Mechis III.   Posted by Narrator.Group: 0
Millennium Falcon
 ship, 8 posts
 Light Freighter
Mon 1 Jan 2018
at 22:15
Mechis III - Local Space
The Falcon swings wide and turns 180 degrees.

17:15, Today: Django Blint rolled 8 using 1d20+5.  Piloting Roll R2P1.
RX-79
 Droid, 5 posts
Tue 2 Jan 2018
at 01:31
Mechis III - Local Space
RX-79 keeps the hex guns silent for now as the Millennium Falcon fails to complete a full wingover and ends up heading at a different angle than the other ships.  The move puts it almost out of combat before Django's reflexes and skills can bring the ship back around to the proper heading.
Training Combat - HtH R2P5
Tue 2 Jan 2018
at 01:35
Mechis III - Local Space
COMBAT TRAINING - HEAD TO HEAD
------------------------------
Initiative Order
Inarra - 1 -- 5 -- 9
Tump   - 1 -- 5 -- 9
Vyctor - 1 -- 5 -- 9
Django - 1 -- 5 -- 9
Inarra is CASE 1 versus Vyctor.
Tump is CASE2 versus Vyctor.
Django needs to close into combat range (1 phase).

This message was last edited by the GM at 01:35, Tue 02 Jan 2018.

A-Wing
 NPC, 11 posts
 Ship
 Starfighter
Tue 2 Jan 2018
at 01:40
Mechis III - Local Space
Inarra lines up her shots on the B-wing, but doesn't quite have the hang of the shooting part yet.  Her piloting, though, is superb and fluid.


20:38, Today: Inarra rolled 13 using 1d20+6.  Attack vs B-wing.
20:38, Today: Inarra rolled 11 using 1d20+6.  Attack vs B-wing.
20:38, Today: Inarra rolled 24 using 1d20+5.  Piloting Roll.

This message was last edited by the player at 01:41, Tue 02 Jan 2018.

X-Wing
 ship, 15 posts
 Starfighter
Tue 2 Jan 2018
at 18:09
Mechis III - Local Space
Tump jockey's for position on the B-Wing.

12:07, Today: Tump rolled 18 using 1d20+5.  Piloting Roll R2P5.

Millennium Falcon
 ship, 9 posts
 Light Freighter
Wed 3 Jan 2018
at 01:32
Mechis III - Local Space
Django recovers his lost momentum by adjusting his heading and speeds forward [3 km]

20:31, Today: Django Blint rolled 19 using 1d20+6.  Piloting Roll R2P5.
B-Wing
 NPC, 12 posts
 Starfighter
Wed 3 Jan 2018
at 03:06
Mechis III - Local Space
Vyctor tries a couple of things, but it is obvious he is not very good with the piloting thing.  His B-wing tilts back and forth a couple of times and he dips down and up, but the moves are almost childish in their simplicity.


22:04, Today: Vyctor Kerr rolled 7 using 1d20+4.  Piloting roll CASE 3 vs Inarra; CASE 2 vs Tump.
Training Combat - HtH R2P9
Wed 3 Jan 2018
at 03:10
Mechis III - Local Space
COMBAT TRAINING - HEAD TO HEAD
------------------------------
Initiative Order
Inarra - 1 -- 5 -- 9
Tump   - 1 -- 5 -- 9
Vyctor - 1 -- 5 -- 9
Django - 1 -- 5 -- 9

Inarra is CASE 1 versus Vyctor.
Tump is CASE 1 versus Vyctor.
Django is now in CASE 1 versus Tump.
RX-79 has forward firing arc on Tump.

This message had punctuation tweaked by the GM at 03:18, Wed 03 Jan 2018.

A-Wing
 NPC, 12 posts
 Ship
 Starfighter
Wed 3 Jan 2018
at 03:17
Mechis III - Local Space
Inarra continues to fly with practiced ease compared to Vyctor's recent demonstrations.  Neither shot hits though, and one goes completely wide as Vyctor wiggles.


22:12, Today: Inarra rolled 20 using 1d20+6.  Attack vs B-wing.
22:12, Today: Inarra rolled 9 using 1d20+6.  Attack vs B-wing.
22:12, Today: Inarra rolled 17 using 1d20+5.  Piloting roll.

