Local space around the Bankor system.

[Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Sat Jun 30, 2018 5:03 am

Event Type: Space Combat, Campaign Objective
Power Cost: 0
Participants: 4 Ships
Timeslots: Mid Evening

Description: The Mandalorian forces are gathering asteroids and bringing them back to the station for usage on other targets. The Republic needs to curtail this! A wing of ships is launched to intercept the hauler and its retinue.

Rules: This is a space combat encounter, if you are a crew please all be prepared to engage in combat and limiting crew actions to three members at most to keep things moving. The wing will take on six enemy fighters and the asteroid hauler which is a frigate with no weapons and Defense 1 in all areas with a silhouette of 5 moving at Speed 2. The fighters are in formation around the frigate, also moving at Speed 2, and will be at Medium range to the Republic wing that are moving at Speed 2.

They will have six rounds to disable the Frigate before reinforcements arrive. The area is filled with rocky asteroids some small and some large but it is a hazardous area giving a setback die to all piloting and gunnery checks. Roll Cool for Initiative.

Rewards/Outcome: Victory Points earned are 10 if the Hauler is stopped.

Trust Modified: No change.
Power Modified: 10
Duty Earned: Increase Duty by 15.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Chase » Sat Jun 30, 2018 8:21 am

Chase was outfitted in her spitfire, the green streak across it identifying the woman. T7-B8 beeped with a ravenous hunger for justice! And inside the cockpit the woman was a professional at work, "Alright everyone, clean sweep. Mission target is that freighter and they've got some friends coming so I want some big guns on that thing as soon as we can but I don't wanna see any heroes out here today. Just soldiers. We're here to win. Fight hard, keep close, and we'll make it through this."

Day 10, ME | Cool Initiative: 1eP+1eA+1eB 2 successes, 3 advantage
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Jax Dolross » Sat Jun 30, 2018 10:06 am

Jax hopped into the Midnight making sure everything was good to go. He was flipping switches and pressing important looking buttons as he heard Chase over the radio frequency he had just tuned to. "Roger that green leader you'll have Black bird backing you up." he said rehashing the old call sign he used back when he was in the service.

He flipped the channel to the one just for their ship "You ready to blow some mandos out of space down there Azura?" he called out with a grin that pre-fight adrenaline coursing through his veins as he focused on the mission at hand.

initiative cool: 3eA+1eB 2 successes, 3 advantage
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Nudimsu » Sat Jun 30, 2018 3:57 pm

He hated this. Not bringing in the full crew to go along. Nor not bringing in Craw for this, but at this point, it was too late to expect him to snap out of his mental state. His Mandalorian pride had ruined his mental state, Unable to deal with the harshness of this world with what bonds he had were broken. Any feelings of pity he had for him in his current state had already been suppressed. He had to hire out someone else to fill his spot, and already it annoyed him to no end to have to do it.

They came here for this, and he had abandoned them to wallow in self-pity and mourning.

"All crew of the Turtle, attend to your stations. We are nearing the target now."

[Day 10 - Mid Evening] Asteroid Wranglin' Cool Roll: 1eP+1eB 0 successes, 3 advantage
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Oddyn Vizsla » Sat Jun 30, 2018 4:45 pm

Oddyn felt very cool at the delivering end of any big gun. He stretched in the gunner's seat.

ME10. Init. Cool. Trust.: 2eA+1eB 3 successes, 2 advantage
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"Ready, Turtle One."
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Durasay Mixo » Sat Jun 30, 2018 7:38 pm

ME10 - Asteroid Wranglin' - Initiative (Presence 4, Cool 1, Trust Boost): 1eP+3eA+1eB 5 successes, 3 advantage
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"All wings report in. This is Turtle Two. Pick up your visual scanning, and watch out for those Fighters!" Durasay spoke clearly and calmly into his head set, the copilot chair already bringing up the tactical screen onto his HUD. "Today is a good day for someone else to die!" He grinned, before beginning combat checks.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Sat Jun 30, 2018 7:55 pm

OOC: Will be starting this in six hours, crews will be set as is, I will add a Redshirt at that time.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Azura Mora » Sat Jun 30, 2018 8:34 pm

Jax Dolross wrote:Jax hopped into the Midnight making sure everything was good to go. He was flipping switches and pressing important looking buttons as he heard Chase over the radio frequency he had just tuned to. "Roger that green leader you'll have Black bird backing you up." he said rehashing the old call sign he used back when he was in the service.

