Local space around the Bankor system.

Re: [Day 1 - EM] Break the Blockade

Postby Dapper Dog » Sun Jun 03, 2018 1:44 am

GM's Note: Round 3 start. Currently Chase and the Turtle are at Short range to the Frigate, Both Mandalorian #3, Has Gain the Advantage on Chase, and Mandalorian #4 are close range to Chase. Mandalorian #1 is now at Short range to the Turtle, while Mandalorian #2 is at Close with the Midnight which has Gain the Advantage on the Mandalorian. Midnight is still at Medium range to the frigate. Yiko is Adversary 3 and has Defense 3 front, and 2 on the other areas, her retinue is currently at Speed 3. Mandalorian ships have Defense 1 in the front. Yiko's Night Sabre is Silhouette 3, 2 due to Tricky Target.

Reinforcements are at Short range.

Initiative Order - Round 3

Republic 1 (3 success, 4 advantage)
Mandalorian 1 (3 success, 2 advantage)
Mandalorian 2 (3 success, 1 advantage)
Mandalorian Reinforcement #3 (3 successes, 1 advantage)
Republic 2 (3 success)
Mandalorian Reinforcement #2 (2 successes, 4 advantage)
Republic 3 (2 success, 1 advantage)
Mandalorian Reinforcement #1 (2 successes)
Republic 4 (1 Success, 4 advantage)
Mandalorian 3 (1 success, 3 advantage)
Republic 5 (1 Success, 2 advantage, 1 Triumph)
Republic 6 (1 Success, 2 advantage)
Mandalorian 4(1 success, 2 advantage)
Republic 7 (1 success, 1 advantage)
Frigate (Last Slot
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Re: [Day 1 - EM] Break the Blockade

Postby Dapper Dog » Sun Jun 03, 2018 5:34 am

GM's Note: Just waiting to see if Chance uses Snap Roll or not, considering the two hits for 8 damage she took.
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Re: [Day 1 - EM] Break the Blockade

Postby Chase » Sun Jun 03, 2018 8:15 am

T7 was beeping and whirring anxiously, "I know, I know, just gimme a damn-" Chase cut off as she sped about a bit of debris. It didn't do much to help they were still on her and.. damnit. No time to think. What do you do? "T7.. just.. hold on tight alright this is gonna be a-" Chase hit hard on the handle. Flipping few consoles and buttons that sent warning systems through the ship. T7 was very agitated at this development. Chases fighter was thrown into a spiral. The force of the manuever swirling her stomach and pushing her up against each wall until she banked a hard right and steadied the ship. Bring the whole mass to a slamming stop that rocked everything about viciously.

There wasn't time to breath though, no time to rest, her engines weren't quieted and the force of thrust was keeping her moving as she sped through a few floating bits of debris from the Frigate they forced into retreat. Coming out on the other Side she and her ship were battered but far from bloodied.

T7 wasn't happy, and was sure to notify his pilot with a few angry beeps, "Yea.." she caught her breath quick, "yea I know. Just.. not getting taken down by these tin can a-"

Elsewhere the fight continued.

[Snap Roll Twice: 3 Strain on Ship and Pilot for each, Handling + 3 Ranks, 4 Damage Negated, 3 Armor]
[1 Damage each hit]

2/10 HT
6/10 Strain on the Ship
8/12 Strain on Chase
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Re: [Day 1 - EM] Break the Blockade

Postby Dapper Dog » Sun Jun 03, 2018 8:29 am

OOC: First Republic slot can go. Round 3 start. Currently Chase and the Turtle are at Short range to the Frigate, Both Mandalorian #3, Has Gain the Advantage on Chase, and Mandalorian #4 are close range to Chase. Mandalorian #1 is now at Short range to the Turtle, while Mandalorian #2 is at Close with the Midnight which has Gain the Advantage on the Mandalorian. Midnight is still at Medium range to the frigate. Yiko is Adversary 3 and has Defense 3 front, and 2 on the other areas, her retinue is currently at Speed 3. Mandalorian ships have Defense 1 in the front. Yiko's Night Sabre is Silhouette 3, 2 due to Tricky Target.

Reinforcements are at Short range.

