Alpha Dawn
        Crash on Volturnus
Campaign:Alpha Dawn
Adventure:Crash on Volturnus
Turn Number:1.3
Turn Start Date:600171
Turn End Date:600171
Send To:alphadawn@championsoftheempire.com
Combat Turn?Yes
Subject:Pirates on the Bridge - Turn 1-2

Name

Lethal

NL

Current

Armor

Screen

Luck Pts

Fate Pts

Alyson Worth

15

0

25/40

Military Skeinsuit


/

/

Alzarix

35

0

15/50

None

None

/

/

Carter d'Marshian

9

0

25/34

None

None

/

/

Ciara Anne Preston

0

0

60/60

None

None

/

/

George Fury

22

0

23/45

Military Skeinsuit


1/1

/0

Gorman Blake

0

0

45/45

None

None

/

/

Jim Jitsu

14

0

31/45

Civilian Skeinsuit


/

/

Mykel Dronvere

16

8

31/55

Military Skeinsuit


1/1

/0

S'lch Vatal

0

0

35/35

None

None

/

/








NameNotes
Alyson
Alzarix
Carter
Ciara Anne
GeorgeSkeinsuit (35/50)
Gorman
Jim Jitsu
Mykel
S'lch
TURNS 1-2 - Turns

PCDescription
AlysonALYSON: Moves out of the way to allow the people with weapons get in there. There she will go though to help with wounded or tie up the bad guys.
AlzarixALARIX: He follows Fury through the hatch and takes the other pirate to keep him busy and hopefully not get shot again by taking a knife to a gun fight.

ALZARIX TECH: INIT [rolled 12] SC [rolled (55) Near Success] DAMAGE [rolled 7 5 - Total: 12]

ALZARIX: Attack for turn 2 Init [rolled 11] SC [rolled (90) Failure] DAMAGE [rolled 1 5 (+3)- Total: 9]
CarterCARTER: will follow Jim on to the bridge and find a pirate to hit with his ver bloody nightstick.

CARTER: Attack pirate with nightstick.
Turn 14: Init [rolled 15], Need 45%, [rolled 70], Dmg [rolled 9 10 (+2)- Total: 21]
Turn 15: Init [rolled 14], Need 45%, [rolled 35], Dmg [rolled 1 9 (+2)- Total: 12]
CiaraSee S'lch
GeorgeENSIGN FURY: Run as quickly as he can towards the pirate pulling out the grenade (Pirate L) in hopes of getting to him before he can deploy the grenade. Hit him with a flurry of martial arts attacks with hands and feet.

ENSIGN FURY: Turn 1 Initiative [rolled 7], Need 33 or less [rolled 31], [rolled 83], Dmg 4
ENSIGN FURY: Turn 2 Initiative [rolled 10], Need 33 or less [rolled 100], [rolled 42], Dmg 4
GormanGORMAN: I will stay out of the way of those rushing to fight the pirates. Then I will head out into the corridor where Jim went.
JimOOC: point of order I dont thing jim actually ventured onto the bridge just peaked into the corridor

IC: Hearing the combat errupt in the air lock and not wanting to get tied up trying to get through everyone behind him Jim attempts to stealthily slip down the corridor to the air lock hatch and join the fray via that route.

OOC: Contingency: Should someone on the bridge see him he will instead charge them.

If I need a die roll to move with stealth: [rolled (40) Success] rolling against DEX

If combat rolls are required:
[roll 1d10+5]
[rolled (62) Failure]
[rolled (28) Success]
MykelMYKEL: Turns quickly at the shout of “Pirates!” and follows Ensign Fury though the door.

MYKEL: He will engage whichever pirate Ensign Fury is not attacking, using the nightstick.

MYKEL:

Turn 1 Init [rolled 10], 1 attack, need 40 to hit [rolled 97], Dmg
[rolled 5 8 (+3)- Total: 16]
Turn 2 Init [rolled 11], 1 attack, need 40 to hit [rolled 18], Dmg
[rolled 6 3 (+3)- Total: 12]
S'lchS'LCH: OCC while between combats S'lch will search the guy that had the auto pistol he now has, and if that guy (or someone else for that matter) has a holster for it he will take it.

