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Mission 2: Lonely Moof.

Posted by The ForceFor group 0
Forim Luk
PC, 287 posts
the sum of the whole
is greater than its parts
Mon 22 Aug 2016
at 15:35
  • msg #24

Mission 2: Lonely Moof


Free Maneuver: Stay on Target
Maneuver: Stay on Target
Action: Gain the Advantage
10:27, Today: Forim Luk rolled 1 success, 2 advantages using the Star Wars Edge of the Empire with a dice pool of 2P 2A 2d 1b ((6(P), 1(P), 8(A), 4(A), 8(D), 5(D), 6(B))).

I honestly forgot to use Caddy's boost, so passing that long.
1 advange to reduce system strain by 1
1 advantage to pass another boost

NET:
  • Escort1 cannot shoot at us next round
  • All shots on Escort1 are upgraded twice
  • next shot get 2 boost dice added
  • Shots on Escort one will all hit the rear arc



Forim shouts into the com "Hold on, and get ready for the shot" then he pulls hard on the yoke, the passengers all feeling the G forces as the tightness of the turn overwhelmed the internal compensators, and gets nestled in right behind Escort 1.

The Ship is large in the front viewscreen as Forim concentrates on remaining behind the evasive escort. "Take him out, you wont get a better shot!" Forim shouts into the com

Sunset Shimmer
Hull 3/22
Strain 0/15

This message was last edited by the player at 15:37, Mon 22 Aug 2016.
Dienton
player, 141 posts
Chadra-Fan,Sold/Medic
W00/11, S00/12
Mon 22 Aug 2016
at 16:37
  • msg #25

Mission 2: Lonely Moof

Dienton hears Forim hollar instructions and leans in close to his display, green light flashing accross his face.  The ship seems to center itself in his targeting indicators, lasers fly across black space, drilling into the ships thrusters - the headhunter disintegrates and is lost amid the surrounding stars.

Dienton yells encouragement to Ikki over their comms "You got this!  Be patient and wait for the optimal moment!  Trust in your . . targeting computer!"


OOC
Gunnery 4 success 5 advantage on escort 1
Damage 10, presoak - gonna notch my gun

4 advantage - 1 upgrade Ikkis shot-escort 2
1 advantage - boost to next friendly action

Sunset Shimmer
Hull 3/22
Strain 0/15


Forim Luk
PC, 290 posts
the sum of the whole
is greater than its parts
Mon 22 Aug 2016
at 17:17
  • msg #26

Mission 2: Lonely Moof

"Good Shot!" Forim yells as he nudges the stick around the fireball and toward Escort 2
Ikki Sorlock
Scout, 180 posts
Counter-Intel
Mon 22 Aug 2016
at 22:52
  • msg #27

Mission 2: Lonely Moof

In reply to Dienton (msg # 25):

Even with all the aid from his team, Ikki frustration gets the better of him again, squeezing the trigger he watches the second esort pull up out of the way of his shot. Watching the blast fly harmlessly into space.

Groaning again, he bangs his head on the targeting computer "I don't got it!" He replies to Dienton, at least it had forced it to focus on the bottom turret, forgeting for a moment of Ikki's more accurate teammate.

Today: Ikki Sorlock rolled 1 failure, 4 advantages using the Star Wars Edge of the Empire with a dice pool of 1p 2a 2b 2d with rolls of 10(P), 6(A), 7(A), 6(B), 2(B), 2(D), 8(D).  Gunnery at Escort 2.

Spending 4 advanatges on upgrading Dienton's next attack

The Force
GM, 494 posts
Binds all life together
May the Force be with you
Mon 22 Aug 2016
at 23:28
  • msg #28

Mission 2: Lonely Moof

The first Headhunter comes apart. Its s-foils and engines break into pieces as the ship's body erupts into flame. Shards of superheated shrapnel fly through space on its last trajectory.

The other Headhunter changes course. It angles away from your ship. Your sensors detect a shift in the enemy's shields; he has oriented his shields to the rear, to make it harder for you to hit.

The Headhunter is not flying straight. The snubfighter dives and spins, trying to avoid being an easy target.

