Milk Run.   Posted by GM.Group: archive 0
Hep Kresim
 player, 134 posts
 Beginnings
Thu 6 Apr 2017
at 22:27
Re: Spaceport Eriadu
In reply to Mordun Tes (msg # 338):

Hep is stumped.  There is no way to lose them by ducking behind something and fleeing.  " I cant think of anything else to do.  We would need special codes to call them off or interfere with their craft.  I could try to sent a fake report for them to chase..."

Hep tries to think of a way to send a bunch of fake reports on the holonet to distract the authorities...

18:22, Today: Hep Kresim rolled 20 using 1d20+10.  Technology Knowledge check.

Thinking of fake report to disseminate
Possible Wookie terrorist attacks at locate away from the their hideout and the location they are being escorted to.

18:24, Today: Hep Kresim rolled 26 using 1d20+10.  Deception check.
Mordun Tes
 player, 104 posts
Fri 7 Apr 2017
at 06:59
Re: Spaceport Eriadu
OOC: Ahhh...fake news strikes again!

[Private to GM: Have they closed in? Can I ram one (aiming to damage a wing to force it down) while we shoot the other?]
Mordun Tes
 player, 105 posts
Fri 7 Apr 2017
at 11:37
Re: Spaceport Eriadu
OOC: Gents, I'm off to Namibia for a week. I will have very limited internet access. Please carry on without me. Werner knows what Mordun is planning. We'll see if it works. Happy Easter.
GM
 GM, 162 posts
 Game Master
 Big Dub...
Sat 8 Apr 2017
at 10:23
Re: Spaceport Eriadu
Unfortunately, hacking the Holonet from a flying freighter just isn't going to make it.  Perhaps better equipment, and/or access to an Imperial communications tower might work -- neither of which you currently have at your disposal.

Within about a minute the TIEs close on the intercept, the signature screech pierces your ears in more ways than one as it passed over the top of your freighter. That one comes into view in the cockpit and takes up position to the starboard aft, and the other TIE falls in to the port bow (right, rear and left, front) of The Reaper.  They are "escorting" you towards Bay 113.
Hep Kresim
 player, 136 posts
 Beginnings
Sun 9 Apr 2017
at 14:04
Re: Spaceport Eriadu
In reply to GM (msg # 342):

OOC:  OK do we fight with Russ away?  It seems I am all out of ideas.  Unless Aria or Jimi has some.
Hep gets on the com with Aria and turns to Mordun: "I guess we have to fight."
GM
 GM, 166 posts
 Game Master
 Big Dub...
Sat 15 Apr 2017
at 05:59
Re: Spaceport Eriadu
NPC'd

Mordun turns to Hep and nods, "Yes, we fight. Tell Aria to get ready to take out the TIE to our rear.  I'm going to ram the guy in front of us.  Hold on."  Grabbing the collective, Mordun gets ready to give a quick thrust into the TIE fighter, he looks at Hep one more time, "Brace for impact!"

OOC:
21:28, Today: GM, on behalf of Mordun Tes, rolled 11 using 1d20-1.  Ram TIE to front -10 to attack roll.

21:43, Today: GM, on behalf of Mordun Tes, rolled 55 using 10d6+15.  Collision Damage 10d6+15.

Hep Kresim
 player, 138 posts
 Beginnings
Sat 15 Apr 2017
at 12:41
Re: Spaceport Eriadu
In reply to GM (msg # 344):

OOC: So if Mordun is piloting and Aria is on guns the only way for me to assist is to use computer and call out navigation or look for a better spot to hide...


As Mordun pilots assists by using the navigation system and city maps to avoid obstacles and look for a better landing/hiding site...
08:40, Today: Hep Kresim rolled 17 using 1d20+10.  Hep uses navigation and maps .
Aria
 NPC, 30 posts
 Arkanian
Sat 15 Apr 2017
at 14:27
Re: Spaceport Eriadu
Aria happened to hear Mordun over the open comm channel luckily left open since no one specifically addressed her about firing.  Without a word she takes careful aim and lights up the rear TIE with a burst of double laser cannon fire.

OOC:
Total to hit 16.
Laser Cannon Damage: 260 damage

17:17, Today: GM, on behalf of Aria, rolled 2 using 1d6.  FP for shot.
17:16, Today: GM, on behalf of Aria, rolled 14 using 1d20+1.  Burst laser cannon at TIE to rear.
17:20, Today: GM, on behalf of Aria, rolled 26 using 6d10.  Laser cannon burst fire damage (+2dice x10).

