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Pirate's Bay

IC Game Play

Moderator: swrider

Re: Pirate's Bay

Postby DeepSpacer » Fri Feb 17, 2017 8:46 pm

The others look at each other and nod in agreement."If it's parts that need delivering, then it's parts that we'll deliver.", agrees Hardnox.
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Re: Pirate's Bay

Postby swrider » Fri Feb 17, 2017 8:55 pm

"Great," she responds with a resigned sigh. "The datapad includes the exact parts required and the location of the ship. The captain goes by Womp Rat. Nice guy, but I wouldn't eat at his mess."
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Re: Pirate's Bay

Postby swrider » Tue Feb 21, 2017 8:13 am

After securing your cargo into the cargo bay the Cherenkov Blue jumps to hyperspace. The next two days pass quietly as you progress toward your destination. A loud klaxon sounds toward the evening of the second day announcing that the ship is about to exit hyperspace. As each member of the crew heads to their assigned areas the ship drops into normal space. MidDen quickly uses the ship's scanners to evaluate the area. The ship is detecting two starships at long range from our current position. The computer identifies one as an old LH-3210 cargo hauler. The other is not yet identified.
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Re: Pirate's Bay

Postby ShadoWarrior » Wed Feb 22, 2017 7:29 am

Ari, supervising from the bridge, orders, "Hold position here, maintain distance (at long range). Focus sensors on that unknown vessel. I want to know who they are, what weapons they're mounting, and how many life forms are aboard. Then scan the freighter for life forms. We may have to rescue them and we'll need an accurate count. And if you can find out how many and what sort of weapons the freighter has, that'd be nice to know." She then taps the ship's PA, "All hands to battle stations. This is not a drill."
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Re: Pirate's Bay

Postby swrider » Wed Feb 22, 2017 4:40 pm

MidDen powers up the ship's sensors and begins evaluating the information on the screen. "The computer identifies the ship as an Imperial customs frigate. It is heavily armed and shows nearly two dozen life signs. They do not appear to have noticed us, but if I continue to scan they may be alerted to our presence." She says as one eye turns around to look at Ari and the other continues to scan the console.
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Re: Pirate's Bay

Postby DeepSpacer » Wed Feb 22, 2017 8:45 pm

"Could the Imperial Frigate be attempting to render assistance? Maybe if we wait long enough, they'll leave!", Owyn says quite timidly.

Almost in direct contrast, Hardnox suggests, "Two dozen, eh? If we had to, we could board the vessel and take them in a direct fight. I'll go change into my armor."
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Re: Pirate's Bay

Postby ShadoWarrior » Thu Feb 23, 2017 7:51 am

Ari tells MidDen, "Go to passive scan. Our sensors have better range than theirs. Maintain distance until Hardnox and I have donned our armor. Have the battle droids man all guns except the portside battery. Those two unassigned droids are to meet Hardnox and I at the airlock, along with kay-nine and eedee. Do not power up any of the weapons. The gunnery droids are to stand by until I give the command to commence fire. Transfer aft shield power to the forward shields. If Eckhal can boost the forward shields further, that will help. Loop my holocomm in to the feed from the sensors so that I can see what's going on while I get dressed." She nods at Hardnox and heads aft.

As she walks towards her quarters, she continues discussing her intentions with the rest of the crew over her personal comlink. "Once we're properly kitted for battle, I intend for us to casually close with the freighter until the patrol vessel is in range of our torps. That will, unfortunately, also bring us into range of the Imperial's guns. If we're lucky, and they're overconfident and stupid, I may be able to feed them enough bantha poodoo that we can get into range of our own guns and get in the first volley. We have twice their firepower and hull strength and much better fire control, but we need to be at point-blank range to bring our quads to bear. Once they've scanned us they'll realize that they're no match for us and they'll either warn us off and hope that we'll obey like good little Impie citizens, or they'll try to move away and summon reinforcements if they have orders remain on site. I'm hoping that their commander is an arrogant ***** with a typical Impie ego and that he doesn't report to base before he learns that we're not the obedient slaves he's used to dealing with."
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Re: Pirate's Bay

Postby swrider » Fri Feb 24, 2017 10:43 am

MidDen shouts over her shoulder, "Passive scan activated". Eckhal replies over his comlink from engineering, "Aft shields have been pivoted forward. I can boost the forward shields, but only for a few minutes. I will wait for your command before boosting them."
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Re: Pirate's Bay