He flipped the channel to the one just for their ship "You ready to blow some mandos out of space down there Azura?" he called out with a grin that pre-fight adrenaline coursing through his veins as he focused on the mission at hand.


"Black bird? Seriously? You sound so silly" Azura rolled her eyes as she sat in the gunners seat.

"Yeah. I'm ready."

D10 ME space event init. Boost from trust: 1eA+1eP+1eB 4 successes, 2 advantage
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Baesal Zyn » Sat Jun 30, 2018 8:42 pm

Baesal buzzed in from the engine room of the midnight

''All clear here'' she began ''Call me if you me to overclock the engines of the gunner batteries''


cool: 2eA+1eB 0 successes, 1 advantage
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Last edited by Baesal Zyn on Sun Jul 01, 2018 12:47 am, edited 1 time in total.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Garth Wayne » Sat Jun 30, 2018 11:13 pm

"We ready to ...rock this thing?" Garth asked as he slipped Jo's private playlist into the music deck of his spitfire.

Switching to deck comms he alerted ground staff. "Black 4 ready to launch."
-------------------------------
D10 spess fight initiative: 2eA+1eP+1eB 2 successes, 2 advantage
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Sun Jul 01, 2018 12:55 am

The intercept course was set, it was time to do battle! The frigate and escort had got what they needed as they started to maneuver through the asteroid field.

OOC: First Triumph used Pilot # to Speed up to 3 before combat. Sixth pilot will speed up to 3 as well. The area is filled with rocky asteroids some small and some large but it is a hazardous area giving a setback die to all piloting and gunnery checks. Medium Range to the Republic wing. Flipping Destiny for each acting player in this thread on their check this round. Fighters are Silhouette 3 and have Defense 1 in all slots moving at Speed 2 besides 1 and 6 which are at Speed 3. Frigate is Silhouette 5 moving at Speed 2.

First player to act please roll a 1d6 as well for reasons.

Initiative Fighter Pilots - Mando: 6#2eP+1eA 4 successes, 1 advantage, 1 Triumph 0 successes, 4 advantage 3 successes, 1 advantage 2 successes, 2 advantage 0 successes, 5 advantage 5 successes, 1 Triumph
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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
0 successes, 4 advantage - Mandalorian
Republic
Asteroid Hauler
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Durasay Mixo » Sun Jul 01, 2018 6:11 am

ME10 - Asteroid Wranglin' - Fire Discipline for the Turtle (Presence 4, Leadership 1, Command 2, Trust Boost, Influence Skill control, hard difficulty, DD Destiny to upgrade difficulty): 1eP+3eA+3eB+2eF+1eC+2eD 1 success, 3 advantage, 2 Dark Side
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Roll Result: the next weapon check aboard the Turtle gains a boost die on the attack roll. In addition, spending two advantage to give a boost die to Azura. Spending 1 advantage to give the next PC skill check one boost die.

Durasay was already running the tactical array, taking in the data and known Mandalorian attack patterns, watching as the computer made calculation after calculation on possible enemy configurations.

"Oddyn! I'm punching in the data now! Likely attack vectors at mark 4 point 3! Light 'em up! Blackbird! This is Turtle 2, routing tactical data to your gunnery station now!"

The free flow of tactical information through Strike Team pilots would certainly grant someone just a little bit of an edge, as well.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Sun Jul 01, 2018 7:11 pm

Seeing the approach of the Republic one of the pilots begins to build speed and then angles her shields to prepare for combat.

OOC: Reinforcements that arrive on Turn 6 will be bolstered by Yiko Kruze. Also just as the first fight as an Action a ship can Break Off and leave combat. Pilot #2 Accelerates to Speed 3 and then uses a Action to Angle Delfector Shields to the Front from the Rear, so Front is 2 and Rear is 0.

Next Republic Slot.

Special: 1d6 6

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
0 successes, 4 advantage - Mandalorian
Republic
Republic
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Jax Dolross » Sun Jul 01, 2018 8:48 pm

"Looks like we are bringing the fight to them. Baesal make sure you're strapped in." jax said over comms as he began to push the engines getting as much power out them as he could. While weaving through the asteroids he tried to keep his angles good and the ship flying straight to help keep Azura on aim while trying to fly and keep a lot of asteroids between them and the other mandos.