GM
 GM, 168 posts
 Game Master
 Big Dub...
Sat 15 Apr 2017
at 14:53
Re: Spaceport Eriadu
As Mordun lurches The Reaper forward in an attempt to ram(!) the TIE fighter in front of the ship, everyone manages to brace themselves this time and avoid getting knocked around too much.  The TIE pilot at first seems oblivious to the impending collision, but seems to catch on at the last minute and tries to juke left.  However, it's too little, too late, as the underside of the front of The Reaper slams into the right "wing" of the TIE shattering into a hundred smaller pieces.  Just as these pieces seem to just float in midair as they expand outwardly The Reaper is jolted as it connects with the pilot's compartment slamming everyone hard, but the TIE even worse.  The compartment splits open like a hard boiled Ganza egg revealing the rather surprised Imperial pilot, evident even through his standard full face mask.  The TIE is not really flying anymore in the proper sense, but the smoking remains somehow manage to limp away on an inveitable course with terran.

Luckily, even as old as The Reaper is as a Dynamic-class freighter, it's sturdy enough to withstand the intentional collision with the TIE fighter, and absorbs the damage, only rattling everyone inside.

Aria opens fire just as Mordun merges The Reaper with the unsuspecting TIE fighter, blue bolts of laser cannon energy lancing out at the TIE fighter to the rear.  The rear TIE pilot was not caught off guard like the other, but even an attempt to dodge the incoming fire is unsuccessful resulting in all the the laser fire filling the pilot's compartment head on creating a rather spectacular and fiery explosion outward like a Flandorian flower blossoming with flaming and smoking debris flying in dozens of different directions falling forward and downward with the last of the TIE fighter's momentum.

Hep is jolted in his co-pilot's seat just as The Reaper is rocked, but manages to set in a navigational course for their last intended hide-out at the old industrial park several klicks out of town.  It seems to be the only place viable for the ship of their size to hide and will likely be unpopulated.

OOC:  You're all lucky.  So the damage of the collision is enough to nearly obliterate the front TIE, and the damage is low enough with the armoring of The Reaper that it absorbs the damage and the errata rules say that the Damage Threshold is subtracted from the remaining damage to determine what is passed on to the occupants of the ship...55 damage -15 Damage Reduction (DR) equals 40, but with a Damage Threshold of 75, you manage not to be pulverized in the ship.  However, your ship has over 54.5% hull damage at -60 points (of 110 HP) already.
Hep Kresim
 player, 139 posts
 Beginnings
Sat 15 Apr 2017
at 21:36
Re: Spaceport Eriadu
In reply to GM (msg # 347):

OOC: Yikes that was close.


Hep says: "Lets get out of here, we can book it to the hideout and repair the ship and get off this rock.  I'll have to check the integrity of the ship now."
Mordun Tes
 player, 106 posts
Mon 17 Apr 2017
at 12:55
Re: Spaceport Eriadu
Mordun turns the Reaper as tightly as he dares and punches the throttle to make a run to the hideout. Assuming our control surfaces and directional thrusters are all working well after the collision, he dives for the ground to fly NOE.

Over open comms: "Is everyone OK? Jimmi, Hep, head for the tools locker. We've got to get that vent fixed fast and get the hell off this planet! Great shooting Aria. Watch out for Imps!"
Hep Kresim
 player, 140 posts
 Beginnings
Mon 17 Apr 2017
at 13:26
Re: Spaceport Eriadu
In reply to Mordun Tes (msg # 349):

Hep runs to the garage where the tools are heads to...
Ooc: where do we have to be to fix this?
Jimmi
 NPC, 10 posts
 Near Human Fixer
 Jimmi Klaas
Wed 19 Apr 2017
at 03:55
Re: Spaceport Eriadu
Jimmi, who is still gripping his seat rather hard, tries to answer, "Uh, umm...I'm not a mechanic..."  As far as you can tell, there are no stains or foul odors emanating from his nether-regions...
Aria
 NPC, 31 posts
 Arkanian
Wed 19 Apr 2017
at 03:58
Re: Spaceport Eriadu
Mordun Tes:
"...Great shooting Aria. Watch out for Imps!"

Aria acknowledges over comms, "Thank you. Roger, sir." in her usual even tone.
GM
 GM, 169 posts
 Game Master
 Big Dub...
Wed 19 Apr 2017
at 04:22
Re: Spaceport Eriadu
OOC:

In reply to Hep Kresim (msg # 350):

The vent itself that requires repair is something both inside and outside, which is why you couldn't do it in flight.  Now all the new damage is hull related, and you can probably fly in space, but you need to be outside to do your BDA (Battle Damage Assessment) on the hull integrity.  You can start your repairs for the vent from the inside, but must also work on it externally and check the hull externally (i.e., when you've landed).

Mordun, make a Stealth check at -15... and a Pilot check please...