Postby ShadoWarrior » Fri Feb 24, 2017 11:48 am

A short while later, Ari and Hardnox arrive at the airlock, where waiting for them are a pair of B1 battle droids, AT-ED, K-9, and Ari's pair of shield remotes. Ari instructs one of the remotes to assume guardianship of Hardnox, while the other remote is to do likewise for herself. She then orders JC to close on the old freighter, instructs the astromech acting as the ship's systems engineer on the bridge to power up weapons when the Blue closes to short range, and the co-pilot astromech to open fire with a proton torpedo as soon as the weapons are powered up. Once at short range, JC is to bring the starboard side cannons to bear and the B1 gunners on those two twin guns are also to open fire.

Until combat begins, all ship-to-ship comms are to be routed to Ari's comlink, voice-only (no visuals). Once combat begins (IOW, after weapons are fired and not before then), the co-pilot is to assist the pilot when not otherwise engaged in firing the torpedo launcher, and the other astromech is to jam the Imperial's comms.
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Re: Pirate's Bay

Postby swrider » Fri Feb 24, 2017 6:29 pm

The Cherenkov Blue pulls forward towards the two ships moving into medium range. Shortly after an incoming communication is forwarded to Ari's intercom. MidDen notices that the imperial customs ship begins to power up their weapons and disconnect from the larger freighter.
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Re: Pirate's Bay

Postby ShadoWarrior » Fri Feb 24, 2017 6:47 pm

Ari orders, "Bridge, commence jamming the Imperials. Continue closing and fire torpedo when in range. Then pivot 90° and bring our starboard guns to bear. Gunners, open fire when your guns can bear on the target. Engineering, boost shields when our weapons fire."
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Re: Pirate's Bay

Postby ShadoWarrior » Sat Feb 25, 2017 10:46 am

The Cherenkov Blue closes to short range and fires a torpedo at the Imperial customs ship. The missile strikes, blowing a hole completely through its armor and doing tremendous damage to the vessel's hull.

Spoiler:
attack: 3eA+2eD 3 successes, 1 threat
ImageImageImageImageImage
correction: 2eS 0 successes
ImageImage
Damage inflicted on customs ship: 8 + 3 = 11. HT:11/28


The Cherenkov Blue then yaws and brings its starboard side to bear on the damaged Imperial vessel. Two gun turrets, each mounting dual heavy laser cannons, extend and open fire. One pair of bolts slams solidly into the customs ship, further damaging its hull. One more solid hit and she'll either be disabled or destroyed.

Spoiler:
aimed attack: 2eP+2eB+2eD 2 successes, 3 advantage, 1 Triumph
ImageImageImageImageImageImage
correction: 2eS 0 successes, 2 threat
ImageImage
Triumph used to activate Linked trait. Adding to next attack.
Damage inflicted on customs ship: 6 + 2 - 4 = 4 ×2 = 8. HT:19/28

Spoiler:
aimed attack: 2eP+3eB+2eD 0 successes, 2 advantage
ImageImageImageImageImageImageImage
Add to target’s next Gunnery check.


Spoiler:
  • move to short range (maneuver + action done by the co-pilot astromech droid)
  • "pivot'' the ship to bring starboard guns to bear on the customs ship (maneuver by the pilot droid)
  • boost shields by our engineer (+1 to forward and starboard arcs; goes from 3/2/2/0 to 4/2/3/0)
  • angle deflector shields (by system operator astromech droid, shifts port arc to starboard arc; goes from 4/2/3/0 to 4/1/4/0)
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space jam

Postby DeepSpacer » Sat Feb 25, 2017 11:51 am

Owyn quickly thinks,"What if they send a distress call?!?!?!
With that, he quickly moves to a terminal to jam their communications.
Spoiler:
Jam: 2eA+2eP+2eD 1 success, 1 advantage
ImageImageImageImageImageImageThey must pass a 2D Computers check to communicate. Will use advantage to jam an additional target. Perhaps a shuttle or starship in the hangar?
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Re: Pirate's Bay

