Medium to the Asteroid Hauler which as an Asteroid giving it cover for a free upgrade to one Gunnery check against it. Pilot #2 is still at Medium to the Turtle and Short to everyone else.

Pilot #3 seeing the Midnight bug out advanced on the Turtle! Move to Short, 2 Strain for Close. Use 2 advantage to add a setback to the next check of the Turtle. Republic turn.

Pilot #3
Pilot #3 vs. Turtle Evasive Maneuvers - Destiny Flip + Commander Bonus: 3eP+1eA+2eC+1eD+1eS+2eB 3 failures, 2 advantage
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Initiative

Republic
5 successes, 1 Triumph - Mandalorian
Republic
4 successes, 1 advantage, 1 Triumph - Mandalorian
Republic
3 successes, 1 advantage - Mandalorian
Republic
Republic
Republic
2 successes, 2 advantage - Mandalorian
0 successes, 5 advantage - Mandalorian (Lost in the Debris)
Republic
Asteroid Hauler

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 1:39 am
by Chase
OOC: I'm gonna call it, and ask for the Three Threat from before to be used as: Granting the Enemy[Us] a significant advantage decreasing the difficulty of any checks made against him.

Edit: That was scored on Pilot #1, as it says Active Character.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 2:19 am
by Garth Wayne
Action: Pew
Maneuver: Fly
Maneuver: Fly (+2 System Strain) Garth is at long from the conflict
------------------------------------------------------------------------------------
Garth set his proton torpedoes to recharge, but it would take a little while, so he decided to use his spare time constructively, he let loose with his laser cannons at the fighter he was dogfighting with before zooming out of range for the other fighters.

Turning around, he prepared to make another charge into the fray next round, but the flashing lights and noisy beeping coming from his console wasn't encouraging.

-----------------------------------------------------------------------------------
D10ME Rd 2. Laser Cannons at #5.CLEVER REROLL (Easy, destiny upgrade both ways, trust, asteroids, shields): 2eA+1eP+1eB+1eC+1eD+2eS 1 success, 2 advantage
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2 advantage used to trigger linked = 7 damage twice on Fighter #5

----------------------------------------
Black 4 Hull: 5/10
Black 4 strain: 10/10
Speed: 5/5
armor 3

Garth
Wounds 0/14
Strain 7/12
Soak 5

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 2:25 am
by Dapper Dog
The two fighters engage in a dance of death as it swerves and dips and dives evading the brunt of the blasts!

OOC: Snap roll reduced damage to 2 armor soaked, then again for a total of 6 system strain... No damage.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 2:33 am
by Dapper Dog
The fighter breaks off from his vector on Garth and zeroed in on Chase but she was a tricky target and was able to evade his shots with ease.

OOC: Chase is at Short to the Asteroid Hauler and Pilot #1 is Close to her, Garth is at Short to the Hauler with Pilot #5 at Close to him, Midnight is at short with the Asteroid hauler Pilot #3 at Close. Turtle is at Medium to the Asteroid Hauler which as an Asteroid giving it cover for a free upgrade to one Gunnery check against it. Pilot #2 is still at Medium to the Turtle and Short to everyone else.

Pilot #5 will move to Close with Chase as Garth bugged out to Long. Republic turn.

Pilot #5
Pilot #5 vs. Chase - Destiny Flip + Commander Bonus: 3eP+1eA+2eD+3eS+1eB 0 successes
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Initiative

Republic
5 successes, 1 Triumph - Mandalorian
Republic
4 successes, 1 advantage, 1 Triumph - Mandalorian
Republic
3 successes, 1 advantage - Mandalorian
Republic
Republic
Republic
2 successes, 2 advantage - Mandalorian
0 successes, 5 advantage - Mandalorian (Lost in the Debris)
Republic
Asteroid Hauler

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 2:57 am
by Chase
With the first fighter down Chase flipped about to engage the other coming up on her rear, not one to let anyone get away with touching her bird. "I've got ya now," Chase said as she veered around an asteroid. Plasma bolts racing off toward their target.

Manuever: Accelerate [Crit only reduces max, right?] Speed 3

Day 10, ME | Gunnery [Lasers] Challenge on Mando #1, Threat [Decrease], Destiny [Upgrade], Defense, Asteroid [Setback], Astromech [Boost]: 1eP+3eA+1eB+1eC+2eS 2 successes, 1 threat
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Day 10, ME | Forgotten Trust Boost # 2: 1eB 1 success
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Result: 13 Damage, [6 Base, 3 Success, 4 from Improved Dead to Rights (Destiny Spent)]

HT: 5/10
SS: 3/10

WT: Not Relevant
ST: 5/12

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 3:00 am
by Dapper Dog
The fighter tried to dodge and weave but Chase had her dead to rights.

OOC: Pilot #1 is out of the fight. Crit only reduced Max speed. Dead even with snap roll. Chase will suffer 1 system strain.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 3:07 am
by Dapper Dog
The last fighter by th freighter is drifting towards Chase as it prepares an attack maneuver on the lone starfighter.

OOC: Fighter #2 continued to escort the Freighter, advancing Speed to 4 as a maneuver. Moved to Short of Chase as an Action.

