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Author Topic: Sector Unknown II  (Read 36079 times)

Nunzillor

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Re: Sector Unknown II
« Reply #345 on: December 29, 2015, 08:51:19 pm »

Try again to gain access to the enemy corvette's systems and disable its weapon systems.
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Azkanan

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Re: Sector Unknown II
« Reply #346 on: December 30, 2015, 08:45:24 am »

With nothing else to do for them, he'd move to engineering and see what he could do to negate some of the damage to the ship and it's shields.

Starship Mechanic Roll
1d20 = 20


You're not quite sure how you did it, but you've somehow made the ship react faster, though you imagine this will likely be temporary.
(+1 Ship AC)
(+8 Experience)


Divert energy from currently unnecessary systems to the shields. 

Starship Mechanic Roll
1d20 + 2 = 12


You attempt to redirect power in the ship, but quite simply, fail in your attempts.

Attempt to fix anything vital that breaks. And patch up breaches.

Starship Mechanic Roll
1d20 + 2 = 11


You contemplate repairing the ship. With the fact that nothing inside seems to be wrong, you further realise it would not be wise to explore the exterior of the ship at this time.

"Midnight Sun to local authorities: do not fire, we repeat: do not fire. We are pursuing kidnappers of Kotaku royal family member; offering our continued assistance to their arrest."

The radio is silent for a moment, before a return hail is received; "Roger Midnight Sun; moving to intercept target."

Try again to gain access to the enemy corvette's systems and disable its weapon systems.

Computer Skills Roll
1d20 + 1 = 6


You attempt again to hack the Mercenary's ship - and utterly fail.

The pursuit continues to flow and bend and weave through the night sky, plummeting in and out of foggy clouds - before finally reaching out toward the stars, the horizon beginning to blur in a haze, and the halo of the sun emblazoning the silhouette of the planet's rim.

The enemy corvette continues to rain autoturret fire on the Midnight Sun!


Attack Roll(8d20): 8, 7, 17, 7, 4, 12, 17, 18.
Damage Roll(3d3): 3, 1, 2. (Total: 6)


The Midnight Sun takes further damage!
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Strife26

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Re: Sector Unknown II
« Reply #347 on: December 30, 2015, 10:33:13 am »

Dante hangs on, guards Koya, wishes for no hull breaches, and tries to doctor his own injuries as best as possible.

I probably should have been worrying about this earlier, thinking about it.
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Dustan Hache

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Re: Sector Unknown II
« Reply #348 on: December 30, 2015, 11:54:47 am »

Armal, surprised at how he did that with only minimal experience about ships, would leave it be for the moment and go to check on dante and koya. upon seeing the hidden injuries that dante was now trying to tend to, he would get the first aid kit out (Again) and start to try and give him some proper care.
"Why didn't you show me this earlier, Dante? You could of bled out!"
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Strife26

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Re: Sector Unknown II
« Reply #349 on: December 30, 2015, 12:04:55 pm »


"Sorry, I've got a bad habit of ignoring things, then forgetting them until they bite me on the ass. It's nothing worse than I've received in the past." 
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Spiderking50

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Re: Sector Unknown II
« Reply #350 on: December 30, 2015, 12:31:15 pm »

Engage evasive maneuvers and try to make the Midnight Sun harder to hit. 
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DontBanTheMan

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Re: Sector Unknown II
« Reply #351 on: December 30, 2015, 01:42:32 pm »

Sit back and watch the action. Pray that this isn't where I meet my untimely demise.
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Azkanan

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Re: Sector Unknown II
« Reply #352 on: December 30, 2015, 06:45:27 pm »

Armal, surprised at how he did that with only minimal experience about ships, would leave it be for the moment and go to check on dante and koya. upon seeing the hidden injuries that dante was now trying to tend to, he would get the first aid kit out (Again) and start to try and give him some proper care.
"Why didn't you show me this earlier, Dante? You could of bled out!"

Armal pulls out the first aid kit yet again and begins cleaning and bandaging Dante's wound, rocky and swervy as the ship may be.

First Aid Roll
1d6 = 2
+2 HP Recovered (Dante)
+1 Experience

-2 First Aid Kit (7/20 remaining)


Engage evasive maneuvers and try to make the Midnight Sun harder to hit. 

Piloting Roll
1d20 + 3 = 8
+4 Experience


You attempt to evade and dodge the incoming blasts but unfortunately, the enemy guns keep a decent track.

The enemy corvette continues to rain autoturret fire on the Midnight Sun!


Attack Roll(8d20):13, 14, 13, 8, 19, 17, 12, 18.
Damage Roll(6d3): 2, 3, 2, 3, 1, 3. (Total: 14)


The Midnight Sun takes further damage!!

The Midnight Sun's system begin to feel the pressure of the combat; the damage to the hull has breached in several places, causing surges and malfunctions. "C'monnn!" growls Majunder, striking the panels with his fist to get the faltering controls back under control. The ship continues its flight path on turns without aright when required, causing the mercenary ship to gain a distance - not helped at all by faltering acceleration responses.
As the pursuit continues into the speckled black, the space around the mercenary ship begins to blur and the air - or lack of air - begins to crackle and glow. Saxson grits his teeth; "Dammit, it's too late! They're jumping!"

The air grows white and the shields on the forward of the mercenary ship begins to opaque as the jump initiates - then the ship dies. The engines go off, the jump ceases and the autoturrets gaze at you across the great divide, some 250 meters ahead.
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Dustan Hache

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Re: Sector Unknown II
« Reply #353 on: December 30, 2015, 06:54:33 pm »

Armal would remain focused on the task of healing, praying silently that they survive as the ship starts to malfunction and suffer power surges.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

TheBiggerFish

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Re: Sector Unknown II
« Reply #354 on: December 30, 2015, 07:07:40 pm »

((Wait, who failed at jumping?))
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Strife26

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Re: Sector Unknown II
« Reply #355 on: December 30, 2015, 07:22:53 pm »

Dante jumps on the net.
"Break break break. Law enforcement ship, this is Midnight Sun. Kidnapping ship is attempting to jump. I say again, they're trying to jump. I need a hard estimate on your time to intercept and disable, or I'll manage as best as I can"





"Oi, whoever's driving. Get ready to ram them.

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~Neri

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Re: Sector Unknown II
« Reply #356 on: December 30, 2015, 07:26:58 pm »

"Ram them?! Ramming is a horrendously stupid idea! We'd die. They'd die. The ships would be scrap."

Fix stuff before it gets worse!
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Strife26

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Re: Sector Unknown II
« Reply #357 on: December 30, 2015, 07:31:59 pm »


"Not if we do it right. Glancing strike, bounce off their turrets to disable them. They jump, and they're either away scot free, or we're against a damn destroyer. I have complete faith in your skills, pilot."
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Nunzillor

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Re: Sector Unknown II
« Reply #358 on: December 30, 2015, 07:59:20 pm »

"Damn it, we're taking too much damage!  We can't just keep taking these hits, and an attempt to ram them might finish us off for good!  What if we fired upon their turrets and crippled them?"

All power from non-essential systems to shields!
« Last Edit: December 31, 2015, 01:27:22 am by Nunzillor »
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Dustan Hache

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Re: Sector Unknown II
« Reply #359 on: December 31, 2015, 04:26:27 pm »

continues shoving forign objects into dante to "heal" him
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.
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