Initiative Order - Round 3

Republic 1 (3 success, 4 advantage)
Mandalorian 1 (3 success, 2 advantage)
Mandalorian 2 (3 success, 1 advantage)
Mandalorian Reinforcement #3 (3 successes, 1 advantage)
Republic 2 (3 success)
Mandalorian Reinforcement #2 (2 successes, 4 advantage)
Republic 3 (2 success, 1 advantage)
Mandalorian Reinforcement #1 (2 successes)
Republic 4 (1 Success, 4 advantage)
Mandalorian 3 (1 success, 3 advantage)
Republic 5 (1 Success, 2 advantage, 1 Triumph)
Republic 6 (1 Success, 2 advantage)
Mandalorian 4(1 success, 2 advantage)
Republic 7 (1 success, 1 advantage)
Frigate (Last Slot
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Re: [Day 1 - EM] Break the Blockade

Postby Chase » Sun Jun 03, 2018 10:17 am

"I've got these tin cans on me guys, it's too hot and I can't risk it, so don't go dying on me ya hear? I'd be might angry if you went and did something like that," she said over the personal comms before turning fast and hard back toward the Republic ships. Swinging around with her pursuers before they realized where she was going. For her the fight was over. Though let it not be said she was a woman to go out without a bang.

"T, open up comms, I wanna say goodbye," she said, and her T7 unit beeped happily! Followed by a quick two beeps of acknowledgement, "Attention tin cans, this is Lieutenant Chase of the Republic Strike Force Aurek Hawk. We're here now, the games up. It's time to pack your things and go home. If you don't, we'll meet again, and I'll be ready for you next time ya hear?"

T7 beeped proudly! "That's right T, that's right."

[Chase Breaks Off]
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Re: [Day 1 - EM] Break the Blockade

Postby Dapper Dog » Sun Jun 03, 2018 8:57 pm

Image
Yiko easily maneuvers to the rear of the Turtle, just as Nudimsu hears “Target Lock,” from the system computer… tthen there is explosions and spinning as he sees Bankor growing larger and larger as the Turtle plummets to the planet through the smoke he sees one chance to avert a total catastrophe…

Meanwhile the fighter harassing the Midnight breaks off as reinforcement takes its place. The Midnight is nimble enough to avoid the shot but the enemy pilot stays locked on…

OOC: The Mandalorian attacking the Midnight will Break Off, and exit combat. That is lot 1. Slot 2 will go to Yiko, utilize Master Pilot to gain the Advantage as a maneuver on the Turtle which is successful, she is now on their rear! She hits for 10 damage, Breach 6, cause a Critical Hit and activate Blast 6, the Mandalorian at Close will use Snap Roll to reduce damage he takes to 1 for 2 system strain. The first reinforcement Flies into Close with the Midnight and misses but uses the Advantage to Stay on target and grant the next ally a boost die! Republic slot is now go. The Turtle is out of the fight.

Yiko Kryze
Yiko - Piloting - Gain the Advantage vs. Turtle: 4eP+1eA+2eB+1eD 5 successes, 2 advantage
ImageImageImageImageImageImageImageImage

Yiko - Gunnery vs. Turtle (Easy - Tricky Target) + Commander Boost: 3eP+2eA+1eB+1eD 2 successes, 4 advantage
ImageImageImageImageImageImageImage

Critical Hit vs. Turtle +20: 1d100+20 57 - Shields Failing

Critical Hit vs. Turtle +30 (Blast): 1d100+30 69 - Navicomupter Offline/Fried

Critical Hit vs. Turtle +40 (Exceeding HT): 1d100+40 107 - Shields Overloaded

I am going to need the Pilot to make a Dauunting Piloting Space check with a setback as they make a crash landing onto Bankor, being caught in the gravity well. The Turtle is a smoking wreck and all systems besides emergency life support are offline and manual controls... good luck. Failure means each crew member will take a Critical Injury at +20, they land in the Emerald Valley luckily.