Angle Deflector Shields: 1S to shots on the Headhunter from behind due to shields.
Evasive Maneuvers: Difficulty to hit the Headhunter is 1D 1C

Difficulty of hitting Headhunter is 1d 1c 1s

Caddanra 'Caddy' Manitu
player, 191 posts
Not just a pretty face...
2 / 13 St -- 10 / 10 Wo
Mon 22 Aug 2016
at 23:45
  • msg #29

Mission 2: Lonely Moof

With the first head-hunter down Caddy re-opens comms, "Your first line of defence has failed you.   But luckily for you, seeing the old Head Hunters fly has left me feeling nostalgic and beneficent.  Power down both your ship immediately and I'll be lenient."

[OOC: Lowered the difficulty to 3D since there are fewer ships and a bonus dice for me since I kept my word and destroyed one of the headhunters :-)

00:41, Today: Caddanra 'Caddy' Manitu rolled 1 success, 4 advantages using the Star Wars Edge of the Empire with a dice pool of 1A 2P 1B 3D.  Coercion.

Not sure what I can do with 4 successes.   I'm guessing I can't force them to drop their shields? :-)

PS - I didn't use the bonus dice for the ship/shooting....]

This message was last edited by the player at 23:46, Mon 22 Aug 2016.
Forim Luk
PC, 294 posts
the sum of the whole
is greater than its parts
Mon 22 Aug 2016
at 23:48
  • msg #30

Mission 2: Lonely Moof


Maneuver: stay on target
Action:gain the advantage
18:33, Today: Forim Luk rolled 5 successes, 1 threat using the Star Wars Edge of the Empire with a dice pool of 2P 2A 2d 1b.  Rolling Space


"You think you can get away, I don't thinks so" Forum says as the wingman tries to go evasive.  Forum skillfully follows every junk and juke the pilot desperately tries




Negated escort 2's evasive, difficulty 2d 1s
Escort 2 cannot shoot at us next round
All shots on escort 2 are upgraded once.

Edit: I was on my phone yesterday, and could not look up the Threat.
Threat: System Strain!
Sunset Shimmer
Hull 3/22
Strain 1/15

This message was last edited by the player at 15:39, Tue 23 Aug 2016.
Dienton
player, 144 posts
Chadra-Fan,Sold/Medic
W00/11, S00/12
Tue 23 Aug 2016
at 03:56
  • msg #31

Mission 2: Lonely Moof

Dienton was enjoying this now.  Targets would just drift in front of him and say "Shoot me! Shoot me!"  he began to hum a ditty as he poured blaster fire into the second headhunter, watching as sparks flew and the ship shuttered from the barrage.

OOC
Gunnery 2 success = 8 damage presoak

Ikki Sorlock
Scout, 181 posts
Counter-Intel
Tue 23 Aug 2016
at 20:00
  • msg #32

Mission 2: Lonely Moof

Ikki however was not enjoying the show as once again he fired and missed the escort, groaning he made a mental note to get Dienton to give him some lessons on shooting in space. Hopefully he'd get an chance to redeem himself later on.


Today: Ikki Sorlock rolled 1 failure using the Star Wars Edge of the Empire with a dice pool of 1p 2a 2d 1s with rolls of 6(P), 3(A), 5(A), 5(D), 3(D), 5(S).  Gunnery at Escort 2.

Ugh....

The Force
GM, 496 posts
Binds all life together
May the Force be with you
Tue 23 Aug 2016
at 21:28
  • msg #33

Mission 2: Lonely Moof

The freighter powers down its engines. The ship continues to drift forward, but it's all on inertia.

++Attention, pirates. We are powering down our engines. Please do not attack us.++

The Headhunter takes a few hits. You can see multiple sparks emitting from the snubfighter, and it looks like one of its two engines has shut down.

The pilot attempts to fly on a direct course away from the Sunset Shimmer. He throws a roll and a sideslip into his course, trying to avoid your fire.

The Force rolled 1 failure, 1 advantage using the Star Wars Edge of the Empire with a dice pool of 2a 2d.  Gain the advantage.

Still using evasive maneuvers, but you can negate it using Gain the advantage.

