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Author Topic: IC - Stranded in Space  (Read 23013 times)

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Offline Gribble

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IC - Stranded in Space
« Reply #80 on: October 18, 2005, 10:03:34 PM »
The Doctor:

"You know, nurse.  Maybe the shots can wait."



The doctor suits up and prays to whatever gods might wish to take his soul ...
Life may not be the party we hoped for, but while we're here we should dance...

Offline munchy

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« Reply #81 on: October 19, 2005, 05:43:13 PM »
The Medic mumbles something like darn docs, always the same, knowitalls, into his beard and suits up, too.
« Last Edit: October 19, 2005, 05:45:35 PM by munchy »

Offline ob1knorrb

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« Reply #82 on: October 21, 2005, 05:14:14 AM »
Well, the good news is that your plan seems to be working!  Fortunately the two Silth fighters that had been decelerating have continued to decelerate and are now no longer a concern.  The other Silth fighter has matched your deceleration manuevers and is racing with you towards the L5 jump point.  You figure that your plan is working because the fighter has just fired off a salvo of three missiles and they are heading towards the Jenny Allen and not the passenger liner.  Should be arriving in just over four minutes. Don't you love it when a plan comes together.  :blink:  You've had time to prepare for this, so you jump into action...
To be continued...
[/color]
« Last Edit: October 21, 2005, 05:14:42 AM by ob1knorrb »

Offline ob1knorrb

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« Reply #83 on: October 22, 2005, 10:27:24 PM »
Turn 1

Sadly, as you jump into action, your lack of experience working as a team seems hinder your ability to act effectively.  Fortunately you get the jump on the Silth and get your defensive maneuvers done in time to affect the missile launch, unfortunately your maneuvers less effective than you had hoped and the missiles manage to lock on.  Now it appears the Silth fighter is going to launch another round of missiles. The missiles will take 4 turns plus change to reach you.
[/color]

Inititive rolls for Pilot's, 1D10 + Qu Stat Bonus + In Stat Bonus
[size=8][ October 22, 2005, 1:46 pm ] - ob1knorrb rolled 1d10 and obtained 21. Reason : Silth Pilot Initiative.
[ October 22, 2005, 1:47 pm ] - ob1knorrb rolled 1d10 and obtained 24. Reason : Reegus Initiative.
[/size]

Reegus decides to fly defensively
[size=8][ October 22, 2005, 1:58 pm ] - ob1knorrb rolled 1d100 and obtained 4. Reason : Reegus Piloting Skill Roll.[/size]
+4 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill ( Actually +52 but I think can only be used to cancel penalty, not to give a bonus)
= 80
Looking up 80 on the Bonus column of the Manuever table gives -15 DB, oops!
Reegus also has the Instinctive Evasion talent, so that gives another +20 DB
Total = +5 DB

Prescott decides to boost the sheilds
[size=8][ October 22, 2005, 2:35 pm ] - ob1knorrb rolled 1d100 and obtained 8. Reason : Prescott Engineering (Magneto-gravitic) roll.[/size]
+8 for die roll
+78 for Engineering (Magneto-gravitic)
-0 for Medium maneuver (Turn based combat is Medium maneuver, round based combat is Very Hard (-40))
= 86
Looking up 86 on the Bonus column of the Manuever table gives -10 bonus (are you guys working for the Silth?)

The ever silent Zaras (who has undergone a bit of a career transplant) will try his hand at Electronic Counter Measures using his newly aquired skills in Signalling.
[size=8][ October 22, 2005, 2:41 pm ] - ob1knorrb rolled 1d100 and obtained 57. Reason : Zaras Signalling roll.[/size]
+57 for die roll
+52 for Signalling skill
-0 for Medium maneuver (Turn based combat is Medium maneuver, round based combat is Very Hard (-40))
= 109
Looking up 109 on the Bonus column of the Maneuver table gives a +5 bonus