Republic turn. Due to Evasive Maneuvers any attack by the Turtle is upgraded by 1.

Initiative
Republic
5 successes, 1 Triumph - Mandalorian
Republic
4 successes, 1 advantage, 1 Triumph - Mandalorian
Republic
3 successes, 1 advantage - Mandalorian
Republic
Republic
Republic
2 successes, 2 advantage - Mandalorian
0 successes, 5 advantage - Mandalorian (Lost in the Debris)
Republic
Asteroid Hauler

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 3:24 am
by Durasay Mixo
Durasay grabbed the control stick of the co-pilot station, propelling the Turtle forwards. Pushing himself and the ship to her exertions, they moved quickly through space, closing in with the freighter. As he maneuvered the ship, he began coordinating everyone involved.

Using his command expertise, he knew they had full control of the battlefield.

ME10 - Asteroid Wranglin' - Improved Field Commander (Presence 4, Leadership 1, Command 2, Trust Boost, Influence Skill Control, Average Difficulty, DD destiny upgrade): 1eP+3eA+3eB+2eF+1eC+1eD 5 successes, 3 advantage, 3 Light Side
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Co-pilot maneuver to move the Turtle to Short from the Freighter, 2 strain, 2 system strain for a second move maneuver to Close with the Freighter.

Field commander action: 8 other PCs may take an immediate, out of turn maneuver for 1 strain. Converting the light side pops to advantages, for a total of 6 advantages. 2 advantages to give Oddyn a boost die on his next action. Using 3 advantages to ignore stellar phenomena until my next turn (removing the setback from the asteroid field to the Turtle). The last advantage will be spent to give the next PC a boost die.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 4:03 am
by Nudimsu
He could hear it within him, his heart racing as Durasay moved them ever closer to the target. He flipped a smile and shouted. "Alright, everyone, we may not get another chance to hit it this close. Everyone, take aim at the target! Make those Mandalorians regret taking down one of our own!"

There let a small emotion from his mouth in the form of a smirk; It was these times that he lived for.
(1 Strain for Nudimsu)
(Free Maneuver Spent to Aim)

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 4:14 am
by Garth Wayne
(Garth has no available applicable maneuver)

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 4:36 am
by Oddyn Vizsla
Having the frigate fast approaching, Oddyn had all advantages to make the perfect shot he could ever hope for. The efforts of many had aligned for this cut straight into the ship's proverbial underbelly where the tractor beam was located. It filled him with exuberance to deal the thing the crippling blow. As the gun beam found the lame duck like a knife finds a chicken with its head in a bag, he stared at the unfolding execution of his doing.

ME10. Big Gun vs. Frigate. Gunnery. Prepare, True Aim, Aim Manoeuvres. +4 Good Upgrades from Ship, True Aim, Destiny. +2 Bad Upgrades (Destiny, Evasive Manoeuvres). 6 Boost (Trust, Aim x2, Dur, Jax, Next). 1 Setback (Asteroids canceled).: 5eP+6eB+1eC+1eD+1eS 6 successes, 2 advantage, 1 Triumph
ME10. Missing Challenge.: 1eC 0 successes, 2 threat
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[Prepare for Extra Manoeuvre for 1 Strain]
[True Aim for 0 Strain]
[More Aim for 2 Strain]
[13 Damage with Breach 2]
[Triumph to Trigger Crit]

ME10. Critting her softly with big gun... +20 from prev Crits, +30 Vicious.: 1d100+50 125 - System Failure: Tractor Beam

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 5:02 am
by Dapper Dog
The ship iis rocked by another blast by Oddyn before the tractor beams blinks out and the asteroids it was pulling begin to spread in many directions due to the momentum.

OOC: Tractor beam knocked out of commission, Objective completed.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 5:07 am
by Dapper Dog
OOC: Republic turn as Fighter #1 was destroyed. The hauler is a non-factor return to the top of the round.

Initiative
Republic
5 successes, 1 Triumph - Mandalorian
Republic
4 successes, 1 advantage, 1 Triumph - Mandalorian
Republic
3 successes, 1 advantage - Mandalorian
Republic
Republic
0 successes, 5 advantage - Mandalorian (Lost in the Debris)
Asteroid Hauler

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 6:04 am
by Dapper Dog
OOC: Combat is still going until you escape btw.

Re: [Day 10 - Mid Evening] Asteroid Wranglin'

PostPosted: Tue Jul 03, 2018 7:08 am
by Durasay Mixo
Ghosting Nudimsu per players permission

[Day 10 - Mid Evening] Asteroid Wranglin' PEW PEW (Dead to Rights Used): 4eP+1eA+3eB+2eC+1eS 1 success, 7 advantage
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Using 5 advantage to trigger crit on the autoblasters. Remaining 2 advantage to recover personal strain. Nudimsu was benefitting from true aim during the Field Commander bonus maneuver. Takes a maneuver to aim again.

The Chiss pilot, normally reserved and emotionless, seemed to relish in using the Turtle's underpowered autoblasters at point blank range, managing to score hits on critical components.

Actual crit roll, not 1d00 (+30 from previous crits): 1d100+30 119 Major System Failure, until repaired a component is rendered unusable. Let's say sensors down.