Postby swrider » Sat Feb 25, 2017 1:04 pm

As the Cherenkov passes into the near side of the medium range band four Laser cannons from the freighter being firing in her direction. The blast of lasers fly all around the Cherenkov with only one connecting. The Cherenkov shudders violently from the laser hit ensuring that everyone was well aware what was happening outside the ship. The shudders suddenly stop as a Cherenkov Blue is captured by one of the heavy tractor beams emitted from the freighter.
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Re: Pirate's Bay

Postby swrider » Sat Feb 25, 2017 1:19 pm

The imperial customs frigate fires both forward heavy laser cannons into the Cherenkov before commencing a turn to move away from the incoming ship and firing its port heavy laser cannon. many of the beams collided strongly into the Cherenkov's hull only to be absorbed by the armor or deflected by the new enhanced shields.
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Re: Pirate's Bay

Postby ShadoWarrior » Sat Feb 25, 2017 3:15 pm

As the customs ship pummels the Cherenkov Blue with its own heavy lasers in retaliation for the damage it's sustained, the Blue's two quad laser turrets extend into firing position and spray laser bolts back at the Imperials, scoring another pair of hits, reducing what remains of the Imperial ship's hull to a heavily cratered ruin and bringing that vessel perilously near to destruction, unable to withstand another hit, even a glancing blow.

Spoiler:
aimed attack: 2eP+3eB+2eD 3 successes, 2 threat
ImageImageImageImageImageImageImage
correction: 2eS 0 successes, 2 threat
ImageImage
Damage: 5 + 3 - 4 = 4. HT: 23/28

Spoiler:
aimed attack: 2eP+3eB+2eD 3 successes, 1 advantage
ImageImageImageImageImageImageImage
correction: 2eS 1 failure, 1 threat
ImageImage
Damage: 5 + 2 - 4 = 3. HT: 26/28
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Re: Pirate's Bay

Postby ShadoWarrior » Sat Feb 25, 2017 3:39 pm

With the Cherenkov Blue firmly caught in the immense freighter's powerful tractor beam, the Blue turns the attack against the Imperials, letting the beam pull them right to the great ship's hangar bay and then maneuvering inside before the Imperials can react.

From the airlock, Ari orders everyone gathered around her, plus the two battle droids operating the heavy lasers, to head to the boarding ramp as fast as they can.
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Re: Pirate's Bay

Postby swrider » Sat Feb 25, 2017 5:42 pm

The Cherenkov Blue's movement into the freighter's hanger bay allows the Imperial customs ship the ability to shift their position in space placing the freighter's own hull between the Cherenkov Blue and themselves. Hopefully it will be enough to save the ship thinks the temporary, or is it now permanent, captain.
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Re: Pirate's Bay

Postby ShadoWarrior » Sun Feb 26, 2017 11:12 am

As Ari makes her way to the boarding ramp, she orders the pilots to reverse course and exit the hangar bay, moving just far enough for the quad laser gunners to obtain target locks on the customs ship and finish her. One of the quads scores a glancing blow, but it's disappointingly insufficient to to disable the Imperial vessel.

Spoiler:
aimed attack: 2eP+3eB+2eD+2eS 1 success, 2 threat
ImageImageImageImageImageImageImageImageImage
Forgot the DP ... correction: 1eA 0 successes, 1 advantage
Image
Damage: 5 +1 -4 = 2. HT: 28/28

Spoiler:
aimed attack w/DP: 2eP+1eA+3eB+2eD+1eS 0 successes, 2 advantage
ImageImageImageImageImageImageImageImageImage


Ari has the choice of ordering the pilots to ram the slowly fleeing Imperials, or bring her starboard broadside battery to bear and order the battle droids to return to their guns and fire. She decides to play it safe and blast them from a distance. The droids return to their guns.

Spoiler:
aimed attack w/DP: 2eP+1eA+2eB+2eD+1eS 3 successes, 2 advantage
ImageImageImageImageImageImageImageImage
Damage: 6 +3 -4 = 5. HT: 33/28.
crit: 1d100 7 = +1 SS.

I'm going to pass along a boost die to Eckhal's Image HT repair attempt.
Total DP used this turn (thus far) is 3.

Spoiler:
aimed attack: 2eP+3eB+2eD 0 successes, 5 advantage
ImageImageImageImageImageImageImage
I'm going to pass along a boost die to a droid's Image SS repair attempt.