CIARA: Ciara jumps at the shout but stays near the computer screen, knowing she would be of little use in fighting the pirates. She turns to S'lch, while he's still sitting at the computer. "Can you find any information on Volturnus? I'd like to see how far away it is. Also, do we have any way of finding out where the lifeboats headed?"

S'LCH: "I do not know... Lets find out," He was grateful for a reason to stay out of the way of fighting.



TURNS 1-2 - Resolution


After shouting "Pirates!" George charges towards the pirate who is reaching for a grenade. Unfortunately he is unable to reach the thug before he pulls, activates and throws the grenade. His aim is not ideal and the grenade fails to go through the hatch and instead lands practically at George's feet and explodes immediately. The blast effect catches George and Alzarix. George is unable to dive out of the way in time but Alzarix dives backward and puts equipment between himself and the blast. Fortunately George is wearing a skeinsuit which absorbs much of the damage. Damage for George is 30, cut in half due to his skeinsuit, for a total of 15 damage. Damage for Alzarix is 55, cut in half once for making his RS check and cut in half again for getting hard cover between himself and the blast, for a total of 13 damage. Alzarix has 15 STA left and is at -10 to his attacks.

Although not successful in reaching the pirate before he threw the grenade, George continues forward and attacks with martial arts. He hits once over the course of the two turns.

After the blast, Mykel rushes past Alzarix and into the airlock. With the wicked nightstick at the ready, he charges the second pirate who is armed with some sort of beam weapon that Mykel does not recognize. The man shoots at him twice, hitting him once. The blast is sonic in nature and rings Mykel's ears. He feels mentally fogged but still able to function and does so by hitting the pirate for 12 damage.

GM: Mykel was hit for 16 points of damage but made a STA check so takes only 8. The damage is considered to be non-lethal and will return with rest after combat. This weapon is a variant of a sonic stunner and is non-lethal in nature.

Carter launches himself from his chair by the computer console and grabs his bloody weapon when he hears the shout of pirates. He moves towards the airlock, following Mykel after the grenade has exploded. It takes him all of turn 1 to reach the pirate and he attacks upon arrival, hitting the pirate for 12 damage.

Alzarix, after picking himself off the floor, follows Carter into the airlock and moves up to assist Mykel. He is armed with the vibroknife and hits the pirate for 12 damage. The pirate is now down over half of his STA.

Meanwhile, Jim moves stealthily out into the corridor with the intent of heading to the airlock by the second hatch. However, as he steps out, he gets a good view into the bridge. He sees two more pirates in there, one of whom is focused on a crew member who has been tied to the display console and is unconscious. Even as he is taking this in, one of the pirates on the bridge says, "Wakie, wakie" and he stabs the unfortunate crew member in the groin, hard enough to cause incredible pain but not enough to immediately kill. The man wakes up screaming.

Knowing that he cannot help in the airlock without these two being alerted to the fight, Jim decides to use the element of surprise and attacks the pirate just inside the bridge. He hits the man twice before he is really aware of what is going on. The pirate turns and shoots at Jim point blank with the laser pistol, but misses.

Alyson moves up to back up Jim but cannot get into the corridor with Jim fighting.

Gorman moves towards the airlock but stays out of the way. He is ready to do first aid as needed. He eyes the pirate's sonic stunner with interest, noting that it would be the ideal weapon for him, a non-lethal beam weapon.

After the grenade blast, Ciara moves shakily over to S'lch and asks if he can find out more information on Volturnus and the departing life boats. Unfortunately the grenade blast caused damage to the computer systems in the room and all S'lch is able to determine is that Volturnus is relatively close and that the lifeboats are preprogrammed to head towards the nearest habitable planet. There are secondary and tertiary logic branches to account for situations where no habitable planets are nearby but S'lch doesn't get a chance to delve deep into them before the computer dies.

Ciara and S'lch also become aware that there are now two battles going on.
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