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Post by stewalker on May 28, 2014 0:28:03 GMT -6
"Gabby, you stay with your wingmate. Let Keeg lead the rescue effort since he appears to know what he's doing."
"But Keeg, remember We need to make sure that our crewmates get in safely. That is your primary objective. You and Gabby will have to take point if it gets hot."
"Ranna, I turn command over to your for our new squadron"
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Post by Art Teach on May 28, 2014 1:22:32 GMT -6
"Then let's get hunting. Councilman we will clear the jump points for you. Which one has a higher priority?" Ranna waits for his response as your squads begin the turnabout and deceleration to return to the jump point and the damaged freighters.
"The Asteroid Field has a space station with crews and ships that are probably just waiting for it to clear to come help us. It would be the priority over the jump point for Kotal II."
"Then to the Asteroid Field. Ranna out."
The 7 minute trip is a long one for Keeg and the rest of the X-Wings. Each watches the life signs grow fainter and fainter on both vessels that are left.
Keeg, Dasha, Dwyer, and Gabby slow at the Lady Hawk as Ciro, Ranna, Pash, and Carne continue to the jump point and into hyperspace.
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Post by Art Teach on May 28, 2014 1:30:11 GMT -6
On the way to the ships you pull up deck-plans on your library data and plot the life signs on them. The green or red targets are the life signs. The areas 1 and 2 are floating free from the Wayfarer but if re-docked can hold 2 X-wings for repair. The 2 escape pods are missing from the HWK and 2 debris fields look like they could be the pods.
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Post by Art Teach on May 28, 2014 1:53:14 GMT -6
Ciro, Ranna, Pash, and Carne come out of 5 hours in hyperspace ready for an ambush. Scanning quickly they find the Mining Space Station known as Rockport has 2 squads of Tie Fighters patrolling around the station. No ships are going into or out of the station and it does not the usual communication traffic or even the standard hailing of incoming vessels. One squad of the 2 squint units breaks away from the station and heads toward the jump point and you. At 7km away and closing you should come into firing range in about 30 seconds.
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Post by kinnison on May 28, 2014 9:13:18 GMT -6
Most need right now is the Wayfarer. Without the escape pods on the HWK-290 it would mean trying to put people into pressure suits. As keeg maneuvers his x-wing closer to the Wayfarer starboard airlock he asks Hummer "Hummer, check scan the ships and check for atmosphere, and see if the hull still has integrity." and thinks to himself, now where the sith are the Wayfarers escape pods? (Knowledge check 3Gv2P = 2 success, and 3 advantage)
"May the force be with me" Keeg finally seals his suit, evaucates the air out of the cockpit, and launches himself directly to the airlock and opens it before heading in
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Post by stewalker on May 28, 2014 17:40:18 GMT -6
"Ranna, looks like these earworms wanna fight, Let us take these two, you go take care of those imps harassing the station," Ciro speeds up, working to gain advantage on incoming TIEs, "Lopak, stay with me. Let's see if these nerfs have wings to fly those ships" His maneuver completely blindsides the pilot and as the eyeball centers in his crosshairs he fires and hits. The TIE wingman has to work hard not to collide with his partner, setting up a nice shot for Lopak.
Mechanics: Piloting (Space) 1A3P = 3S 1A 1T vs opposed roll Gunnery 2A2P 1B (Triumph) (+ any boost from Maneuver) vs 2D = 3S 4A (Trigger Linked and give boost to Lopak)
OOC: Forgot, what does Accurate Weapon Attribute provide?
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Post by Art Teach on May 28, 2014 19:33:50 GMT -6
The escape pods are along the underside of the ship reached by an access port in the main hallway. The wayfarer still has three escape pods of three.
Gabby stays with the HWK-290.
Dasha and Dwyer approach the cargo pod that is floating free. The main airlock is open and cargo is floating freely. They can see the cargo pods have been used for target practice and are destroyed. They maneuver easily into the slightly rotating cargo pod and see it was customized to be a hanger space.
The very coordinated Keeg passes to the airlock easily. The airlock is open to space as is the inner airlock. His helmet lamp moves over the scene from floating chairs and foodstuffs to 8 bodies floating in vacc suits. Keeg approaches one and finds the human inside dead, a series of small holes drilled into his helmets faceplate. The death would have been a long one as the suit slowly lost oxygen and pressure. Keeg wonders why they did not attempt to repair the holes. A simple repair patch, even the patch for an emergency hull breach would work. He sees the hands of the suit looks loose. Like fingers are missing. Pulling one glove off flakes of charred flesh join the object in space floating in the galley. The fingers would have burned off by a low setting on a welder. Keeg doesn't need to look at the to know they all where left to slowly die with hands charred off unable to stop the pain and slow death.
