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  1. - Top - End - #91
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    Default Re: Sea of Stars - OOC

    Quote Originally Posted by Haval View Post
    I'll roll that charm test. If this works +5 to BS for the first weapon component
    vs. Fel 47
    (1d100)[16]
    Nice. That's 3 Dos, so we get +5 to both macrobatteries. With Macharius' Exceptional Leader bonus, we're practically auto-hitting.

    And with that, let's see how we do:
    Jovian missile batteries vs. 105 (if 3 VUs or closer) or 95 (if 4-6 VUs)
    (1d100)[16]

    Sunsear laser batteries vs. 105 (if 4 VUs or closer) or 95 (if 5-9 VUs)
    (1d100)[62]

    I'll resolve the effects in a separate post.

    Quote Originally Posted by PotatoGolem
    Yeah "telling people what to do" is basically Macharius' main skill. He can absolutely wreck boarders if necessary, but we're probably better off with Hannabel shooting than ramming and boarding. Hold Fast is willpower instead of Command for some reason, so he's not much for that.
    Put Your Backs Into It! ought to be right up the Lord Commander's alley as well.

    @Kobold-Bard
    I noticed that Pytho has Tech-Use trained to +10. Since the Lord Commander graciously granted Hannabel his Exceptional Leader bonus, Pytho could perhaps help the crew's Manouevre Action with an Aid the Machine Spirit check?

  2. - Top - End - #92
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    Default Re: Sea of Stars - OOC

    Hit resolution
    1. Fire will be combined into a single salvo, so damage from both batteries is added together before being reduced by armour.
    2. Hits from the missile batteries will be used to knock down void shields.

    Jovian missile battery
    Success +7 DoS vs. 95 equals 5 hits (Str 5) and 1 Critical Hit (Crit Rating 6).
    Damage (assumes one hit was needed to knock down enemy void shields): (4d10+4)[18]

    Sunsear laser battery
    Success +3 DoS vs. 95 equals 4 hits (Str 4).
    Damage: (4d10+8)[34]

    Total damage before armour: 18+34 = 52
    A truly lousy damage roll for the missile battery, hopefully still enough to cripple an escort!

    And of course I forgot to roll for the critical hit, so I need another post for that. Grrr...
    Last edited by rax; 2018-04-11 at 03:33 PM.

  3. - Top - End - #93
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    Default Re: Sea of Stars - OOC

    Critical hit: (1d5)[1] = Holed - no effect, since we need to have identified some components for this result to do anything.
    Last edited by rax; 2018-04-11 at 03:36 PM.

  4. - Top - End - #94
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    Default Re: Sea of Stars - OOC

    Yeah, looking at the crit table, there's a lot of stuff that hits components of your choice, but only ones you know about. I think it would be a little bit silly if not knowing any components meant the crit did nothing, though, so what I'm going to do when this comes up is randomly determine which components are hit. This escort is a destroyer, and your hit did 38 damage after armour, which is enough for a 10 crit, plus the 1 crit you got for degrees of success. In order to save on multiposting, I'll just stick enough rolls to cover everything here. If something gets destroyed twice, I'll just have that result hit the next thing down the list, and so on.

    Holed can't hit the Bridge or Drives. So, (1d8)[2]
    10 critical is a hull breach. Hull breach can't hit the bridge, but everything else is fair game. Hits (1d5)[4] random components.
    (1d10)[8](1d10)[4](1d10)[1](1d10)[10](1d10)[5]

    damage: (1d10)[3](1d10)[8](1d10)[3](1d10)[3](1d10)[7]

    Holed hits the void shields. Hull Breach hits... A macrobattery, the void shields again, the plasma drive, and something supplemental. The void shields are destroyed, everything else is damaged and depressurised.