Over on the Silth fighter
The pilot decides to fly offensively
[size=8][ October 22, 2005, 2:52 pm ] - ob1knorrb rolled 1d100 and obtained 21. Reason : Silth Pilot Piloting roll.[/size]
+21 die roll
+70 for Piloting Skill
-50 for Combat Piloting
+40 for Combat Piloting Skill
-10 for flying 26 - 50% of maximum
= 71
Looking up 71 on the Bonus column of the Maneuver table gives a -15 bonus

The gunner decides to fire a salvo of 3 missiles at the Jenny Allen
[size=8][ October 22, 2005, 2:59 pm ] - ob1knorrb rolled 1d100 and obtained 46. Reason : Silth Gunner Gunnery roll.[/size]
+46 die roll
+60 Gunnery Skill
+20 Missile's Weapon Rating
+40 Maneuverability Rating of the Starfighter
-15 for Pilots "bonus"
= 151 OB

Jenny's DB:
+30 Armor Rating
+30 Shield Rating
+30 Maneuverabilty Rating
+20 Electronic Warfare Rating
+5 Reegus Piloting
-10 Prescott Shielding
+5 Zaras Electronic Warfare
= 110 DB

Total Attack roll = 151 OB - 110 DB = 41.  Result is greater than 1, so the missiles have successfully locked onto Jenny Allen and are on their way.

[/color][/color]
« Last Edit: October 22, 2005, 11:34:27 PM by ob1knorrb »

Offline ob1knorrb

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« Reply #84 on: October 22, 2005, 11:01:49 PM »
Turn 2

You decide that you will have time to deal with the incoming missiles as they get closer and that you are better off trying to avoid getting locked on to by the second set of missiles.  You do better than previously, but unfortunately so do the Silth and you now have six missiles locked on and headed towards you. This second set will also take 4 turns and change to reach you.
[/color]

Inititive rolls for Pilot's, 1D10 + Qu Stat Bonus + In Stat Bonus
[size=8][ October 22, 2005, 3:35 pm ] - ob1knorrb rolled 1d10 and obtained 13. Reason : Silth Pilot Initiative.

[ October 22, 2005, 3:37 pm ] - ob1knorrb rolled 1d10 and obtained 27. Reason : Reegus Initiative.
[/size]

Reegus continues to fly defensively
[size=8][ October 22, 2005, 3:39 pm ] - ob1knorrb rolled 1d100 and obtained 29. Reason : Reegus Piloting Skill Roll.[/size]
+4 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill ( Actually +52 but I think can only be used to cancel penalty, not to give a bonus)
= 105
Looking up 105 on the Bonus column of the Manuever table gives +5 DB, oops!
Reegus also has the Instinctive Evasion talent, so that gives another +20 DB
Total = +25 DB

Prescott decides to boost the sheilds
[size=8][ October 22, 2005, 3:40 pm ] - ob1knorrb rolled 1d100 and obtained 8. Reason : Prescott Engineering (Magneto-gravitic) roll.[/size]
+8 for die roll (again!)
+78 for Engineering (Magneto-gravitic)
-0 for Medium maneuver
= 86
Looking up 86 on the Bonus column of the Manuever table gives -10 bonus

Zaras continues Electronic Counter Measures
[size=8][ October 22, 2005, 3:42 pm ] - ob1knorrb rolled 1d100 and obtained 87. Reason : Zaras Signalling roll.[/size]
+87 for die roll
+52 for Signalling skill
-0 for Medium maneuver
= 139
Looking up 139 on the Bonus column of the Maneuver table gives a +20 bonus


Over on the Silth fighter
The pilot decides to fly offensively
[size=8][ October 22, 2005, 3:44 pm ] - ob1knorrb rolled 1d100 and obtained 85. Reason : Silth Pilot Piloting roll.[/size]
+85 die roll
+70 for Piloting Skill
-50 for Combat Piloting
+40 for Combat Piloting Skill
-10 for flying 26 - 50% of maximum
= 135
Looking up 135 on the Bonus column of the Maneuver table gives a +20 bonus