X-Wing
 ship, 16 posts
 Starfighter
Thu 4 Jan 2018
at 00:33
Mechis III - Local Space
Tump manages to control his ship beautifully, however, his targeting skills are a bit wild and erratic. He fixates on taking out his engine systems but misses.


Couldn't roll higher than an 8!!
18:31, Today: Tump rolled 18 using 1d20+10.  Attack vs. B-Wing engines.
18:31, Today: Tump rolled 18 using 1d20+10.  Attack vs. B-Wing engines.
18:31, Today: Tump rolled 17 using 1d20+10.  Attack vs. B-Wing engines.
18:31, Today: Tump rolled 18 using 1d20+10.  Attack vs. B-Wing engines.
18:28, Today: Tump rolled 23 using 1d20+6.  Piloting Roll R2P5.

This message was last edited by the player at 00:35, Thu 04 Jan 2018.

B-Wing
 NPC, 13 posts
 Starfighter
Thu 4 Jan 2018
at 03:49
Mechis III - Local Space
Vyctor continues to maneuver, learning as he goes.  His movements grow less childish, but he is unable to shake hit two tails.  He tries changing directions turning down and around, but does little to change his situation.

22:46, Today: Vyctor Kerr rolled 17 using 1d20+5.  Piloting.
Millennium Falcon
 ship, 10 posts
 Light Freighter
Thu 4 Jan 2018
at 14:59
Mechis III - Local Space
The Falcon opens fire from the rear of the x-wing, aiming at the weapons systems. All shots miss.

09:56, Today: RX-79 rolled 8 using 1d20+6.  Attack vs. X-Wing Weapon systems (hex laser) [should be a 6 total for called shot..].

09:55, Today: Django Blint rolled 16 using 1d20+6.  Piloting Roll R2P5.

09:54, Today: Django Blint rolled 22 using 1d20+9.  Attack vs. X-Wing Weapon systems (Taim and Bak Tandem Shot)[20 total for called shot]

Narrator
 GM, 175 posts
Tue 9 Jan 2018
at 03:35
Mechis III - Local Space
Tump and Inarra home in on Vyctor's tail, Tump's single fire blasters chewing through his aft shields like paper.  Inarra's too blasters add a little to the devastation, but she tries to get fancy.  Vyctor pulls an all or nothing stunt, pulling his wings in and rotating not quite one hundred and eighty.  His thrusters break his momentum and Inarra blows past, caught up in her own maneuver.

Tump is not so easily tricked and slows enough to maintain position.

Vyctor lines up his shots and quickly takes out Inarra's rear shields.  The last registers by the combat computers as catching a glancing blow off the armor, but not enough to damage any systems.  Django is also able to line up for a run at the A-wing's aft, but only one shot hits taking out communications.

By that time, though, Tump has Vyctor in his sights again and starts to peel away virtual armor and dig down into systems.  As the B-wing locks up, Inarra swings around and helps Tump finish Vyctor off.  The ship immediately regains all capacity, but is registered as destroyed in the combat simulation.

Django swoops in behind Inarra and by all rights has her dead in space, but her agile little ship is just too hard to hit.  He cannot connect, and she is able to maneuver away from the big ship.  As he brings the ship around, Tump lays into the aft shields again with Inarra hitting from the top, targeting the back quarter as well.