    Which means the ship now has no power. Which means it has no anything, and the remaining crew pop is somewhere around 35.
    Last edited by Destro_Yersul; 2018-04-12 at 03:39 AM.
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  5. - Top - End - #95
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    Default Re: Sea of Stars - OOC

    The enemy ship will spend the next (1d5)[4] rounds attempting to repair the plasma drive. Test: (1d100)[40]

    So they fail, and failing takes them 4 strategic turns, during which they can't do anything else.

    EDIT: I should note, this makes them functionally helpless for quite some time. If you want to simply destroy the ship, it's just a matter of pouring laser fire into it until it explodes.
    Last edited by Destro_Yersul; 2018-04-12 at 06:29 AM.
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  6. - Top - End - #96
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    Well, here's the question: do we blow them up or do we board them? Can we stay blocked by something big while shooting, such that the frigates don't see that it's an Imperial vessel doing the shooting instead of a Rak'gol one? The other option is to send a wave of attack shuttles and try to take over the ship. They won't have turrets online or fighter bay doors open, so they're basically helpless to prevent us landing, but they'll likely fight hard once we're onboard. It has the advantages of getting us another ship and being how the Rak'gol fight (blast and then horrible boarding action), but the disadvantage of actually putting us at risk.
    Last edited by PotatoGolem; 2018-04-12 at 03:12 PM.

  7. - Top - End - #97
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    Default Re: Sea of Stars - OOC

    Their crew and morale are both going to be 35/36 at most. They've got some fairly hefty penalties on boarding actions, if that's what you go for.

    EDIT: looking at the bonuses involved, you have +110, from a combination of turrets, hull integrity difference, and crew pop difference. They have -20.
    Last edited by Destro_Yersul; 2018-04-12 at 05:17 PM.
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  8. - Top - End - #98
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    Default Re: Sea of Stars - OOC

    Damn. Macharius has Command of 102 for ship stuff thanks to being Lord Captain. So even if I roll a 100, that's 11 DoS for a boarding action. Unsurprisingly, trying to board an unpowered, crippled hulk where 2/3 of the crew died horribly and unexpectedly in the last half hour from a fully armed and operational raider is kind of easy.

    How would you adjudicate trying to board and hold, rather than Hit and Run? That is, if we're trying to kill the command crew and take over the ship, rather than just cause damage?
    Last edited by PotatoGolem; 2018-04-12 at 08:45 PM.

  9. - Top - End - #99
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    Quote Originally Posted by PotatoGolem View Post
    Well, here's the question: do we blow them up or do we board them? Can we stay blocked by something big while shooting, such that the frigates don't see that it's an Imperial vessel doing the shooting instead of a Rak'gol one? The other option is to send a wave of attack shuttles and try to take over the ship. They won't have turrets online or fighter bay doors open, so they're basically helpless to prevent us landing, but they'll likely fight hard once we're onboard. It has the advantages of getting us another ship and being how the Rak'gol fight (blast and then horrible boarding action), but the disadvantage of actually putting us at risk.
    Boarding them seems safer, especially if it's that easy. It keeps the ruse going and potentially gets us a second ship. How loyal are the crew likely to be to Quinn anyway.

    I take it the second escort is still running?

  10. - Top - End - #100
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    Quote Originally Posted by Haval View Post
    Boarding them seems safer, especially if it's that easy. It keeps the ruse going and potentially gets us a second ship. How loyal are the crew likely to be to Quinn anyway.
    Less loyal than they are to not being pushed out an airlock, I wager. Once we have control of the bridge and get the power back on, we can always vent any areas that keep fighting us.

  11. - Top - End - #101
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    Default Re: Sea of Stars - OOC

    At the end of the boarding action, the losing ship rolls a a morale check. They have to roll less than or equal to their current morale, or they surrender. Alternatively, you could just kill them all. You get to do 1d5 each to morale and crew per degree of success you win by.

    EDIT: Your winning the boarding action is more or less a foregone conclusion. Can I get a roll from whoever's at the helm, to start the boarding action? That test is at -30, assuming you want to stay on silent running, but you do add +25 for the Sting's maneuvrability rating, and presumably +10 for Macharius' leadership.