The gunner decides to fire another salvo of 3 missiles at the Jenny Allen
[size=8][ October 22, 2005, 3:45 pm ] - ob1knorrb rolled 1d100 and obtained 59. Reason : Silth Gunner Gunnery roll.[/size]
+59 die roll
+60 Gunnery Skill
+20 Missile's Weapon Rating
+40 Maneuverability Rating of the Starfighter
+20 for Pilots "bonus"
= 199 OB

Jenny's DB:
+30 Armor Rating
+30 Shield Rating
+30 Maneuverabilty Rating
+20 Electronic Warfare Rating
+25 Reegus Piloting
-10 Prescott Shielding
+20 Zaras Electronic Warfare
= 145 DB

Total Attack roll = 199 OB - 145 DB = 54.  Result is greater than 1, so the second set of missiles have successfully locked onto Jenny Allen.

[/color][/color]
« Last Edit: October 22, 2005, 11:35:55 PM by ob1knorrb »

Offline ob1knorrb

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« Reply #85 on: October 22, 2005, 11:32:08 PM »
Turn 3
The Silth Fighter is out of missiles and won't be in close combat range until quite some time after the missiles have either hit the Jenny Allen or have been avoided. Reegus does some fancy flying that manages to confuse the closest missile, which loses it's lock and wanders off. Prescott launches half of Jenny's dozen decoys, but to no effect.  Zaras manages to jam another of the close missiles, taking it out of the combat.
[/color]



Reegus attempts to dodge the missiles through inspired flying
[size=8][ October 22, 2005, 4:08 pm ] - ob1knorrb rolled 1d100 and obtained 91. Reason : Reegus Piloting Skill Roll.
[/size]
+91 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill
-60 (-10 x 6 missiles)
= 107
Result is over 100, so one missile has been dodged. (for every additional 20 points over 100 an additional missile gets dodged)


Prescott decides to use half of Jenny's decoys in an attempt to confuse the missiles
[size=8][ October 22, 2005, 4:17 pm ] - ob1knorrb rolled 1d100 and obtained 28. Reason : Prescott Piloting Skill Roll.[/size]
+28 for die roll
+25 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+0 in Combat Pilot skill ( Might need to take that next leve)
-50 (-10 x 5 missiles), giving you a break and not counting the dodged one.
+60 (+10 x 6 decoys)
= 3
Not even close


Zaras trys to jam the missiles
[size=8][ October 22, 2005, 4:22 pm ] - ob1knorrb rolled 1d100 and obtained 84. Reason : Zaras Signalling roll.[/size]
+84 for die roll
+52 for Signalling skill
+20 for Jenny's EW rating
-0 for Medium maneuver
-50 (-10 x 5 missiles)
= 106
Result is over 100, so another missile loses it's lock.
[/color][/color]

Offline ob1knorrb

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« Reply #86 on: October 22, 2005, 11:58:12 PM »
Turn 4
Reegus and Zaras do their best to shake the remaining missiles.  Prescott decides it is better to wait to deploy the remaining decoys as they will be more effective if a couple more missiles can be taken out of the picture first.
Unfortunately the efforts to shake the remaining missiles are not entirely successful, although the lead missile does wander off course for awhile then regains it's course, falling back to join the second group of missiles, buying the Jenny a little time.
[/color]



Reegus attempts to dodge the missiles through inspired flying
[size=8][ October 22, 2005, 4:36 pm ] - ob1knorrb rolled 1d100 and obtained 60. Reason : Reegus Piloting Skill Roll.
[/size]
+60 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill
-40 (-10 x 4 missiles)
= 96
Result is under 100, so no missiles are dodged


Prescott decides to hold off on using the rest of the decoys, figuring they will be more effective if a couple more missiles can be sidetracked first.


Zaras trys to jam the missiles
[size=8][ October 22, 2005, 4:41 pm ] - ob1knorrb rolled 1d100 and obtained 54. Reason : Zaras Signalling roll.[/size]
+54 for die roll
+52 for Signalling skill
+20 for Jenny's EW rating
-0 for Medium maneuver
-40 (-10 x 4 missiles)
= 86
Result is under 100, so no missiles are jammed.

