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02:24, 20th May 2024 (GMT+0)

The Scout Ship.

Posted by GM HeathFor group 0
Bartja Nemuco
player, 742 posts
Yazirian
Technician
Thu 24 Jun 2021
at 17:49
  • msg #97

Re: The Scout Ship

"Watch your back folks.  There might be some guards holed up in the Bridge and you don't want them sneaking up your backside."

Bartja continues to work on the robot while watching the feeds come in, slightly distracted by the stress of the moment.
GM Heath
GM, 2758 posts
Fri 25 Jun 2021
at 00:16
  • msg #98

Re: The Scout Ship

The party opens the door to the south/aft and prepares to explore further into #5.



The good news is that the doors behind you to the north (bow/fore of ship) do not open, and you are not surprised from behind!

The bad news is that when you face the aft and the doors open, revealing the crew quarters, two Sathar spider workbots are ready. They have been weaponized to carry laser pistols and are clearly waiting for you. Each carries four laser pistols in its arms and tentacles to address the intruder threat. (Note: These are more typical robots, not the "Cockroach I" bots that were sliding on the ceiling in a rail fashion that you just defeated.)



Luckily, you were prepared and the robots do not get surprise on you. On another note, you are realizing that the amber lights that keep flashing (and that appear to be referenced in the bottom row of the runes) are more likely a Red Alert type alarm than a friendly welcome mat.

To set the scene, note that 8 shots below (the first shot of each laser pistol) are happening simultaneously at the opening of the round; the second 8 shots are in the second half of the round (i.e., 2nd shot of laser pistol's two shots per round ROF). I am assuming that everyone jumps to cover to the side wall almost immediately...Desi is the only one that makes it to cover before the second shot from the laser pistols, but not the first.

NOTE: Reminder for newcomers, if you have any protective screens/suits, I do not take them into account below, so please in your next post indicate if they apply, the amount absorbed, and make adjustments to their energy and your STA accordingly.


ROUND 1
The robots--being clearly ready and with computer fast reflexes--fire first at random targets, two shots each...Desi and Gregor being within their sites.

Robot 1 (1st laser pistol) fires two shots at Desi...but her fast reflexes help her jump to cover beside the door and avoid both.

Robot 2 (1st laser pistol) fires at Gregor...Despite his preparations, he is not so lucky. (1 hit and 1 critical hit 08:50, Today: GM Heath rolled 2 using 1d100 (19 total STA damage. Rolled 84 on critical hit table: weapon damaged)

SHORT RULE BREAK EXPLANATION FOR NEWCOMERS: A critical hit/miss is 01-03 and 98-00. This is separate and different from the "automatic hit" and "automatic miss" rule under the rules for a roll of 01-05 or 96-00.)

NOTE: In this case, due to Gregor's preparation and the fact that the crit hit was the second shot, Gregor still gets his first attack in, but his weapon is damaged in the second hit and his shooting hand is injured...

The effect of this on a Dralasite is as follows: A dralasite chooses a dominant limb when growing one, so Gregor must fire any future shots with a non-dominant limb until he takes 56 minutes to grow a new dominant limb. (Note that Vrusk are ambidextrous and do not have a dominant limb problem in these situations).


Robot 1 (2nd laser pistol)...at Desi...both misses. Second miss is a critical miss (09:02, Today: GM Heath rolled 99 using 1d100 Weapon jammed. This robot can now only fight with 3 laser pistols.)

Robot 2 (2nd laser pistol)...at Desi...the first shot grazes Desi (6 STA damage) but the second misses.

Robot 1 (3rd laser pistol)...at Vadim...both shots hit Vadim solidly in the body (22 STA damage).

Robot 2 (3rd laser pistol)...at Vadim...both shots come within centimeters of hitting him, but they miss.

Robot 1 (4th laser pistol)...at Vadim...both shots go wide.

Robot 2 (4th laser pistol)...at Orvo...the first shot hits Orvo (10 STA damage) but the second goes wide.