Less than a minute later, the whole thing is over.  The Falcon registers as destroyed and all virtually disabled systems are restored to full functionality.  Django and his droid never score another hit.
Vyctor Kerr
 NPC, 47 posts
 Human
 Relic Hunter
Tue 9 Jan 2018
at 03:37
Mechis III - Local Space
Over the general frequency, Vyctor's wry voice filters as the four ships come together into a relatively still formation above the planet.  "Well, that went well."
Inarra
 NPC, 123 posts
 Human
 Relic Hunter
Tue 9 Jan 2018
at 03:38
Mechis III - Local Space
Inarra's smirk is heard over the comms.  "Very."
Tump
 player, 451 posts
 Relic Hunter
Wed 10 Jan 2018
at 14:16
Mechis III - Local Space
Tump chuckles over the comms, "Who knew flying could be so fun. With all that out of the way, we might want to talk about tactics before the scout gets here. Speaking of which, what's the ETA on that?"
Vyctor Kerr
 NPC, 48 posts
 Human
 Relic Hunter
Wed 10 Jan 2018
at 16:43
Mechis III - Local Space
"We've only been up here about fifteen minutes.  They are still about an hour and a half out according to Mechis III's time table."  The comm is still active, but Vyctor goes silent, thinking.  "Why are they so slow?  We could enter the system and be at the planet in minutes in these ships."
Tump
 player, 452 posts
 Relic Hunter
Wed 10 Jan 2018
at 17:01
Mechis III - Local Space
"Interesting point. What info do we have on this incoming scout? What class of ship is it? Maybe it's a drone or some sort of deep space probe"
Django Blint
 player, 422 posts
 Human
 Gunslinger
Wed 10 Jan 2018
at 19:26
Mechis III - Local Space
Django's coms finally light up. "Or more importantly, is their tech good enough to already know we're up here... I get the feelin that what we're flyin is gonna be like comparing a slug thrower to that antiship gun I picked up. Mechis could detect the scout inbound and he's a thousand year old computer. No tellin what the star demons have cooked up in that time frame".
Inarra
 NPC, 124 posts
 Human
 Relic Hunter
Fri 12 Jan 2018
at 03:00
Mechis III - Local Space
"You boys wanted to talk strategy, let's talk strategy.  There are no less than eighteen derelict space stations...looks like factories and defense platforms up here with us.  No moons to speak of, but lots of debris in orbit closer in."
Tump
 player, 453 posts
 Relic Hunter
Fri 12 Jan 2018
at 03:20
Mechis III - Local Space
"How about we pick up this scouts vector and see which of those stations it's going to get closest to and set up an ambush. We get in real close to the station so we blend into its signature then when it passes by we take it out. We just need to make sure whatever station we pick is within the jamming radius of Mechis."
Inarra
 NPC, 125 posts
 Human
 Relic Hunter
Fri 12 Jan 2018
at 03:31
Mechis III - Local Space
"They are all well within Mechis III's stated range.  There are three of them that have line of sight to the other side of the planet, but getting to them and going dark might be a problem if their sensors are good.  One at the north pole, the other two in stationary orbits relative to the rotation of the planet underneath.  One in the southern hemisphere on the left side of us, one in the northern on the right.

There are also two candidates in geosynch that will come within their line of sight before they arrive.  They are smaller chunks of debris rather than stations.  One is some kind of communications satellite it looks like.  The other is unknown, but smaller than the Falcon.
"
Django Blint
 player, 423 posts
 Human
 Gunslinger
Fri 12 Jan 2018
at 15:20
Mechis III - Local Space
"Considering that Ayce was able to scan the planet below for signs of life, and he's old as dirt, I'd say there's high chance of the scout figuring out there's a bunch a' meat sacks in aluminium cans floating around out here. Still though, it wont hurt to have some sort of cover. If anythang, it'll buy us a few seconds to react while it sorts out where we are. It also makes sense not to pick the same spots close t' one another. If I draw it's attention, an' the rest of you come at it from different angles, that's the closest thing we can hope for on gettin' the jump on this thing. Plus, we don't know what it has to shoot back. Being clumped up means a big enough blast is bad news for all, not just one".
Vyctor Kerr
 NPC, 49 posts
 Human
 Relic Hunter
Fri 12 Jan 2018
at 16:42
Mechis III - Local Space
"Plan for the worst and hope for the best.  It's kept me alive for over a decade.  Captain, you tell us where to go and we'll get set up.  We should probably maintain comm silence and power down all but essentials until we are ready to move."
Django Blint
 player, 424 posts
 Human
 Gunslinger
Mon 15 Jan 2018
at 20:26
Mechis III - Local Space
"Tump and Inarra will take the two in orbit that are closest, on account of being smaller and faster. The two a you will act as skirmishers, doing hit and runs to keep it busy. Me and Vyc will post up on one of the larger stations that's orbiting around, and should be in a good enough range when it gets here to flank in with the big guns. Questions?".