Trying not to think of it he moves to the bridge and finds the ship is fully operational just powered down. Powering it up he again tries to ignore the sick horror of the thunk of bodies hitting the deck as gravity engages and he closes the airlocks. Maneuvering forward he docks the cargopod (rooms 1 and 2 with the 2 X-Wings within) back onto the ship. It is a 1/2 hour operation but the wayfarer is docked with the HWK-290.
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Post by Art Teach on May 28, 2014 22:05:09 GMT -6
OOC- Accurate gives a boost die to your attack. I rolled one for your first attack and you received an extra Success and Advantage. "Ranna, looks like these earworms wanna fight, Let us take these two, you go take care of those imps harassing the station," The Squad of Ties are moving at 5G unable to arch an avoid attacks in the need for speed. Ciro anticipates the normal imperial tactic of high speed fly byes added by superior mobility over most ships. Ciro speeds up, working to gain advantage on incoming TIEs, "Lopak, stay with me. Let's see if these nerfs have wings to fly those ships" His maneuver completely blindsides the pilot and as the eyeball centers in his crosshairs he fires and hits. All 4 cannons hit the TIE squarely leaving only a burst of debris. Mechanics: Piloting (Space) 1A3P = 3S 1A 1T vs opposed rollGunnery 2A2P 1B (Triumph) (+ any boost from Maneuver)+1 accurate vs 2D = 4S 5A (Trigger Linked and give boost to Lopak) The TIE wingman has to work hard not to collide with his partner, setting up a nice shot for Lopak. Debris rips through the wingman's solar array sending him into a tailspin as Lopak strikes him with cannon fire disintegrating the ship. In the flare from the destruction of their wingmates the last two TIEs fire wide on Ciro. Next Round TIE move first. Then you move and Fire. They fire last. The TIEs try a 5G barrel roll seeing it as the only chance to outmaneuver your ships. They begins the roll but loose control spinning wildly as the collide then spin out on opposite direction. (1 failure and 2 threats) They have 1 more difficulty and 1 setback to either attack Ciro or Carne's X-Wing.
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Post by kinnison on May 29, 2014 0:08:21 GMT -6
"Dasha and Dwyer, any idea what was in those cargos? The crew has been brutally and sadistically murdered. I am heading over to the HWK-290, see what you can find out from the ships computer. Oh, and since the crew is dead, I am claiming salvage rights" and with a big cheesy grin "And the prize money."
Keeg checks to make sure he still has his blaster (you never know) and heads back to the airlock at a run to the other ship. and then on the way thinks to himself. These ships were not attacked by pirates, any cargo would be worth taking, and not blasting to bits. and mutters under his breath "Kriffing sithspawn"
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Post by stewalker on May 29, 2014 0:09:15 GMT -6
"Hey Commander, these imps are bunch of noobs," Carne calls. "We can take them out without working up a sweat"
"Okay Lopak, don't get cocky. Just line em up and vape them." Ciro flies straight toward the nearest tie and takes aim (Stay on Target). He calmly presses the trigger on his stick, fireing all guns.
Mechanics: - Piloting (Space) 1A3P vs 1D = 2S 2A - Gunnery 2A2P1B (Accurate) vs 1D (Downgraded due to Stay on Target) = 3S (not too lucky this time).
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Post by Art Teach on May 29, 2014 6:58:14 GMT -6
Dasha calls through the Wayfarer's com,"From the twin blast points on the cargo it was TIE fighters. Looks like our friends blockading the jump point were getting some target practice. Dwyer and I have found a full garage in the cargo pod and are pulling our R2s to work on the X-Wings. Do you want one of us to take over your X-Wing and patrol (it is currently being flown by Hummer) or come up and take the helm here. Probably if you are going into the HWK we should have both (one in your X-Wing and one at the wayfarer helm)till our wings are repaired."
point 15 on the wayfarer is now connected to point 12 on the HWK. If someone did attack you would be hard pressed to defend and only have Gabby to protect you.
Gabby flies around the area and see two TIE fighters were not fully destroyed. She runs past the first and sees the pilot still strapped inside. Life signs show he is alive and stuck in a disabled command pod with no way to make repairs. The second disabled TIE pod is empty. The hatch on the top opened. She begins to scan the area searching for life signs of the pilot. If he is dead it will be difficult to find a 2m object in the void of space.