NOTE: Here is the situation. You were all prepared. Your screens/suits are on and your weapons are ready. Therefore, please indicate your actions below, which will count towards Round 1, and then post your actions for Round 2.

Gregor gets a 15% bonus on his first round attacks due to his preparations. Everyone else is normal (no penalties or bonuses).

If you want cover, it will take 1/2 round to get to it (and you can take a wild fire shot--think Han Solo in Star Wars) or save your ammo. The cover available would be both sides of the door leading south to 5 (two people max), the north wall of 2 (one person max), or to either side of those taking cover but you will not be able to see your targets (or be hit by them) with ranged or melee attacks.


In your quick glimpse before battle erupted, you saw that the crew quarters to the aft was a compartment almost filled by two large and two small covered troughs. A computer console is at one end of each large trough.
This message was last edited by the GM at 00:18, Fri 25 June 2021.
GM Heath
GM, 2759 posts
Fri 25 Jun 2021
at 00:22
  • msg #99

Re: The Scout Ship

NOTE: For those newcomers who have not done so, I would encourage you to visit the Game Wiki.

For this and future battles, it would come in handy to quickly review the Combat portion of the Wiki for ideas and modifiers: http://wiki.rpol.net/?id=6687/COMBAT

The critical (and automatic) hit and miss rules, including a link to the effects based on rolls, is here: http://wiki.rpol.net/?edit=668...ical_hits_and_misses

I have been toying with an expanded critical/automatic hit rule in which the percentage would go up by 1% for each level of skill in that particular weapon (so 01-07 would be automatic hit and 01-05 would be critical hit for a LEVEL 2 skill in that weapon). I like it as an idea, but might be hard to track unless players remind me of their level each time they attack. If you have ideas on that, let me know. I like battles that add danger, logic, and a little more reality than just a cut and dry hit/miss scenario.


Current range is POINT BLANK (which covers up to 10 meters).
This message was last edited by the GM at 00:28, Fri 25 June 2021.
Vadim tul Mhora
player, 35 posts
New Pale Scout
STA 46/50 Machete/Laser P
Fri 25 Jun 2021
at 20:09
  • msg #100

Re: The Scout Ship

His albedo screen flashing with the impact of the laser bolts, Vadim takes careful aim at one of the security robots and fires.

OOC

16:08, Today: Vadim tul Mhora rolled 56 using 10d10.  laser damage.

16:07, Today: Vadim tul Mhora rolled 32 using 1d100.  laser pistol.

16:03, Today: Vadim tul Mhora rolled 6 using 1d10+5.  Initiative.

Gregor Trask
player, 34 posts
Blob-shaped Explorer
Sat 26 Jun 2021
at 02:11
  • msg #101

Re: The Scout Ship

"Damn!" Gregors abedo screen absorbs the laser blast completely. He aims and fires before moving back into cover around the bulkhead for cover.



COMBAT SKILLS:
Beam Weapons: 6 [DEX:31 + 20 = 51%]

[1] Civilian Skeinsuit [50/50]
[1] Albedo Screen with Beltpack [46/50]
[1] Laser Rifle on Backpack [70/100]
[1] Laser Pistol with Power Clip [20/20 SEU]
[1] (concealed) Laser Pistol with Power Clip [20/20 SEU]
[10] Spare Power Clips [20/20]]
This message was last edited by the player at 11:10, Mon 28 June 2021.
Desiraye Lipost
player, 2176 posts
PGC Gun-Chick
Military PSA
Sat 26 Jun 2021
at 10:49
  • msg #102

Re: The Scout Ship

In reply to GM Heath (msg # 98):
Desiraye winces from the shot that hits her screen and continues to move towards cover as she fires a single shot (@10 SEU) at her attacker.  "Orvo, you're with me!  Cover our Six and be prepared to change positions if I need to reload or you to support an injury.  Everyone else, get to cover and engage threats!"

