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Post by stewalker on May 25, 2014 0:39:08 GMT -6
Ciro takes a bead on the farthest TIE and fires (2A2P1Bvs1D = Net 5 Success 1 Advantage) and vapes it.
"Good shooting team, now lets clean up these imps!" he calls into his comm.
"Right boss," Lopak call back, "I want to finish that Dweezer!"
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Post by Art Teach on May 25, 2014 8:12:55 GMT -6
The Tie fire on Ciro and Dwyer. The squints fire blast through the shields and hits Dwyer's hull. (4 damage to the hull) "That is the last thing he will do in life." Dwyer declares in a calm more slightly scary manner. Dwyer is right as the damage tie fighter attempts to boost his damaged engines and the fighter explodes in a blaze of inferior manufacturing. The second squint fails to make his target on Ciro. Ciro's Tie cuts past Carne's wing arching away from the squad. Both Tie Fighters focus on Dasha. She takes a solid hit on her X-Wing (6 damage) The Tie burst forward an the damaged one begins to spin his solar arrays breaking away and his ion engine flaming out. His command pod floats helpless in space. The second one passes a little over 100m starboard of your squad. Your turn
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Post by kinnison on May 25, 2014 10:10:56 GMT -6
Keeg Tries to retrothrust his craft and bank hard (Dropping to speed 3, and doing a hard right turn) to bring the last TIE in his sights. (3 success, 3 Advantage) and tries to fire on it before anyone else can get it. The X-wing protests the hard maneuver at the limit of it's envelope. And then seeing the glow of the TIEs engines he presses down on the trigger filling the space of the TIE with laser fire.
Gunnery: (2Y2Gvs2P = 1 success, 1 Advatage)
OOC: GM can describe what happens since i have no idea of the order. Liekly be after wingripper.
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Post by stewalker on May 25, 2014 21:46:57 GMT -6
"Lopak, stay with me", Ciro commands, "We're going to slow and bank hard to starboard, and come up on his port side" (Dropping to 3 speed and hard right. It will probably take two turns to get the TIE back in our sites, but better chance to successfully maneuver together and still catch him)
Dwyer calls into her om, "Gabby, we're going to do the same but to port. Let's see if we can flank this sithspawn!" (Dropping the three and hard left
Piloting (Space) 3P1Av3D = 2 Success, 3 Threat, 1 Triumph (Take strain from the threat, Use Triumph to affect TIE fighters ability to evade).
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Post by Art Teach on May 26, 2014 3:05:46 GMT -6
Ranna- As she tells her team to bank hard to starboard and get that last squint Ranna hits the retrothrusters and pulls hard with the repulsorlifts spinning her x-Wing 180 degrees as her cannons blast out. She does not strike the tie but forces it to evade port right into Alpha squad's sights. "Serving you up an easy one Ciro." 1G Full turn (2 success, 3 advantages, 1 triumph) Gunnery (7 advantages) Keeg- Tries to retrothrust his craft and bank hard (Dropping to speed 3, and doing a hard right turn) to bring the last TIE in his sights. (3 success, 3 Advantage) and tries to fire on it before anyone else can get it. The X-wing protests the hard maneuver at the limit of it's envelope. And then seeing the glow of the TIEs engines he presses down on the trigger filling the space of the TIE with laser fire. Gunnery: (2Y2Gvs2P = 1 success, 1 Advantage) Dasha- Banks with Keeg in perfect formation finishing what Keeg began with her own fire. 3G hard starboard turn uses extra success for 1 more facing turn.(maneuver 2 success 3 advantages) Gunnery: 3 success, 3 Advantage) Pash- Is not quite in perfect formation and his R2 screeches and beeps as he over taxes the ion drive but he does end in a perfect position to fire on a cloud of debris that was once a tie fighter. 'Sorry little guy it's been a few years since I took one of these babies out for a spin." 3G hard starboard turn take 3 strain but has facing turn to be right behind tie. (2 success, 3 threat, 1 triumph) Ciro- "Lopak, stay with me", Ciro commands, "We're going to slow and bank hard to starboard, and come up on his port side" (Dropping to 3 speed and hard right. It will probably take two turns to get the TIE back in our sites, but better chance to successfully maneuver together and still catch him) Ciro's extra skill allows his ship to turn a little more placing the Tie in his sights. It is forced in one direction by Ranna's fire and anticipating this Ciro presses the trigger on the tie fighter's doom. The ship breaks into 3 pieces each spinning wildly into space. Piloting (Space) 3P1Av3D = 2 Success, 3 Threat, 1 Triumph (Take strain from the threat, Use Triumph to affect TIE fighters ability to evade). I had you use the triumphs success and your extra success to shift your facing 2 more turns so you had a shot. You can spend extra success to push and extra square or shift your facing. Gunnery; (2 success 2 Advantage) Lopak Follows Ciro but is unable to make the turn with Ciro's fineness. Maneuver (2 success 3 advantage) Dwyer calls into her om, "Gabby, we're going to do the same but to port. Let's see if we can flank this sithspawn!" (Dropping the three and hard left) Dwyer pulls the turn but her ship protests the manuever. Gabby does not quite complete the turn but at least her X-Wing is in one piece. Dwyer Maneuver (2 success 2 threat) Gabby Maneuver (nothing) Ships Status Pilot | Hull Damage | System Strain | Systems Failure | Noell Ciro | 0 | 3 | none | Ranna Gorjay | 0 | 0 | none | Dasha Defano | 6 | 0 | none | Gabby | 0 | 0 | none | Fiona Dwyer | 4 | 2 | none | Carne Lopak | 0 | 0 | none | Pash | 0 | 3 | none | Keeg | 0 | 0 | none |
Damage Control Astromechs have 2P in mechanics to fix strain to systems and some hull damage.