One of the turrets scores a direct hit and disables the Imperial vessel.
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Re: Pirate's Bay

Postby ShadoWarrior » Wed Mar 01, 2017 8:09 am

Ari orders the droids to focus their fire on the custom ship's engines. The quad lasers rip into the stern of the Imperial vessel and turn the engines into a ruin of scrap metal and melted circuitry.

Spoiler:
quad laser #1...
aimed attack w/DP (called shot): 2eP+1eA+3eB+2eD+2eS 0 successes, 2 advantage, 1 Triumph
ImageImageImageImageImageImageImageImageImageImage
correction: 1eB 0 successes, 1 advantage
Image
1 advantage will pass 1 boost to next attack, triumph will upgrade next attack, 2 advantages will pass boost to first attack by our boarders.

Spoiler:
quad laser #2...
aimed attack w/DP (called shot): 3eP+4eB+2eD+2eS 2 successes, 1 Triumph
ImageImageImageImageImageImageImageImageImageImageImage
Triumph used to apply a setback to first attack by an enemy in the freighter's hangar bay.

Damage: 5 +2 -4 = 3. 36/28.
DPs used this turn: 2.

Ari orders that we cease jamming communications and she has a droid open a comm channel to the freighter: "Freighter {insert ID here}, we have been sent by your corporate HQ to render assistance. We have disabled the pirate vessel and are preparing to land in your hangar bay. Please respond."

Spoiler:
Charm check: 1eP+4eA 1 success, 6 advantage
ImageImageImageImageImage
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Re: Pirate's Bay

Postby swrider » Wed Mar 01, 2017 5:09 pm

"Unidentified freighter you have fired upon an imperial customs frigate. Land your ship immediately in the hangar bay, power down your weapons and prepare to be boarded. I am placing you under arrest by the authority of the Imperial Intelligence Bureau."
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Re: Pirate's Bay

Postby ShadoWarrior » Wed Mar 01, 2017 7:04 pm

"Terminate communications. Resume jamming of the freighter. Land us in the hangar bay. Everyone: we're going to get a hot reception. Anything wearing an Imperial uniform is to be taken down with extreme prejudice."

Ari requests that Eckhal take over damage control work from the droids.

Spoiler:
Eckhal's damage control check (after all ship movement)...
Mechanics check: 3eP+2eA+1eB+1eD 6 successes, 3 advantage, 1 Triumph
ImageImageImageImageImageImageImage
Where was this when we needed such a good roll for hull repair? That's all 5 strain from the successes, per the v1.2 FAQ/errata. I can't find anything to spend the Triumph on, or the advantages. I don't suppose you'd allow Eckhal to have figured out a way to repair another point of hull?
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Re: Pirate's Bay

Postby ShadoWarrior » Wed Mar 01, 2017 8:38 pm

Ari drops into cover at the top of the boarding ramp and fires at the nearest target, spraying blaster bolts into the area and clipping at least one enemy.

Spoiler:
attack: 1eP+2eA+1eD+2eS 1 success, 2 advantage
ImageImageImageImageImageImage
Weapon adds another 2 advantages. She'll use them to pass a boost to Hardnox.
Damage: 9 +1 = 10 (before soak)

Activating Blast, which inflicts 6 damage (before soak) to all enemies within Engaged range of the target. If she hit a minion group, the group will take damage per member. So if they're stormies it'll be 6-5=1 per stormtrooper in the group beyond the first.
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Re: Pirate's Bay

Postby swrider » Wed Mar 01, 2017 9:03 pm

Ari's skilled shooting catches one of the imperial troopers as he peeks around cover to see what is coming down the boarding ramp. A second shot takes out another trooper followed by a large blast which knocks a third troopers body out from behind its protective cover where it lay motionless on the ground.
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Re: Pirate's Bay

Postby ShadoWarrior » Thu Mar 02, 2017 7:27 am

AT-ED fires its carbine at the furthest active organic enemy within range.

Spoiler:
aimed attack: 1eP+2eA+1eB+1eD+2eS 3 successes, 3 advantage
ImageImageImageImageImageImageImage
Damage: 9 +3 = 12 (before soak).
Using the 3 advantages to activate critical, which if these are minions means one automatic extra kill.
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