PUNCHING DAMAGE: 7
CURRENT STA: 62/62

[1] 10 SEU shot at a robot that shot her
DAMAGE: 10d10+20 for each [10] SEU shot hit

SKILLS:
Beam Weapons: 6 [DEX:30 + 60 = 90%]
Martial Arts: 3 [DEX:30 + 30 = 60%]
Melee Weapons: 2 [STR:32 + 20 = 52%]
Demolitions: 2
Gyrojet Weapons: 4  [DEX:30 + 40 = 70%]
Projectile Weapons: 3  [DEX:30 + 30 = 60%]
Thrown Weapons: 2  [DEX:30 + 20 = 50%]
Technician: 2

[1] Civilian Skeinsuit [26/50]
[1] Albedo Screen [88/100]

[1] Power Backpack  [50/50]
[1] Power Beltpack  [95/100]

[1] LE-1500 Laser Pistol (#13 p.5)
- [1] Recognition Grip  [+230 cr]
- [7] 20 SEU clips
- [1] Spring Holster
- [0] Empty 20 SEU clips

Game Notes:
Laser pistol in Alpha Dawn with increased damage per SEU setting.
1d10+2 per SEU / LE-1500 DAM: 1d10+2/SEU / SEU 1-10/shot
Orvo
player, 258 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Mon 28 Jun 2021
at 09:28
  • msg #103

Re: The Scout Ship

Orvo follows Desi's orders, guarding behind them but ready to pull someone out of danger or fire covering fire if needed.
GM Heath
GM, 2764 posts
Thu 1 Jul 2021
at 05:07
  • msg #104

Re: The Scout Ship

ROUND 2

Initiative to...robots...

(First laser shots...)
Robot 1 fires...3 shots at Gregor and 1 shot at Vadim...

...and Gregor is hit by one of the shots (10 STA damage)...
...and Vadim is not hit.

Robot 2 fires...3 shots at Vadim and 1 shot at Desi...
...and hits Vadim once (7 STA dmg)...
...and misses Desi.

(your return fire)

Vadim takes careful aim...(will occur on second half of firing round)...

Gregor fires while moving back behind cover...but suffers a critical miss...(98 roll and 18 on effects.) This results in operator error. Gregor slips and doesn't actually fire the pistol as intended (no ammo expended--so the result is actually better than just a miss).

Desi makes it to cover and closes her eye to take careful aim (second half of round).

(Second laser shots...with Gregor, Vadim and Desi now behind cover (-15 for robot shots))
Robot 1 fires his four shots...3 at Gregor and 1 at Vadim
...1 shot hits Gregor (13 STA damage).
...and it misses Vadim.

Robot 2 fires its four shots...1 at Desi and 2 at Gregor...
...the shot at Desi causes a weapon malfunction (weapon cannot be fired for 2 rounds) (critical miss)...
...1 shot hits Gregor in the neck as he fires around the corner (15 STA damage).

Vadim fires at Robot 2 with careful aim on 10 SEU setting...hitting for 56 dmg.

Desi fires at Robot 1 with careful aim...hitting (also for 56 dmg).

Gregor takes another shot at ROBOT 1 (needing 66% to hit after +15 bonus) and...barely misses the robot (14:03, Today: GM Heath rolled 68 using 1d100)

The robots are smoking and damaged but will fight to the end. Indicate which robot you fire at for combat next round and any other details. Also remember to factor in any suits/screens, deduct SEU usage from weapons, and factor in one round to reload a clip if it is expended.

OOC: FYI targets are selected randomly by rolling a die and using alphabetical order of all visible targets.


ROBOT 1: 19/75 STA
ROBOT 2: 19/75M

This message was last edited by the GM at 04:53, Sun 04 July 2021.
Vadim tul Mhora
player, 36 posts
New Pale Scout
STA 46/50 Machete/Laser P
Thu 1 Jul 2021
at 23:12
  • msg #105

Re: The Scout Ship

Vadim steadies a shot and fires at a robot (2).