    Assuming that passes, I need a command roll from Macharius to find out how much you win by, and I need you to let me know at what point you're going to stop killing enemy crew. Do you want to leave the ship with some crew remaining, or do you want to wipe them out and set it up with a prize crew drawn from your own ship?
    Last edited by Destro_Yersul; 2018-04-13 at 06:13 AM.
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  12. - Top - End - #102
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    Default Re: Sea of Stars - OOC

    I would suggest capturing some of the crew, preferably officers, for interrogation. No need to slaughter everyone in person - if they're going to die, we might as well just shoot them up with our lasers.

    I'm guessing Hannabel will be doing the piloting, unless someone else wants to do the honours. Regarding the Pilot test, I believe we would still gain the +10 to manoeuvres while Silent Running that our reaver background provides.

    If so, Hannabel would roll vs. 48 (Ag) +25 (Man.) +10 (Reaver bonus) +10 (Exceptional Leadership) = 93 -30 (Test difficulty on Silent Running) = 63

    Let me know if I should roll or if anyone has any creative alternatives...
    Last edited by rax; 2018-04-13 at 10:09 AM.

  13. - Top - End - #103
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    Quote Originally Posted by rax View Post
    Let me know if I should roll or if anyone has any creative alternatives...
    I'd say it's good enough odds to have a roll. And there's always Fate points.

  14. - Top - End - #104
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    Default Re: Sea of Stars - OOC

    Rolling, rolling, rolling: (1d100)[78] vs. 63

  15. - Top - End - #105
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    Default Re: Sea of Stars - OOC

    And that needs a Fate Point: (1d100)[61] vs. 63

  16. - Top - End - #106
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    Default Re: Sea of Stars - OOC

    Alright, that's a pass with the fate point.

    PotatoGolem, need a roll from Macharius, and a crew threshold for where you stop killing people. Once I've got those, I'll update.
    Last edited by Destro_Yersul; 2018-04-14 at 08:02 AM.
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  17. - Top - End - #107
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    Default Re: Sea of Stars - OOC

    Rolled in the IC. Maximizing Morale damage, trying to minimize Population damage, stop killing when they surrender, trying to take command staff alive. Looks like 20 DoS, which is absurd.

  18. - Top - End - #108
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    Default Re: Sea of Stars - OOC

    Not to be a bore (well, maybe just a little), but technically, we're not boarding via shuttles - that's reserved for Hit and Run actions. We're literally laying our ship alongside and swinging across on metaphorical ropes, cutlasses in hand (see p. 215 of the rulebook).

  19. - Top - End - #109
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    Default Re: Sea of Stars - OOC

    Ropes are OK for the crew, but command staff definitely board in shuttles like proper gentlemen. Once the marines have secured an LZ we can fly our Aquila into a hangar. Or into one of the many giant gaping holes convenient new access points we blasted into our new ship, either way.

    Actually, I think we did do a hit-and-run style boarding in order to keep the Sting behind cover. It increases the risk, because we had to make a Pilot check, but it keeps our decoy going.
    Last edited by PotatoGolem; 2018-04-14 at 12:34 PM.

  20. - Top - End - #110
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    Default Re: Sea of Stars - OOC

    I accidentally slept in today, but that is a quite absurd number of degrees of success. I'll update when I get back from work.

    Spoilers: it will be favourable for you.
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  21. - Top - End - #111
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    Default Re: Sea of Stars - OOC

    Need a new post, because I need a roll. I decided that, since you want to only kill people until they surrender, what I'd do is roll their morale test first. Then I'll just use my dice to roll d5's as necessary until you hit the point where they surrender, since you got so many degrees of success. If they fail spectacularly, well, that means they surrender after the first round of killing people.

    (1d100)[51] - they only had 32 morale remaining. The first round of d5's lost them 4 crew and 2 morale, after which they surrender. IC post incoming.

