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Star Trek: Ascendant - Shakedown Cruise IC

knightemplar

Explorer
ooc: you have a 2 coordination with a 3 in Energy Weapon Phaser.

You will roll 2 d6 for your coordination. Normally you take the highest of the two and then add 3 to it for your skill in the phaser. Your required number to hit currently is a 5. I also need to know if your in the standard stun mode on your phaser.

The first die you roll will be the luck die. If the luck die comes up a -1 then you add a -1 to the total. If the die comes up as a 6 then you add the 2nd die.
 

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Rhun

First Post
Having expected a possible Gorn threat, Hale's phaser is set to Heavy Stun (setting 3). The beam leaps from his weapon, toward the nearest enemy.


OOC: So, using these rolls, that is a "1" on the luck dice, and a 8 (5+3) for my attack, right?
 

knightemplar

Explorer
Hale hits the Gorn and it slows for a few seconds before falling to the floor.

Kirk fires at the same Gorn at the same time and only compounds on the stun.

The two security officers fire on two seperate Gorn.
Security Officer 1 misses by 2.
Security Officer 2 hits, but does not do enough stun. The Gorn shrugs it off and starts coming towards him again. The security officer is moving the phaser up to heavy stun now.

The aide Slas'sarn meets the other Gorn in knife battle, and tries to strike him. He missed by 1.

The aide Gris'lass is hit by a disruptor blast set on stun. He shrugs it off for a second before being knocked out.

"Srossski to Hale, we have boarderssss in Engineering.", comes through Hale's Combadge.




OOC: Because of the 1 on the luck die, it would be 5+3-1=7. You would still hit, but sometimes that -1 comes into play.

Your up again.
 

Rhun

First Post
Hale again fires his weapon, aiming for the Gorn threatening one of his security officers. As the beam slashes through the air, the Commander responds to the hail. "Repel them. We've got boarders on the bridge...we'll come to assist as soon as we can."

OOC: So a 4 (1+3) is a miss...does a 3 on the luck die do anything, or is it only a 1 and a 6?
 

knightemplar

Explorer
The beam sizzles through the air as the waft of the burned lizard skin strikes your nose. The Gorn moves one or two steps forward and then shakes it off. He fires again at the second security officer still standing, but misses. (Sorry not enough damage this time. )

Dr. Crescent shouts, "I need to get him to Sick Bay as soon as possible.", as he continues to work on the Ambassador.

Ensign Kirk fires at another Gorn. She misses. She rushes to the downed security officer in this round for a total of two actions.

The first security officer is still unconscious from the disruptor hit.

The second security officer misses the return shot.

Griss'lass is still knocked out.

Slas'sarn bellows a loud roar, as his knife slips into his target, yet recoils as the gorn backhands him.

The ship rolls with the sound of impacts, as everyone standing on the bridge needs to make a coordination roll. (This will count as one action with a target number of 4.)

Two gorns made it and both are holding disruptors.
Kirk did not, and rolls over the security guard she was trying to get to and lands hard on the bulkhead floor.
Dr. Crescent while he was already kneeling over the ambassador makes it.
The second security guard does not make it and looses his balance, but catches himself on a small railing.
The Gorn that was fighting Slas'sarn lands on top of Slas'sarn.

One of the Gorn were rushing Kirk and the downed security guard, he is now on top or both of them, as you hear Kirk yell for help.


OOC:The three counts as a regular number to use, it has special properties on the 1 and 6. So it would be 3+3 for a 6, just barely over the target number.

Remember you can take multiple actions or use courage points. Multiple actions adds 1 to each of your target numbers for each action so shooting twice would add 2 to each target number for a total of 7.

Courage points in which you can add a total of 3 to the action roll as a bonus, and you should have a total of 5 to use.
 

Rhun

First Post
OOC: Hey KT...shouldn't Hale be rolling 3 dice for ranged combat? 2 for coordination, and 1 for his +1 dexterity edge?
 


Rhun

First Post
OOC: Right, I just notice in the example of ranged combat on Page 129 of the rulebook, it shows the character getting an extra dice with ranged weapons for a Dexterity of +1. I'm just trying to learn the rules. :)
 



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