OOC
IM +5


19:11, Today: Vadim tul Mhora rolled 51 using 10d10.  laser damage.

19:11, Today: Vadim tul Mhora rolled 5 using 1d100.  laser pistol.

Gregor Trask
player, 35 posts
Blob-shaped Explorer
Thu 1 Jul 2021
at 23:21
  • msg #106

Re: The Scout Ship

Gregor fires again and again in rapid succession from cover. Both shots miss badly.
This message was last edited by the player at 23:27, Thu 01 July 2021.
Orvo
player, 259 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Sat 3 Jul 2021
at 01:46
  • msg #107

Re: The Scout Ship

Feeling guilty that he is hiding behind cover while the other three are being shot at, Orvo does something strange and steps out to fire at the robots, hoping his albedo screen will take any hits for him. (Laser pistol at SEU 10. Takes two shots and then jumps back behind the wall for cover to reload his clip.)
Desiraye Lipost
player, 2178 posts
PGC Gun-Chick
Military PSA
Sat 3 Jul 2021
at 03:09
  • msg #108

Re: The Scout Ship

Desiraye will take another shot at Robot #1 and then pull back behind cover to begin to reload.
GM Heath
GM, 2767 posts
Sun 4 Jul 2021
at 23:21
  • msg #109

Re: The Scout Ship

ROUND 3
Initiative to...robots

Robot 1 fires its first 4 shots...2 at Gregor and 2 at Vadim...
...hitting Gregor once (12 STA damage) and hitting Vadim once (13 STA damage).

Robot 2 fires its first 3 shots (1 weapon malfunctioned previously)...2 at Vadim and 1 at Gregor...
...hitting Vadim once (10 STA damage) and missing the other two shots.

Vadim fires at Robot 2...hitting it and knocking it out of commission.

Gregor fires and misses.

Orvo misses.

Desi hits and takes out Robot 1.

(No need to deduct 2nd shot SEUs. Also, I assume you all reload.)

With both robots down, you take a second to catch your breath and look over your injuries. (Please deduct for albedo screens and STA for the damage.)

To the aft are the crew quarters (area 5). The compartment is almost filled by two large and two small covered troughs. A computer console is at one end of each large trough. The small troughs appear to be food storage containers, and the large troughs appear to be fluid baths that serve as beds for two of the crew.
Gregor Trask
player, 36 posts
Blob-shaped Explorer
Tue 6 Jul 2021
at 02:11
  • msg #110

Re: The Scout Ship

Gregor moves with the team leader trying to make sure that they are not surprised by hidden robots or Sathar. Gregor carefully clears the corners with his blaster rifle.
This message was last edited by the player at 00:04, Wed 07 July 2021.
Orvo
player, 260 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Tue 6 Jul 2021
at 07:12
  • msg #111

Re: The Scout Ship

Orvo checks to see if the other exit to the room is also locked and what level security it may have. He also looks around the room for clues as to the codes in the other room.
Desiraye Lipost
player, 2179 posts
PGC Gun-Chick
Military PSA
Tue 6 Jul 2021
at 12:49
  • msg #112

Re: The Scout Ship

Gregor Trask:
Gregor moves with the team leader trying to make sure that they are not surprised by hidden robots or Sathar. Gregor carefully clears the corners with his blaster rifle.

Moving together, Desi covers where Gregor isn't with her freshly loaded laser pistol and clears the room as a pair.
Vadim tul Mhora
player, 37 posts
New Pale Scout
STA 46/50 Machete/Laser P
Tue 6 Jul 2021
at 17:46
  • msg #113

Re: The Scout Ship

Vadim reloads before inspecting this section of the Sathar vessel.

OOC

13:46, Today: Vadim tul Mhora rolled 96 using 1d100.  Intuition.