Forim Luk
PC, 300 posts
the sum of the whole
is greater than its parts
Tue 23 Aug 2016
at 21:38
  • msg #34

Mission 2: Lonely Moof

Forim follows the fighter who is fleeing the scene, letting Caddy deal with the freighter.  He Pulls on the trigger of the forward mounted guns, not wanting to let it call for backup or let anyone know we were here...



Maneuver: Stay on Target - all shots are upgraded by one on Escort 2
Action: Shoot
16:32, Today: Forim Luk rolled 1 failure, 5 advantages using the Star Wars Edge of the Empire with a dice pool of 3A 1P 2D 1S.  Rolling Gunnery.

Spending 3 advantages to do another maneuver: Stay on Target!
Spending 2 advantages to pass a boost onto the next gunner.

NET:
  • Escort 2 cannot fire at us next round
  • Escort 2 has all attacks on it upgraded twice
  • Next gunner gets 1 boosts.


This message was last edited by the player at 21:39, Tue 23 Aug 2016.
Caddanra 'Caddy' Manitu
player, 192 posts
Not just a pretty face...
2 / 13 St -- 10 / 10 Wo
Tue 23 Aug 2016
at 21:45
  • msg #35

Mission 2: Lonely Moof

"Good.   The freighter has powered down.   Tail the Headhunter till he does too." Then to the freighter and the headhunter, <"Headhunter, dock with your freighter immediately!  Freighter, ready your landing bay for fire suppression.">  And once again to the crew, "Let's get the headhunter too.  She'll have valid codes for later.  And if she docks, it will give us a bit of cover when we're aboard the freighter.   If we can link with the freighter while they are dealing with the fire, we should be able to get aboard with minimal resistance."
This message was last edited by the player at 21:47, Tue 23 Aug 2016.
Dienton
player, 147 posts
Chadra-Fan,Sold/Medic
W00/11, S00/12
Wed 24 Aug 2016
at 12:50
  • msg #36

Mission 2: Lonely Moof

Dienton kept his cannons trained on the fleeing headhunter, he could not be allowed to escape and did not appear to be following instructions.  He had 30 seconds, then Dienton would fire.

OOC
If the headhunter doesnt comply ill take the shot.  Ive rolled it, but it is a delayed triggered action depending on the headhunters action

3 success 1 advantage
9 damage presoak

Forim Luk
PC, 303 posts
the sum of the whole
is greater than its parts
Wed 24 Aug 2016
at 13:34
  • msg #37

Mission 2: Lonely Moof

Forim says "Lower your shields and cease maneuvering.  You have 4 seconds to comply or you get to visit your ancestors."

ooc: Helping with Dienton's triggered action.  He he does not comply within 4 seconds pew pew
The Force
GM, 497 posts
Binds all life together
May the Force be with you
Wed 24 Aug 2016
at 23:14
  • msg #38

Mission 2: Lonely Moof

The Headhunter fails to comply. It maintains its maximum speed and is about to get out of range. Dienton fires. The snubfighter breaks apart.

Your ship approaches the Action VI Royal Prize. It is substantially bigger than your vessel, making it possible for your ship to enter their docking bay.

Your ship matches engine speeds and uses maneuvering jets to get closer. Their failure to reduce their speed to zero is making docking more difficult.

You are about to do something about this when you spot something alarming. Two panels on the Prizes' hull slide open. A pair of laser cannon turrets are ejected. They turn and take aim at your ship.

Fortunately, had not yet lowered your shields. Unfortunately, you don't have time to take evasive action.

The laser cannons fire. Their shots are rushed and inaccurate, even at point-blank range. Your ship is undamaged.
Forim Luk
PC, 304 posts
the sum of the whole
is greater than its parts
Wed 24 Aug 2016
at 23:49
  • msg #39

Mission 2: Lonely Moof

Forim was expecting this to happen, but he was looking at the wrong spot for the gun turrets.  He saw the flash and threw the ship into a barrel roll over the chassis of the bulk freighter.  Just as he sees the turrets starting to track him he reverses the spin of the roll and fires the reverse thrusters.  The secondary shots pass harmelessly besinde their ship, and he pulls in neatly behind the other ship.