OOC: use maneuver to move to short of the big ship and do a full throttle action to raise max speed to 4

wranglin asteroids full throttle check average set back from asteroids remove setbacks from handling with skilled jockey add boost from trust and boost from dur upgrade from dapper: 2eP+3eA+2eB+1eC+1eD+1eS 3 successes, 4 advantage
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2 advantage to give Azura a boost and 2 advatage to give next mando a set back

Midnight Hull: 0/25
Midnight strain: 0/15
Speed: 2/4
armor 2

Jax
wounds 0/12
strain 0/14
crit 1
soak 4
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Sun Jul 01, 2018 10:08 pm

Seeing the approach of the Midnight, a fighter breaks off and moves to intercept ship! The craft comes in for a strafing run and lands devastating shots on the Midnight.

OOC: Reinforcements that arrive on Turn 6 will be bolstered by Yiko Kruze. Also just as the first fight as an Action a ship can Break Off and leave combat. Pilot #3 Accelerates to Speed 3 and then suffers 2 System Strain to move to Close of the Midnight. They hit for 10 damage and activate Link for another 10 damage to the ship!

Pilot #3
Pilot 3 Gunnery vs. Midnight + Destiny Upgrade + Commander Bonus Remove Setback from Advantage + Setback from Asteroids: 3eP+1eA+1eB+1eS+2eD 4 successes, 2 advantage
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Next Republic Slot.

Special: 1d6 6

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
0 successes, 4 advantage - Mandalorian
Republic
Republic
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Jax Dolross » Sun Jul 01, 2018 10:55 pm

The Midnight is rocked by those blasts "We can't take another hit like that!" Jax yells over the comms "Baesal see what you can do down there to make sure we stay in the air."

OOC:
hull wounds 16/25 after armor
will be flipping destiny to upgrade attacks coming at midnight this round
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Nudimsu » Mon Jul 02, 2018 12:27 am

Already was starting to go off on a rocky start, but there wasn't much choice now to change the course. "Everyone, strap yourselves in. We're about to go for round two!" He flipped the music on the ship, blowing out something catchy as he pushed the thrusters to full capacity, the ship's engine glowing brightly as it began to go across the battlefield. Switching to the main comms, he begins to belt out to the other damaged ships. "Turtle closing in on the target! All forces, keep those bastards off of us while we move to position to fire. Try not to crash until then, Jax." He began to make a make a hard dip into space. "Load up the big gun, Mandalorian! I'm going to get you a clear shot."

[Day 10 - Mid Evening] Asteroid Wranglin' Vroom Vroom (Improved Full Throttle): 2eP+2eA+2eD 4 successes, 1 advantage
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(1 Strain for Nudimsu)
(Max Speed Increased to 4 for 3 Rounds)
(1 System Strain Spent to use Evasive Maneuvers. All Attacks on Turtle Upgrade in Difficulty 3 times)
(1 Advantage Spent to boost next player's roll)
Last edited by Nudimsu on Mon Jul 02, 2018 3:56 am, edited 1 time in total.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Mon Jul 02, 2018 2:55 am

Another Mandalorian fighter breaks off and guns for the Midnight, striking with another devastating set of shots! The Navicomputer goes offline from the damage!

OOC: Reinforcements that arrive on Turn 6 will be bolstered by Yiko Kruze. Also just as the first fight as an Action a ship can Break Off and leave combat. Pilot #4 Accelerates to Speed 3 and then suffers two system strain to move into Close with the Midnight. Hit for 7 hull trauma, use 2 advantage for Linked for a second hit of 7, 1 Advantage to boost the next ally and the Triumph to generate a Critical Hit.

Pilot #4
Pilot 4 Gunnery vs. Midnight + Destiny Upgrade (Player) + Commander Bonus Remove Setback from Asteroids: 2eP+2eA+1eB+1eD+1eC 1 success, 3 advantage, 1 Triumph
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Pilot 4 Gunnery vs. Midnight + Destiny Upgrade (Player) + Commander Bonus Remove Setback from Asteroids: 1eS 0 successes
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Critical Hit vs. Midnight: 1d100 71 - Navicomputer fail, the ship cannot jump to Hyperspace.