    EDIT: IC post is now up. Full details on your captured ship to follow shortly. Well done on this plan, by the way. You definitely went a direction I wasn't expecting, and had some stellar rolls. This could have gone very differently.

    EDIT 2: You are now the proud owners of a captured and heavily-damaged Iconoclast destroyer. It's presently named the Talon. You may change that if you wish, but re-naming a ship is generally considered to be bad luck, or so I'm told. Ship stats in the spoiler below, and will also be placed in the second post. For complications, I've made up a couple of my own. I may do this sometimes, since there's only 10 each in the core book and it might get stale running into the same ones.

    Spoiler: The Talon, Iconoclast-class Destroyer
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    Name:Talon
    Speed: 10
    Manoeuvrability: +30
    Detection: +20
    Turret Rating: 1
    Space: 32/32
    Power: 45/45
    Hull Integrity: 0/28, 14 armour
    Crew: 32/100
    Morale: 30/96

    Spoiler: Essential Components
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    Jovian Pattern Class 2 Drive +++DAMAGED+++
    Strelov 1 Warp Engine
    Belecane-pattern 90.r Gellar Field
    +++ERROR: VOID SHIELD ARRAYS DESTROYED+++
    Exploration Bridge
    Vitae Pattern Life Sustainer
    Pressed-crew Quarters
    M-201.b Auger Array

    Spoiler: Weapons
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    Mars Pattern Macrocannons x2 +++DAMAGED+++

    Spoiler: Supplemental Components
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    Laboratorium +++DAMAGED+++
    Librarium Vault
    Broadband Hymn-Casters
    Augmented Retro-Thrusters


    Complications:
    Curious - The ship likes to poke its nose into dark corners. It's good at finding those dark corners, but never quite wants to leave well enough alone. (+5 detection, -10 on tests to Disengage or otherwise run away)
    Shrouded Past - Nobody is quite sure where this vessel came from. It's changed hands many times, and anything that might indicate where it was built is either missing or intentionally removed. The ship's logs, however, have a lot of... interesting information in them, for those who know how to look. (-2 max Morale. Characters aboard the ship gain +10 on Forbidden Lore tests)

    Special:
    +2 Hull integrity regained following successful long-term repairs
    +10 on warp navigation, but -20 on warp travel encounters
    +5 on Active Augury
    +20 on artifact identification/repair and single-item crafting tests
    +10 on Investigation skill tests
    Hymn-Casters (+10 intimidate, enemy ships must make -10 Tech Use test to use vox. Both apply within 30VU and only when system is active)

    Achievement Point Bonuses:
    Exploration: +50
    Last edited by Destro_Yersul; 2018-04-15 at 08:38 AM.
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  22. - Top - End - #112
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    Default Re: Sea of Stars - OOC

    The Talon. No bad associations there

    And I like that we have two ships with slightly dodgy backgrounds.

  23. - Top - End - #113
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    Quote Originally Posted by Haval View Post
    The Talon. No bad associations there

    And I like that we have two ships with slightly dodgy backgrounds.
    I mean, we did acquire it in a way that some might call piracy. It's not, technically, because we were breaking up a blockade of our planet, but it's somewhat similar. Not that Macharius would ever admit it (or believe it). He 100% believes that he's doing the Emperor's will.

  24. - Top - End - #114
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    Default Re: Sea of Stars - OOC

    I doubt anyone who actually knows what happened to them ~ ie command crew wont be getting to talk freely after we are done questioning them, there is always a need for more servitors...
    Thankyou to NEOPhyte for the Techpriest Engiseer

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    Default Re: Sea of Stars - OOC

    Invocation: (d100)[81] vs 68

    Focus Power - Mind Probe (Fettered): (d100)[43] vs 68 or 73 if Invocation worked
    Opposed WP: (d100)[29] vs 58 (me)
    Opposed WP: (d100)[24] vs ?? (captive officer)

    Crud, I used the power but he repelled me. Since we're not under pressure can I keep trying til it works or is that that?
    Last edited by Kobold-Bard; 2018-04-16 at 01:03 AM.
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    Just don't destroy his motor functions, i need those.
    Thankyou to NEOPhyte for the Techpriest Engiseer

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  27. - Top - End - #117
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    Default Re: Sea of Stars - OOC

    Ravia: So it sounds like Ravia's going to direct Emergency Repairs. I'll roll a few times, since you've got a some time while you head back towards the colony. In future, if you think you might need a roll for something, go ahead and make it.