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Post by Art Teach on May 26, 2014 3:20:23 GMT -6
Light Green Alpha Squad, Dark Green Omega Squad Purple target- minimal power, Blue target- power no drives, Orange target- power no drives, radiation emissions possibly core leak. In 40 seconds you moved from the quiet of hyperspace, to the midst of battle, and now back to quiet sounds of the x-wing instruments. Breathing out slowly you let the energy of battle flow outward. On your short range tactical scan flickers first one, then two, and finally three objects in the black ahead. The first is 3 clicks ahead and is showing only minimal power. The second 2 clicks from Alpha squad shows ship general power but no engines online, the third is over 3 clicks from Alpha and has ships general power, no engines online, but a growing radiation level that would indicate a core leak. All are about the silhouette of a light freighter or passenger vessel. Your R2 beeps and brings up long range scans showing the power signatures of 6 small vessels leaving the planet and heading to your bearing. They will take 14 minutes to arrive if you stay at this position. If you continue on your original route to the planet you will intersect in 7 minutes.
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Post by kinnison on May 26, 2014 11:49:11 GMT -6
"Woooo! Did you see me take out that eyeball? Didn't even get a chance to fight back! I would have gotten the second one too if Dasha didn't steal it from me."
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Post by Art Teach on May 26, 2014 14:48:23 GMT -6
"If you would have finished the job I would not be stealing anything," Dasha comments. "My scans show the blips are freighters dead in the water. Looks like the Imperial Ties have been ambushing any ship coming in the jump point."
"Of they could be a trap," Carne adds to the conversation.
"You think everything is a trap," Dwyer replies. "What about the incoming vessels. I'm not getting any current reports from the planet of Imperial activity just requests for help from previous attacks."
"L T C what do you think?" Pash cuts in,'We have faint life signs on all three ships. Could be a few people still be alive on those ships."
"I think we engage the incoming ships and once the situation is safe think about a search and rescue mission." Ranna gives her opinion. "If they are ambushing this jump point could they be doing the same at the other two."
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Post by stewalker on May 26, 2014 15:23:45 GMT -6
"I agree with Ranna," Ciro pipes in. "Besides, if you haven't noticed, we really don't have anyplace to put any survivors. Let's take a better scan as we pass those ships to get better readings, but stay out their target range. Dwyer, Gabby, take a pass between the center and port, Lopak and I will fly between center and starboard. Ranna you fly on ahead to check out the new welcoming committee"
OOC: Do we have any kind of beacons we can launch as distress beacons for our incoming team?
Ciro Computer (Scan) Roll (1A1P) = 1 Advantage
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Post by Art Teach on May 26, 2014 20:18:57 GMT -6
That is probably something for a fighter to carry kind of like the outerspace version of flares. You can drop a stronger beacon next to the vessels so they are easy to find on sensors.
Dasha, Fiona, and Pash have their R2 focus on ship repairs as you build acceleration toward the planet. Ranna, Gabby, and Carne sync sensor information to gather as much as possible information with scans.
The first vessel (purple) is a Wayfarer class medium transport. It's cargo pod is floating detached. It is not sending a transponder code. The second vessel (blue) is a HWK-290 Light Freighter. It's transponder code identifies it as the LadyHawk a frieghter with a registered home world of Torize. The third vessel (Orange) is a YT-2400 Light Freighter. It has the engine breech. The radiation is interfering with any transponder or communications.
You continue to monitor the communications from the planet hearing many on auto distress signals repeating over and over. After 7 minutes of flight you are 450 km from the planet and about 100km from the approaching vessels. Sensors show them to be 2 clusters of 3 tie fighters.