Mandalorian Reinforcement #1

Gunnery check vs. Midnight (Average) - Commander Bonus: 2eP+2eA+2eD+1eB 1 failure, 4 advantage
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Re: [Day 1 - EM] Break the Blockade

Postby Yiko Kryze » Sun Jun 03, 2018 9:02 pm

Yiko smiled as the Turtle spun out of control towards the planet, “All fighters converge on the remaining target. Show them the blood price for attacking Mando’ade.”
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Re: [Day 1 - EM] Break the Blockade

Postby Jax Dolross » Sun Jun 03, 2018 10:33 pm

Jax saw their leader there and knew he still had that big torpedo the alliance gave him meant for the frigate. They needed to pull out this situation was too hot but he felt it being back in this situation was waking things long dead inside him. Dangerous things.

His cold detached eyes had a small fire lit behind them he gripped the controls I can do this, i can take her out right now. Cut the head off this snake here and now. he maneuvered the ship onto the enemy ace. Target locks were set. "No!" He yelled as he jerked the ship away twisting and diving, accelerating to the fleet. Once at the safety of the fleet he released the controls his hands shaking. He can't take risks like that. Not again.
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Re: [Day 1 - EM] Break the Blockade

Postby Dapper Dog » Sun Jun 03, 2018 10:36 pm

Combat is Over, Republic Victory
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Re: [Day 1 - EM] Break the Blockade

Postby Yiko Kryze » Sun Jun 03, 2018 10:38 pm

Yiko frowned, the damage was done and the lane was opened without the frigate they would be able to bring in supplies. The failure was hers, even if she was not directly involved. She chased the reaming forces but the Mandalorians would not carry the day…

Glory was denied for now.
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Re: [Day 1 - EM] Break the Blockade

Postby Nudimsu » Sun Jun 03, 2018 10:40 pm

((Fluff text to follow))

D1 Nearer My God to Thee...: 3eP+1eA+2eB+4eD+1eS 1 failure, 4 advantage
ImageImageImageImageImageImageImageImageImageImageImage
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Re: [Day 1 - EM] Break the Blockade

Postby Durasay Mixo » Sun Jun 03, 2018 10:56 pm

EM1 - Space Battle - Critical Injury suffered: 1d100+20 115 - Temporarily Lame. Until this critical is healed, Durasay can only take 1 maneuver a turn.

The Pantoran tried to aid his friend in keeping the Turtle from crashing.

It wasn't enough. Durasay felt something wrench free as the ship crashed into the planet, then the snap as somethinf broke off and slammed into his lower left leg, a scream of pain as He felt something break.
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Re: [Day 1 - EM] Break the Blockade

Postby Nudimsu » Sun Jun 03, 2018 11:01 pm

((Even more fluff text to follow))

D1 Time for Ouchies: 1d100+20 89

Compromised: Inrease difficulty of all skill checks by one until the end of the encounter
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Re: [Day 1 - EM] Break the Blockade

Postby Craw Toboga » Sun Jun 03, 2018 11:04 pm

Craw screamed as the ship started to plummet toward the planet...
---
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Re: [Day 1 - EM] Break the Blockade

Postby Nai'tiri Cadera » Sun Jun 03, 2018 11:05 pm

Having not been wearing her helmet, Nai regretted that she had to raise her arms to shield her eyes. At least she didn't lose them, but she'd be having fun squinting a lot at light and shadows until a healer had a look at it.

---

D1 EM Critical Injury roll: 1d100+20 120 Blinded.
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Re: [Day 1 - EM] Break the Blockade

Postby Azura Mora » Sun Jun 03, 2018 11:08 pm

"Hey we might want to do something about that crashed ship before the crew get captured or something" Azura called through to Jax on the comms "shall we land?"
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Re: [Day 1 - EM] Break the Blockade

Postby Jax Dolross » Sun Jun 03, 2018 11:12 pm

"....uh...ye-yeah but we need to stick with the fleet those fighters are still around." he said his voice sounding a little shaky "we'll make landfall their so we can get there fast, according to the sensors they crashed in a spot pretty close to the planned camp site. I'll crab the crash bag when we get there it has some emergency medical supplies."
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Re: [Day 1 - EM] Break the Blockade

Postby Chase » Mon Jun 04, 2018 3:49 am

"Son of a-" Chase cut herself off as she picked up her comm, "Route is clear, but we're gonna need a team on the surface quick the Turtle is rushing down ahead of us involuntarily."

Following up she'd link up with Republic forces and ensure her people had all the information they required to track and assist the crew of the Turtle.
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