Next Republic Slot.

Special: 1d6 6

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
0 successes, 4 advantage - Mandalorian
Republic
Republic
Asteroid Hauler
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Garth Wayne » Mon Jul 02, 2018 5:30 am

Garth saw it, it was the tiniest of gaps, but if he could thread the needle it was a straight path through the fighters to the main objective. He didn't even think twice, no he did, he thought about the look on Jenkins' face when he saw how Garth had pushed Black 4 to the limit and beyond again....

He threw the throttle opened and gunned it for all she had, speeding through the gap and out the other side with a large target looming ahead of him.

"Bombs away ye fuckers." He yelled over the comms as he loosed the first of his torpedoes at the mission objective, resulting in a spectacular explosion, causing their shields to flicker and fade.


(2 success, 2 advantage)
Damage = 10
2 Advantage used to crit = 19 (Lose Power to Shields - Decrease Defense in affected zone by 1 until crit is repaired)
-----------------------------------------------------------------------------
Maneuver: Punch It(Garth moves to Speed 5), -3 System Strain
Maneuver: Fly (Garth moves to close with the freighter) -2 Strain, -2 system strain
Action: Garth pews the frigate with Proton Torpedoes

D10 ME Rd 1 Protons at Frigate (Easy base, upgraded from Destiny, Gunnery, Player destiny upgrade, Asteroid Setback, Trust Boost, Nudismu Boost): 2eA+1eP+2eB+1eC+1eS 2 successes, 2 advantage
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D10 MN Rd 1 (forgotten setback on proton pew): 1eS 0 successes
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D10 MN Rd 1 crit on frigate: 1d100 19
---------------------------------------------------------------------------
Black 4 Hull: 0/10
Black 4 strain: 5/10
Speed: 5/5
armor 3

Garth
Wounds 0/14
Strain 2/12
Soak 5
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Dapper Dog » Mon Jul 02, 2018 5:32 am

An explosion blossomed on the asteroid hauler as it was rocked by the torpedo! The damage knocking out the shields as the other fighters scramble to protect the ship against the Republic onslaught.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Chase » Mon Jul 02, 2018 6:23 am

"Jax get your people outta here," Chase yelled over the comms as she moved in to aid Garth. Sweeping down and around the asteroids she put herself in position to fire on some of the ships now scrambling for Garth sending off her proton torpedo as she yelled, "Damnit stick together people!"

OOC:

Manuevers: Move to Short, Angle Deflector Shields [Forward] (-2 Strain, Pilot)
Action: Fire on Mando#4

Defensive Driving: Increase Defense of All Zones

Directs fire to Forward Arc, Three Setback for any attackers
[Use Advantage to notice something critical, weak point, anything that might help]

Day 10, ME | Gunnery [Proton] Challenge vs Mando 4, GM Destiny, [Upgrade Difficulty], Asteroids, Defense, [Add Setback] Astromech [Add Boost] (Natural Pilot Re-roll): 1eP+3eA+1eB+1eC+1eD+2eS 0 successes, 1 advantage
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Edit: Alright, So, I totally forgot my trust boost and though it's a little later than the other roll I really hope you accept it because...

Day 10, ME | Forgotten Trust Boost: 1eB 1 success, 1 advantage
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That would bring the grand total to, 1 Success and 2 Advantage. I would like to activate Blast, and use Destiny to gain the additional 4 Damage from Improved Dead to Rights.

With Breach 6 on the Proton Torpedo, that brings it to 9 + 4, 13 Damage from the initial hit and I'm not sure if Blast affects the first guy, but Blast 6 will also take place for him and any fighters near. Which I'm hoping will effect the other fighters as they haven't moved/broken formation yet.
Last edited by Chase on Mon Jul 02, 2018 12:22 pm, edited 4 times in total.
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Oddyn Vizsla » Mon Jul 02, 2018 8:56 am

Despite the Turtle bouncing left and right and whatever is up and down in space, Oddyn waited for a clear line of shot patiently and calmly, having become friends with the big gun he was holding, filling the tense time with a Mandalorian tune. It would be a split-second to fit the beam between two asteroids, so he couldn't miss it.