This message was last edited by the GM at 19:55, Wed 19 Apr 2017.

Mordun Tes
 player, 107 posts
Thu 20 Apr 2017
at 10:02
Re: Spaceport Eriadu
OOC: I have a +9 for Stealth, so -15 comes to a total of -6:
12:01, Today: Mordun Tes rolled 11 using 1d20-6.  Stealth Check.

GM
 GM, 170 posts
 Game Master
 Big Dub...
Thu 20 Apr 2017
at 17:37
Re: Spaceport Eriadu
In reply to Mordun Tes (msg # 354):

OOC:  And a Pilot check please...
Mordun Tes
 player, 108 posts
Fri 21 Apr 2017
at 09:36
Re: Spaceport Eriadu

11:35, Today: Mordun Tes rolled 22 using 1d20+9.  Piloting Check.
GM
 GM, 172 posts
 Game Master
 Big Dub...
Sun 23 Apr 2017
at 21:22
Re: Spaceport Eriadu
Mordun brings The Reaper down low as quickly and steeply as he can.  Now that your flying on the outskirts of the city, the buildings are quickly giving way to arid flatlands.  The flatlands might have once harbored plush greenery and life, but the industrial way of the people of Eriadu and the related pollution has eroded the landscape the a near desert.  A quick, large puff of dust is the only thing visible of The Reaper as Mordun brings it in tight to fly nap-of-the-earth evading the City Control radar system.

The only thing that could spot them now is someone visually getting "eyes on" as the ship races along making a beeline for the old abandoned industrial park.
Mordun Tes
 player, 110 posts
Mon 24 Apr 2017
at 05:41
Re: Spaceport Eriadu
Hoping that the dust cloud will obscure visual contact, Mordun cranks up the throttle and flies as fast as he dares to the planned hideout.
GM
 GM, 173 posts
 Game Master
 Big Dub...
Wed 26 Apr 2017
at 04:25
Re: Spaceport Eriadu
The route planned out by Hep takes them around some hills, through a valley, and a bit roundabout to hopefully throw off an sort of "trail".  Mordun only has to keep from crashing the ship into the sides of the narrow valley, or more like a canyon.

OOC:  Hep, give me one more navigation check, and a stealth check, to support Mordun.  You should easily beat a DC 10 to give a +2 to piloting and stealth for Mordun.

Mordun, one more piloting check and a stealth check.  If Hep is successful on the nav, that's an additional +2 for piloting vs DC 20.  And if he's successful on the stealth check that's a +2 on your roll as well (DC undisclosed...).

Hep Kresim
 player, 141 posts
 Beginnings
Wed 26 Apr 2017
at 08:31
Re: Spaceport Eriadu
In reply to GM (msg # 359):
Hep assists Mordun using the navigational computer, trying to be as stealthy as possible:

04:26, Today: Hep Kresim rolled 22 using 1d20+10.  Hep makes a navigation check.

04:28, Today: Hep Kresim rolled 21 using 1d20+7.  Hep makes a stealth check.
Mordun Tes
 player, 111 posts
Thu 27 Apr 2017
at 07:02
Re: Spaceport Eriadu
Using Hep's +2 in addition to my +9

09:01, Today: Mordun Tes rolled 26 using 1d20+11.  Piloting Check.
GM
 GM, 175 posts
 Game Master
 Big Dub...
Tue 2 May 2017
at 05:09
Re: Spaceport Eriadu
Without the haste of escaping between tightly packed urban buildings and TIE fighters chasing the ship Mordun easily navigates the arid plains and canyons with Hep's assistance.  The hope is that they've created enough of a random pattern to throw off any potential sensors or pursuers.

After a relatively short trip the crew arrives at the Old Industrial Park.  It's obvious the facilities have seen better days, as many buildings have gaping holes and materials are strewn or piled up everywhere like a junkyard or some post-apocalyptic scene.  The darkening skies help to set the rather gray and dark scene.  An occasional flash of lightning of an approaching storm illuminates the area, but also casts eerie shadows against the jagged debris that seem to leap and withdraw like specters of a forgone age.

Picking out one of the more intact structures in the center of the dilapidated complex Mordun brings The Reaper in for a soft landing in a open space of an old warehouse bay.  Some screeching and crunching pierces everyone's ears before the ship lurches on the damaged landing gear that was used to decimate the TIE fighter.  Sounds like the crew will have their work cut out for them...
Mordun Tes
 player, 112 posts
Tue 2 May 2017
at 09:52
Re: Spaceport Eriadu
Mordun scans around looking to see if there are any areas where he could move the ship under cover, even partially.

OOC: Are any of the buildings in such a condition  and big enough that we could fly inside and be under a roof?