GM fudging (to make his life easier) and declares that although the jamming and dodging are not successful in breaking the leading missile's lock, the rolls are good enough that it does get momentarily confused and slows down enough that it will arrive a turn late, at the same time as the other three missiles.
[/color][/color]

Offline ob1knorrb

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« Reply #87 on: October 23, 2005, 12:07:16 AM »
Turn 5
Reegus pulls off a couple of stomach churning spins and manages to shake loose two more missiles.  Unfortunately he also shakes loose Zaras who has no luck with the jamming because his head is still spinning.
[/color]



Reegus continues to dodge the missiles.
[size=8][ October 22, 2005, 4:59 pm ] - ob1knorrb rolled 1d100 and obtained 92. Reason : Reegus Piloting Skill Roll.
[/size]
+92 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill
-40 (-10 x 4 missiles)
= 128
Result is over 100, and an addition 20 over so 2 missiles are dodged


Prescott still holds off on using the rest of the decoys.

Zaras trys to jam the missiles
[size=8][ October 22, 2005, 5:02 pm ] - ob1knorrb rolled 1d100 and obtained 14. Reason : Zaras Signalling roll.[/size]
+14 for die roll
+52 for Signalling skill
+20 for Jenny's EW rating
-0 for Medium maneuver
-20 (-10 x 2 missiles)
= 66
Result is under 100 , so no missiles are jammed.

[/color][/color]

Offline lonejedi

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« Reply #88 on: October 23, 2005, 12:17:32 AM »
Reegus - Pilot

"Sorry about that, Zaras," Reegus calls back to the general vicinity of the ECM station.  "Everyone be sure to buckle up, cuz' I'm going to get to try this one more time!"
-Lone Jedi
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Offline ob1knorrb

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« Reply #89 on: October 23, 2005, 12:22:16 AM »
Turn 6 (last full turn before moving to round based combat)
A couple more spins and a roll and Reegus shakes the last two missiles.
After catching his breath, Zaras does a scan to try and relocate the Silth fighter but can't find it.

You've got a little recovery time before you get close enough to the jump point to engage the Silth fighter directly.  The good news is that by forcing the Silth to use up it's missiles you are almost certain that the passenger liner can safely make the jump.  Unless, maybe, what if, the Silth figher has gunned his engines again and is accelerating towards the jump point? ....
[/color]




Reegus continues to dodge the missiles.
[size=8][ October 22, 2005, 5:09 pm ] - ob1knorrb rolled 1d100 and obtained 84. Reason : Reegus Piloting Skill Roll..
[/size]
+84 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill
-20 (-10 x 4 missiles)
= 140
Result is over 100, and an additional 40 over so 3 missiles are dodged (well, two since that is all that is left)

Post combat scan
[size=8][ October 22, 2005, 5:15 pm ] - ob1knorrb rolled 1d100 and obtained 8. Reason : Zaras signalling roll.[/size]
8 + 52 = 60 fail
[/color][/color]
« Last Edit: October 23, 2005, 12:23:45 AM by ob1knorrb »

Offline ob1knorrb

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« Reply #90 on: October 24, 2005, 09:12:44 PM »
[ooc] There's probably about five minutes of game time for your characters to do things before the next part of the combat commences.

Offline lonejedi

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« Reply #91 on: October 24, 2005, 09:38:39 PM »
Reegus - Pilot

"It looks like only a couple minutes till we approach the jump point... and possibly our missing fighter again.  So smoke 'em if you got 'em!"