And he didn't.

A clear, bright shot crossed the black and hit the nose. In an explosion of electric fuzz and plasmatic hiccups, the big ship's bridge went dark.

Trust a Mandalorian to smash your nose from the get go.

---

[Manoeuvres: Prepare, Sniper Shot - 2 Strain]

ME10. Big Gun Shot on Frigate. Gunnery. Prepare and Sniper Shot as Manoeuvres. +2 Good Upgrades from Ship, Destiny. +3 Bad Upgrades over Medium (Destiny, Sniper Shot, Evasive Manoeuvres). 2 Boost (Trust, Dur). 2 Setback (Other people roll it, Asteroids an: 4eP+2eB+2eC+1eD+2eS 3 successes, 4 advantage
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10 Damage with Breach 2

[2 Advantage to Crit, 2 Advantage to +10 on Crit]
ME10. Critting her softly with big gun... +10 Garth's Crit, +10 2 more Ads, +30 Vicious: 1d100+50 52 - Shut Down Component [Pending: Asking if it can be rerolled from Clever Man]
Mandalorian | Clan Vizsla | Hired Gun | Heavy | Scarred | Left Cyberarm | Beard of Wonder | Former Pit Fighter | Vindicator | Rockstar | Mad Dog | Man o' War | Shriek-Hawk Tattoo | Neutral

VX Sidewinder (Telescopic Optics, Electronic Sighting) | Paired Vamblades | Mandalorian Armor (Repulsorlift, Kiirium, Superior) | Thermal Cloak | Spare Clip | Stims
Wounds: 19 | Strain: 12 | Soak: 8 (9 vs. Fire/Blasters) | Defence: 1


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

Postby Dapper Dog » Mon Jul 02, 2018 5:03 pm

Chase and Oddyn are both accurate with their attacks but the Frigate weathers the damage while the Chase destroyed a fighter. A large errant asteroid blocked the view of the Republic giving the frigate potential cover for the moment.

The rest of the fighters break off, two zero in on Garth while the last makes a run at Chase, all of them are accurate with their attacks in some cases devastatingly so!

OOC: Frigate has taken a total of 17 Hull Trauma thus far, Mando #6 is destroyed, Mando #4 is still buzzing around the Midnight.

Mando Pilot #5 hits for 7 Hull Trauma on Garth and activates Linked for another hit of 7. Flip a Destiny for an errant asteroid to upgrade difficulty on the Gunnery or Piloting check against the Frigate.

Mando Pilot #1 hits Chase for 12 hull trauma, and will use the Triumph to generate a Critical Hit, Maneuver to move to close, I will leave up to the players to let me know what to do with the 3 Threat.

Pilot #5
Mando Pilot #5 vs Garth + destiny + Commander Upgrade + Remove Setback: 3eP+1eA+1eS+1eB+2eD 1 success, 2 advantage
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Pilot #1
Mando Pilot #1 vs Chase + destiny + Commander Upgrade + Remove Setback: 3eP+1eA+3eS+1eB+2eD 6 successes, 3 threat, 1 Triumph
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Crticial Hit: 1d100 95 - Engine Damaged, Speed reduced by 1 to minimum 1.

Republic slots.

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

Postby Dapper Dog » Mon Jul 02, 2018 5:08 pm

OOC: Midnight took a Critical Hit for exceeding Hull Trauma.

Crticial Hit - Midnight Exceeding Hull Trauma: 1d100+10 36
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Re: [Day 10 - Mid Evening] Asteroid Wranglin'

Postby Chase » Mon Jul 02, 2018 6:48 pm

Bolts start a line up and puncture a few holes into her wing, T7-B8 whirrs worriedly, and hitting the stick quick she sends the ship into a roll that gets her out of further harms way. Rocked by the forces Chase's body thrust to the left, then the right, and finally backwards as she settled a little worse for wear into her seat again. Whipping her head about she checked the damage, "Damnit, they hit the engine with that one, bastards."

Out of Turn Incidental: Snap Roll
12 Damage, reduced by armor by 3, reduced by Snap roll by 4 [Piloting 3 + Handling 1] = 5 Damage Taken, One Critical

HT: 5/10
SS: 3/10

WT: Not Relevant
ST: 5/12
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