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Post by Art Teach on May 29, 2014 19:07:48 GMT -6
"Hey Commander, these imps are bunch of noobs," Carne calls. "We can take them out without working up a sweat" "Okay Lopak, don't get cocky. Just line em up and vape them." Ciro flies straight toward the nearest tie and takes aim (Stay on Target). He calmly presses the trigger on his stick, firing all guns. Ciro stikes his a grazing blast with just one cannon making the mark. Mechanics: - Piloting (Space) 1A3P vs 1D = 2S 2A - Gunnery 2A2P1B (Accurate) vs 1D (Downgraded due to Stay on Target) = 3S (not too lucky this time). Carne targets with 2 cannons reducing his TIE to debris. Ciro's TIE tries to regain control and the stress is too much for the fighter. Parts break off and float in all directions, solar arrays, command pod, even a primary buffer panel float by as Ciro and Carne burst past them attempting to catch up with Ranna and Pash. Blue Target's transponder identifies it as Rockport A01. A large mining vessel (Silhouette 6) heading for the mining space station Rockport. Light Green is Ciro and Carne. Dark Green is Ranna and Pash. Rana fires a long ranged shot and grazes the lead ship. It is followed by the Pash who finishes the lead TIE. "I think we just beat Keeg hitting a mynok at 400m, or was it a Rancor at 300km?" Pash jokes. The TIEs return fire and make an amazing hit on Pash. His hyperdrive flares out and is down along with a rip down his hull. (8 damage and his hyperdrive is down until repaired (2D). the TIEs fly through the burst of the first fighter and the energy courses over their vessels burning through systems (4 strain to each). 'Frak, When did TIEs start hitting targets!" Pash starts his R2 on repairs. Three vessels emerge from the Space Station. Sensor show them to be Imperial Lambda Class Shuttles. Shields and weapons are powered as they move from the station. Over the comm your receive a transmission from the shuttles,"I am Station Commander Keel. Please do not surrender rebel scum it has been too long since I have had you in my sights." From the Station comes a transmission to the Rockport Mining Vessels,"RMV A01 hold your positions until enemy combatants are dealt with." Next Round, The three TIEs arch in seeing the damaged X-Wing and a possible kill. The shuttles begin to accelerate. The Shuttles are fast or maneuverable but have multiple weapons systems. Your move.
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Post by kinnison on May 29, 2014 21:15:21 GMT -6
OOC what is the status of the HWK crew? is it the same as the WAyfarer? Also, I am claiming SALVAGE rights. Not necessarily trying to make them work again. What kind of condition (hull /stain ) are they in.
"Until we understand what happened with these ships and what condition they are in, then yes, it would be good that have a second active ship out there. Hey hummer come inside the Wayfarer and take a new pilot *Binary protests are heard in reply* Don't worry I will be back as soon as the other X-wings are fixed."
"Gabby, um... unless he is surrendering, i would ignore him. We really don't have the ability to take prisoners yet. The pilot should be okay for a few hours, we won't puncture his suit like they did here. in a pinch i could move the wayfarer to his position and rescue him. But i am kind of busy at the momment. Unlike Imperials, WE follow the articles of the Republic dealing with prisoners of war"
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Post by Art Teach on May 30, 2014 0:27:38 GMT -6
www.dailydoserpg.com/mission_one_x-wing.htmHas the stats for the Wayfarer. The hyperdrive and shields are toasted but otherwise is in good shape. The cargo hold is modified to be a rather nice mechanics garage. Dasha and Dwyer's X-Wings will be spending 4 or more hours there getting repaired. Dasha climbs into Keeg's X-Wing and begins to patrol. Gabby turns away from the empty command pod and joins Dasha moving away from the Wayfarer and the HWK. Dwyer comes forward to the Bridge of the Wayfarer,"I'm glad I left my oxygen going when moving through the galley. I can't believe anyone, even stormtroopers, would do this just for entertainment." Keeg places his helmet and oxygen back on and moves back through the gore of the galley to the airlock. He notes the gravity shift from the Wayfarer to the HWK as he opens the airlock that is part of the lower hatch and begins to pull himself sideways/up the hatch. Sticking his head up slowly he notes the 2 heat signatures in this region have moved. The cargo hold is full of crates to the bow of the vessel but empty to the aft toward the crew quarters and escape pod bays. Keeg's vigilance saves him. He notes the crew quarter door slowly swinging open and reflexively ducks down into the hatch as a blaster bolt arc off the floor in line with where his head used to be. He can see the Imperial issue blaster and Imperial flight gloves and the figure in the shadow of the crew doorway firing on him. (2D +2 setback difficulty to fire on). Over his comm Keeg hears Fionia Dwyer,"Keeg what was that? Do you need backup?" Your move.
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Post by stewalker on May 30, 2014 1:13:50 GMT -6
'Hey Ciro, it's getting a little hot over here," Ranna voice crackles through the comm "If you and Carne are finish playing, how about heading over where the real show is going on."
"On our way, Ranna" Ciro responds, "Leave some of those bucket heads for us. Lopak, keep up" He pushes hard forward on his yoke hard. "Krayt (R4-KRT), watch the shields and make sure those imps can't get their shots through." He brings up his targeting computer and focusses on the lead shuttle and gets his torpedos ready for a long shot. Hopefully, he will catch the pilot by surprise.
Mechanics: Punch It Maneuver - Piloting (Space) roll 1A3P vs 2D = 3 Successes. Target Lock - Gunnery 2A2P v 1D = 3 Success 1 Advantage (Can't think of how to spend it)
OOC: Does Fire Discipline maneuver by me aid my shots or my wingman's?
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