He says to Caddy in a surprisingly calm voice as he preforms the maneuver.  "Tell them to power down the main reactor, or they will be set adrift and without communications.  We will NOT call anyone for their pickup.  They will starve to death.  That is something a pirate would do"  Just as he finishes talking, Forim pulls up above and below the target ship, outside its potential engine wash, but trying to stay out of its firing arcs.



18:39, Today: Forim Luk rolled 2 successes, 5 advantages using the Star Wars Edge of the Empire with a dice pool of 2P 2A 1B 1D.  Rolling Space.

I am not 100% sure I can do this, but
Maneuver: Stay on target
Action: Gain the Advantage
We can choose what defensive zone to hit on their ship - the rear one.  Target their engines to get them dead in space.

Spending 1 advantages for a boost to the next character
Spending 4 advantages to upgrade their next attack on us

NET:
  • All our shots hit the same defensive zone (rear)
  • Upgrade all attacks on the freighter by 1
  • next person gets a boost to their action
  • Difficulty to hit the ship is 1D

Dienton
player, 148 posts
Chadra-Fan,Sold/Medic
W00/11, S00/12
Thu 25 Aug 2016
at 02:29
  • msg #40

Mission 2: Lonely Moof

Dienton, with his newly developed itchy trigger finger, was primed and ready when the freighter revealed its weaponry.  The turret rattled a bit as he swung it towards the offending weapon emplacement and poured bolts of energy at the freightors rear.

OOC
2 success = 8 damage pre soak
2 advantage = saved boost for me

Caddanra 'Caddy' Manitu
player, 197 posts
Not just a pretty face...
2 / 13 St -- 10 / 10 Wo
Thu 25 Aug 2016
at 11:00
  • msg #41

Mission 2: Lonely Moof

She shakes her head, "They won't listen.  They've given up hope and are willing to die rather than be taken captive.  Focus on the turrets - it was a last ditch effort and if we shoot the ship, we'll just have to fix it!"

Regardless, she flicks the comm, <"That... was a mistake.   Power down the main reactor, or you will be set adrift without communications.  We will NOT call anyone for pickup.  You will die a slow a excruciatingly painful, and dishonourable death as your food supply dwindles - and that's only if your life support doesn't fail first.">

[11:57, Today: Caddanra 'Caddy' Manitu rolled 2 successes, 1 triumph using the Star Wars Edge of the Empire with a dice pool of 2P 1A 3D 2b 1s.  Final Persuasion.]
This message was last edited by the player at 22:35, Thu 25 Aug 2016.
The Force
GM, 499 posts
Binds all life together
May the Force be with you
Thu 25 Aug 2016
at 16:02
  • msg #42

Mission 2: Lonely Moof

The ship's guns are blown to scrap. One of them is merely disabled. The other one is more severely damaged. The gunnery pod breaks open with an explosion of atmosphere. A gand wearing a flight suit is hurled into space. He looks very surprised for a few moments.

After this all resistance ceases. Their ship slows to a stop. Forim pilots the Shimmer into the landing bay.

It's not a big landing bay, designed for shuttles and snubfighters. It's empty of ships and people, although it's cluttered with junk. Boxes, crates, barrels, tubes, and piles of scrap fill the area.

You are currently on the third level, in the 'cargo bay.'

OoC: Link to an Action VI's Layout:
https://s29.postimg.io/kttkf2pwn/Action_VI.jpg

Forim Luk
PC, 306 posts
the sum of the whole
is greater than its parts
Thu 25 Aug 2016
at 16:13
  • msg #43

Mission 2: Lonely Moof

"Good Shots!" Forim says as the two gunners take the targets they are presented.  When the ship starts to slow, Forim remains behind until it stops.  Then he pilots Shimmer aboard, Skillfully slotting their ship aboard before engaging repulsors and rotating the ship for a quick exit.  He extends the landing gear and sets it down.

With a smile he says "All clear for disembarking" as the ship settles on the landing gear

He flips a few switches putting the ship into standby mode, ready to be activated for a quick departure.