"And is anyone onboard qualified to take a look at these sensors?  I think they're on the fritz... and we'd better get a lock on that fighter again soon.  It might be out of missles... I hope... but you can bet it's got guns."
-Lone Jedi
(Jason Buchanan)
Co-Owner, Code Monkey Publishing, LLC
http://www.codemonkeypublishing.com

Offline ob1knorrb

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« Reply #92 on: October 24, 2005, 10:24:27 PM »
Zaras
"I think I found him, he's still heading to the jump point and matching our speed.  We're definitely going to have to go a couple rounds with him before we can jump.  Looks like he's out of missiles though, still has a small Laser, a bit better than ours, but no auto cannons"


[size=8][ October 24, 2005, 3:16 pm ] - ob1knorrb rolled 1d100 and obtained 81. Reason : Zaras Signalling roll.
81+52 = 133[/size]

Offline crayok

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« Reply #93 on: October 25, 2005, 08:50:03 AM »
Prescott Harland - Shiip's Bridge[/font]

Trying to be cheerful
"Then all we need is to keep him from disabling us within this "couple rounds" , none too complicated to achieve."
"Awww com'on , no big deal."
"A brave man likes the feel of nature on his face, Jack."
"Yeah, and a wise man has enough sense to get in out of the rain! " - Big Trouble in Little China

Offline allenmaher

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« Reply #94 on: October 26, 2005, 02:10:49 AM »
Phill
(at the gun turretts)


Why did I quit smoking... I used to like smoking...
Wish I had one now.  Sure would kill some time.


Phill figgits and waits...
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Offline jaysek

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« Reply #95 on: October 26, 2005, 01:41:57 PM »
The Dutchman
(at whatever other gun turrets, lighting a cigar)

"Hmmm.. I was saving that for an occation, but this might be my last chance for such a nice cigar... puff, puff..."

Offline crayok

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« Reply #96 on: October 27, 2005, 01:10:43 PM »
Prescott Harland - Shiip's Bridge[/font]

Over the comm system
"I don't hear much optimism there guys ! Space's cold enough , no need to bring the chill in here ! I'll treat you to a fine warm beverage once this's over !"
"A brave man likes the feel of nature on his face, Jack."
"Yeah, and a wise man has enough sense to get in out of the rain! " - Big Trouble in Little China

Offline lonejedi

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« Reply #97 on: October 27, 2005, 04:20:44 PM »
Reegus - Pilot

"OK guys, smokin' time is over.  You guys on the guns, you want me to press an attack, or would we be better off just flying defensive cover until the liner and Jenny can both jump?"

"I'm thinkin' we light the fires on this guy, as long as we're evenly matched, and frag him as quick as possible... it might even scare off his buddies, then we can all jump in peace."

"But that'll be up to whether you guys are feeling cozy with the gun systems on this bucket."
-Lone Jedi
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Co-Owner, Code Monkey Publishing, LLC
http://www.codemonkeypublishing.com

Offline allenmaher

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« Reply #98 on: October 27, 2005, 05:17:15 PM »
Phill (mannng guns)


Never met a gun I didn't like, and can't think of a better condition than dead for rudd mucker that shot at us.  Lets frag him.
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Offline ob1knorrb

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« Reply #99 on: October 28, 2005, 04:17:47 AM »
Round 1

You arrive close to the jump point and the Silth fighter comes screaming towards you. Reegus decides to try and play it a little safe initially and maneuvers to be at a respectable distance away for the opening shots.  Must be the accumulated tension of the long wait, because nobody does a stellar job, your shots miss completely and the ship lurchs as the Slith's laser slams into your main air lock.  Hope no one was planning on leaving soon
[/color]

Inititive rolls for Pilot's, 1D10 + Qu Stat Bonus + In Stat Bonus
Reegus = 2 + 11 + 11 = 24
Silth Pilot = 5 + 5 + 7 = 17
[size=8]
[ October 27, 2005, 7:53 pm ] - ob1knorrb rolled 1d10 and obtained 2. Reason : Reegus initiative.
[ October 27, 2005, 8:00 pm ] - ob1knorrb rolled 1d10 and obtained 5. Reason : Silth Pilot initiative.
[/size]

Reegus decides to fly defensively and picks a range of 500 km, (-30 for Autocannons, -20 for Lasers)
[size=8][ October 27, 2005, 8:02 pm ] - ob1knorrb rolled 1d100 and obtained 33. Reason : Reegus Piloting Skill.
Roll.[/size]