GM Heath
GM, 2768 posts
Wed 7 Jul 2021
at 05:12
  • msg #114

Re: The Scout Ship

Desi and Gregor move around and ensure the room is clear (room #5). There are no other apparent dangers other than the two robots, so you all move in freely and look around.

Orvo checks the door leading back. The door leading aft (from #5 to #6) is also security locked (level 3). You can try to unlock it.

The amber lights, which you realized are the Red Alert security lights, still flash.

You all reload (weapons, screens, etc.) as desired while Orvo is checking the door and Desi and Gregor are looking around. The room appears fairly bare.

In examining the computers, the computer consoles appear linked to the main computer and have level 3 security locks.


Gregor Trask
player, 37 posts
Blob-shaped Explorer
Wed 7 Jul 2021
at 05:33
  • msg #115

Re: The Scout Ship

Gregor moves his helmet cam over the control consoles, paying special attention to the alien Sathar technology. Surely a lot of this was known but maybe there was something her that the techs later would see something new.

"Tell me if you want me to pay special attention to anything on the video." He clicks on the mic back to the others at the ship.

"Whats it going to be?" He glances quickly at Desi but keeps his barrel trained on the door to the next compartment.
Bartja Nemuco
player, 744 posts
Yazirian
Technician
Wed 7 Jul 2021
at 14:21
  • msg #116

Re: The Scout Ship

"Take a close look at that computer console and let's see if we can work our way into the mainframe.  I'd like to know what the Sathar are up to here and I'm guessing there's a whole lot of mission information on that ships mainframe."

Bartja's familiar with computers but could not be considered a trained expert.  Still, he did know how to operate them with proficiency.  Hacking was another matter...
Desiraye Lipost
player, 2180 posts
PGC Gun-Chick
Military PSA
Wed 7 Jul 2021
at 14:26
  • msg #117

Re: The Scout Ship

Gregor Trask:
Gregor moves his helmet cam over the control consoles, paying special attention to the alien Sathar technology. Surely a lot of this was known but maybe there was something her that the techs later would see something new.

"Tell me if you want me to pay special attention to anything on the video." He clicks on the mic back to the others at the ship.

"Whats it going to be?" He glances quickly at Desi but keeps his barrel trained on the door to the next compartment.

Relaxing for a second, Desi looks to Gregor, "I know it's only the next compartment but, I don't want to stretch the four of us to thin.  Let's finish video documenting the rook, I'll get the robots and weapons.  When we're all finished here, we move to the next room.  Fair enough Gregor?"

Desiraye will move and document the robots and check their weapons to see if there are any power clips or usable weapons on them they can possibly use or, retrieve for later evaluation (if alien/Sathar types).
Gregor Trask
player, 38 posts
Blob-shaped Explorer
Wed 7 Jul 2021
at 14:45
  • msg #118

Re: The Scout Ship

“Roger boss. I’m on it.” Gregor does as instructed. Gregor moves to the control console to give the base crew a good look but he keeps his eyes peripherally on the door to the next compartment.
Vadim tul Mhora
player, 38 posts
New Pale Scout
STA 46/50 Machete/Laser P
Wed 7 Jul 2021
at 18:44
  • msg #119

Re: The Scout Ship

Vadim looks back at the Sathar glyph board (transmitting it to the others back at the ship) before returning to Desi when they are ready to try to crack the next hatch.
GM Heath
GM, 2769 posts
Thu 8 Jul 2021
at 07:00
  • msg #120

Re: The Scout Ship

You relay all necessary information back to the ship, the process taking about five minutes. Then Bartja gets to work (which will take at least 15 to 30 minutes) while you look at the door to the aft. Going through?
Orvo
player, 261 posts
Blob-shaped Lie Detector
Stretchy Pugilist
Fri 9 Jul 2021
at 00:49
  • msg #121

Re: The Scout Ship

Orvo jokes, "Unfortunately, I haven't gained any security lock opening skills in the last 30 minutes. Anyone want to give this a crack?" He also asks if anyone needs any medical attention from the last two fights.
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