The Tie Fighters open communications,"Unidentified vessels please slow and identify. Your transponders are not engaged and you will be treated as an enemy vessel." They are not flying in a standard Imperial formation.
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Post by kinnison on May 27, 2014 11:00:50 GMT -6
Keeg forms up with Omega squadron and heads twos the new contacts. He is worried that the TIEs are not flying in formation. It could mean three things, they are better, or worse, or those are not TIEs. But first things first. Keeg says to his Astromech "Hey Worry, can you check for life signs on those Freighters?"
(Computers roll 2Y1G vs 3P = 1 success)
"Nice job hummer!"
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Post by Art Teach on May 27, 2014 18:18:10 GMT -6
Ships Status Pilot Hull Damage System Strain Systems Failure Noell Ciro 0 0 none Ranna Gorjay 0 0 none Dasha Defano 6 0 none Gabby 0 0 none Fiona Dwyer 4 0 none Carne Lopak 0 0 none Pash 0 0 none Keeg 0 0 none
The droids during the 7 minutes are able to repair all system strain. Hull damage can not be repaired without docking. You can shift Dasha and Fiona into the rear of the formation to protect them.
The first vessel (purple) is a Wayfarer class medium transport. Life signs could be 3 smaller life forms of 3 humanoids that are dying of recently dead. The second vessel (blue) is a HWK-290 Light Freighter. 4 life signs that are faint but stronger than the first vessel. The third vessel (Orange) is a YT-2400 Light Freighter. It has the engine breech. The radiation masks any life signs.
As the Tie fighters are contacting you, 450km and 7 minutes away the third vessel explodes in a full core breech.
"Frak what was that," Comes over the comm from one of the Tie Fighters.
"Bree maintain comm silence," The original voice states,"Unidentified vessels this is our last warning please slow and identify or by the authority of the Noble Council of Kolatill we will open fire."
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Post by Art Teach on May 27, 2014 22:22:15 GMT -6
Ranna flips on her transponder,"Never heard of a Imperial named Bree so I'm thinking your not the next set of squints we need to dust. I'm Lt Ranna Gorjaye of the NRV FarStar. We have arrived in response to your distress call."
"We are the Kolatill Defense Force. We acquired the Tie Fighters on planet when we removed the Imperial Governor. I am patching you through to the Head of our Defense Force Councilman Kause."
It takes a moment but an older deeper voice comes through the come. "This is Krause with greetings to the New Republic Fleet. We have awaited your arrival and the arrival of relief aide vessels from Kal'Shebbol. Our sensors have not detected the jump signatures of any larger vessels. When will the fleet arrive?"
"The fleet.. well the fleet is currently detained. We arrived to provide space defense. Shuttle with ground forces and medical aide will be arriving shortly, with the FarStar and relief vessels arrive after." Ranna admits.
The line is quiet a long pause before he speaks again,"No fleet, we have an Assault Cruiser that can bomb us again at any time. They have the entire populous hiding in fear and their Captain promised we would be the example for all planets who consider joining the New Republic. There are tie fighter blockades at every jumppoint destroying any vessels attempting to enter or leave the system. What kind of vessel is this FarStar a cruiser? a frigate?"
"It is a Corellian CR-100 Assault Carrier, sir." Gabby pipes in to explain.
"The council promised the people of Domaz that the New Republic would protect us. A Corellian Corvette can not stand up to the Bad Omen."
"It can with us," Carne puts in.
"Cut the chatter,' Ranna continues,'We are all you have Councilman. So tell us where you need us."
"What we need most of all is our jump points clear for ships coming in. This would allow relief supplies and regular trade to arrive."
Looking at the charts you see two more jump points. One is by the asteroid field and serves the mining units in that area. The other is on the other side of the system currently and is as close to the Kolat II and it's slave mines as a jump point can be. You R2 gives approximate times for jump at 6 hours for the first and 9 hours (due to the star's gravity well) for the second.
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Post by kinnison on May 27, 2014 23:53:20 GMT -6
Keeg to Ranna on a squadron only frequancy.: Ma'am I am detecting faint life signs on the HWK-290. It might be possible to go EVA and maybe evacuate them to a lifepod. It is bad luck for a Duro to leave someone stranded on a failing vessal"
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Post by Art Teach on May 28, 2014 0:11:13 GMT -6
"We will need a few X-Wings to escort the Aegis and Muvon in and hold this jump point. They can easily investigate the damaged vessels. I'm thinking Dasha and Dwyer to give them a chance to dock and assess the damage to their vessels. Maybe you can stay with them. I'm thinking the rest of us may be hunting more squints in the other jump zones. It is Ciro's call and sometimes command means balancing how many lives you need to give up."
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