+33 for die roll
+86 for Piloting Skill
-10 for flying 26 - 50% of maximum
-50 for Combat Piloting,
+50 in Combat Pilot skill
= 109
Looking up 109 on the Bonus column of the Manuever table gives +5 DB
Reegus also has the Instinctive Evasion talent, so that gives another +20 DB
Total = +25 DB

Prescott decides to boost the sheilds
[size=8][ October 27, 2005, 8:07 pm ] - ob1knorrb rolled 1d100 and obtained 8. Reason : Prescott Engineering.
[/size]

+8 for die roll (Again! I think the auto dice roller has a strange glitch as far a Prescott is concerned)
+78 for Engineering (Magneto-gravitic)
-40 for Very Hard maneuver (Turn based combat is Medium maneuver, round based combat is Very Hard (-40))
= 46
Looking up 46 on the Bonus column of the Manuever table gives -30 bonus

Zaras trys Electronic Counter Measures.
[size=8][ October 27, 2005, 8:14 pm ] - ob1knorrb rolled 1d100 and obtained 13. Reason : Zaras Signalling.
[/size]

+13 for die roll
+52 for Signalling skill
-40 for Very Hard maneuver (Turn based combat is Medium maneuver, round based combat is Very Hard (-40))
= 25
Looking up 25 on the Bonus column of the Maneuver table gives a -40 bonus


Over on the Silth fighter
The pilot decides to fly defensively
[size=8][ October 27, 2005, 8:23 pm ] - ob1knorrb rolled 1d100 and obtained 46. Reason : Silth Piloting.
[/size]

+46 die roll
+70 for Piloting Skill
-50 for Combat Piloting
+40 for Combat Piloting Skill
-10 for flying 26 - 50% of maximum
= 96
Looking up 96 on the Bonus column of the Maneuver table gives a -5 bonus


Phill fires the Auto Cannons (Mark III).
[size=8][ October 27, 2005, 8:20 pm ] - ob1knorrb rolled 1d100 and obtained 21. Reason : Phill Gunnery.
[/size]

+21 for die roll
+41 for Gunnery skill
+10 for Weapons Rating of Autocannon
+30 for Jenny's Maneuverabilty Rating
-30 for Range
= 72 OB

The Dutchman fires the Lasers (Mark II).
[size=8][ October 27, 2005, 8:51 pm ] - ob1knorrb rolled 1d100 and obtained 5. Reason : Dutchman Gunnery.
[/size]

+5 for die roll
+61 for Gunnery skill
+10 for Weapons Rating of Laser
+30 for Jenny's Maneuverabilty Rating
-20 for Range
= 86 OB


Silth DB
+30 for Armor Rating
+20 for Shield Rating
+40 for Maneuverabilty Rating
+20 for EW Rating
-5 for Pilots Bonus
= 105 DB
Higher than either attack roll, so no hits

The Silth gunner returns fire.
[size=8][ October 27, 2005, 8:55 pm ] - ob1knorrb rolled 1d100 and obtained 13. Reason : Silth Gunnery.
[/size]

+13 die roll
+60 Gunnery Skill
+30 Missile's Weapon Rating
+40 Maneuverability Rating of the Starfighter
-20 for Range

= 123 OB

Jenny's DB:
+30 Armor Rating
+30 Shield Rating
+30 Maneuverabilty Rating
+20 Electronic Warfare Rating
+25 Reegus Piloting
-30 Prescott Shielding
-40 Zaras Electronic Warfare
= 65 DB

Total Attack roll = 123 OB - 65 DB = 58.  Small Attack is -10, so Adjusted Attack Roll is 48
An 3 on the One's die of the Attack die roll means a Weapons System hit
Looking up 48 on the Vehicle Energy Criticals table "Enemy main air lock (hatch / door ) is fused shut.  Vehicle takes 7 Structural hits"

[/color][/color]

 

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