His services as a pilot no longer needed, he stands up and exits the cockpit.  He goes back to the common area and takes out his armored coat and checks the setting on his blaster pistol.  He double checks the additional blaster packs in his tunic and then says "Ready to go".
Dienton
player, 150 posts
Chadra-Fan,Sold/Medic
W00/11, S00/12
Thu 25 Aug 2016
at 19:54
  • msg #44

Mission 2: Lonely Moof

Dienton scurries out of the turret, his new home away from home!  Glancing at Forim he nods enthusiastically "Incredible flying Forim!", then with a small frown "Sooo, we should set to stun right?  It was one thing with the headhunters, but these folks are probably honest traders.  If we leave them we can interrogate for information on the planet."  His decision made, he flips his carbine over to stun mode.  "Our first priority should be the communications grid, we have to cut off their ability to call for help, luckily its on this level just at the end of the cargo bay!  If we talk, we should pretend to be the Night Fangs pirate group, Ive heard they operate around here."

Dienton moves towards the gangway with carbine and stim packs at the ready.

Once he sees that his companions are ready to move he will barrel, full speed down the gangway, ducking behind the nearest cover untill he could confirm all is clear, he moves while all the while humming quietly <Da da da daaaaa, da da daaaa, da da da daaaaa, da da da da da>

OOC
Rolled 1 success, 2 advantage on knowledge underworld to pin down a good cover story.  GM, if you want to correct the group I chose, feel free.

Have no idea if were meeting resistance or not, so posted being prepared for that.  If there is a non threatening welcome committee, well a furry streak rushing by them will just have to add some confusion - and thus a boost dice for Caddy when she talks to them! 

This message was last edited by the player at 20:02, Thu 25 Aug 2016.
Forim Luk
PC, 308 posts
the sum of the whole
is greater than its parts
Thu 25 Aug 2016
at 19:59
  • msg #45

Mission 2: Lonely Moof

In reply to Dienton (msg # 44):

Forim smiles and says "Some good shooting from up there too!  Flying is way easier if all that I have to do is set them up, I don't have to worry about knocking them donw"

He nods to his smaller furrier companion, and switches his own gold plated blaster to stun.
Caddanra 'Caddy' Manitu
player, 199 posts
Not just a pretty face...
2 / 13 St -- 10 / 10 Wo
Thu 25 Aug 2016
at 22:41
  • msg #46

Mission 2: Lonely Moof

Landed.   As they do, Caddy releases a breath she hadn't realised she'd been holding, and then quickly checks to see that the outgoing comms are still being jammed.  How that that might hold is anyone's guess and as Dienton exclaims and then makes some suggestions, she smiles and nods, "I agree.  Comms first.  And yes, Night Fangs sounds perfect."  She undoes her belt and then stands, stretching, before leaning forward and flipping the ship to ship comms button once again, <"Captain... please present yourself and your bridge crew sans any sign of firearms or other weapons to the landing bay.">  And with that she'll check her sidearm before heading to exit into the bay.
Ikki Sorlock
Scout, 186 posts
Counter-Intel
Thu 25 Aug 2016
at 22:47
  • msg #47

Mission 2: Lonely Moof

Ikki climbs out of the turret, annoyed and frustrating that he didn't hit a single thing. However his time had come, grabbing his axe and placing it on his back and carbine which he also switched to stun, he waited by the doors.

"Night Fangs ey? Well let's keep it Piratey, maybe rough up some people....make it look real..." He didn't seem thrilled at the idea but it was for a good cause. "Let's take some of their cargo as well....
The Force
GM, 502 posts
Binds all life together
May the Force be with you
Thu 25 Aug 2016
at 23:27
  • msg #48

Mission 2: Lonely Moof

Forim has heard variations of his chosen sobriquet tossed around in cantinas across the inhabited galaxy. Many pirate bands change names when they move around, to confuse rivals and security forces.

The other thing that's floating around in his head is that this system is somewhat under the control of Black Sun. Any pirates working this system either have a deal with them, or are very desperate.

You make it to the communications station. The door is locked shut. As you are checking it, a voice inside shouts.

"Go away! You're not getting in here. And as soon as... Yes. As soon as the authorities get here, you're in trouble!"
This message was last edited by the GM at 23:30, Thu 25 Aug 2016.
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