    (1d100)[66]
    (1d100)[88]
    (1d100)[29]

    Ravia's got a combi tool and Tech-Use +10. The test for repairs is at -10. I think this means the first and last roll both pass. I forgot d5s for how long it takes, but that won't matter much outside of combat. You get to fix the drives, and one other damaged component of your choice before you reach the colony. You may conduct further repairs if you wish, but it'll mean staying aboard the Talon instead of heading planetside.

    Pytho's mind probe: I went and checked the rules and errata to make sure I wouldn't make any mistakes on this. Mind Probe requires one opposed WP test as its focus power test. Pytho tests vs 68 as normal for focusing fettered, his opponent tests vs their WP. Pytho doesn't need to make that second WP test once the power is focused, the opposed test is part of focusing the power. Pytho rolled 43, which is two degrees of success. His opponent rolled 24, which is one degree of success for him. Pytho has more degrees of success, and therefore wins. My IC post will reflect this, and also assumes you want to dig for all five rounds. There's no risk to doing so, since you only need to make the one test per the errata.

    Macharius: If you like, you can roll a Charm test at -10 for that speech. The Talon's crew will regain 2 morale for every degree of success on the test. You can also put in at the planet for two weeks to restore morale, but that might be longer than you're willing to spend here. I don't know.
    Last edited by Destro_Yersul; 2018-04-16 at 03:49 AM.
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  28. - Top - End - #118
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    Default Re: Sea of Stars - OOC

    Sure, let's see if they were suitably inspired. Are they loyal enough to the Imperial Creed for the Rosarius bonus to apply?

    (1d100)[47] vs 82 without the Rosarius

    EDIT: 3 DoS if it doesn't apply, 4 if it does
    Last edited by PotatoGolem; 2018-04-16 at 03:05 PM.

  29. - Top - End - #119
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    Default Re: Sea of Stars - OOC

    I think we're currently waiting for Pytho. Correct me if I'm wrong. I'm going to be out most of today, but it's been a couple days, so if there's nothing from Pytho by the time I get back tonight I'll call the two-day rule and update.
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    House of Glass Dark Heresy - Deceased

    We All Fall Down Dark Heresy - Ongoing

    Sea of Stars Rogue Trader - Ongoing

  30. - Top - End - #120
    Titan in the Playground
     
    Kobold-Bard's Avatar

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    Jun 2008
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    Default Re: Sea of Stars - OOC

    Pytho relays the following parts of the info, confirming it's all he knows.

    Spoiler: Absolom Only
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    Erik didn't much like the men he was looking at, sitting here in this chair. How had everything gone so wrong, so quickly? He'd been a small but important (he thought) part of Quinn's fleet. The Talon was a decent ship to serve aboard, if slightly worrisome at times. The last few days had been routine. They'd patrolled the system, running regular scans to see if anything came up. There was something down on the planet, but they didn't know what it was and the locals were being recalcitrant. They had their orders, though. They weren't supposed to go in, just block supplies until the colony surrendered and Quinn could add it to the list of claims he'd successfully jumped. Erik looked up to Lord Captain Quinn.

    He didn't like that the captain of the Aggressor had sent search parties down to Jonell's colony. They were looking for something, down there. Something important.

    What was on the planet? It was a convenient target, isolated, not yet self-sufficient.

    hey were supposed to check in. Had the others escaped the Rak'gol? There were no Rak'gol.
    Zenithbold-Bard by Lord Raziere | Backer #121 of the Giantitp Kickstarter | My homebrew
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