02-19-2021, 05:00 AM
(This post was last modified: 02-19-2021, 05:01 AM by GM Anthraxus.)
[[OOC: My apologies. I had it in mind that we were waiting on someone, and I just realized it was me.]]
Round 1
Threadvine - 23.16
Turtleship Movement - 22
Rupert - 19
Turtleship Light Ballista 18
Anders - 17.16
Turtleship Medium Ballista 17
Bill - 15.15
Melville - 15
Annabelle - 14.12
Chick - 13.14
Royce - 11.19
Slick - 8.17
Ashheart - 8.15
Bazzalan - 6
Cash - 4.14
Turtleship Medium Catapult - 2
Threadvine shouts rallying encouragement to Rupert at the jettison [[Rallying action, grant target unit advantage on weapon attack or morale rolls]] as he runs into the galley towards his quarters.
The Turtleship moves in a couple of hundred feet closer, but is still out of range of all deck weapons. [[Moves 2 hexes]]
Rupert, you are not in range to hit the ship, but as you are on the Jettison you could lay down a static debris field (pg. 21, just let me know which letter hex you want to put it down in).
[[Just to put some baseline info out there for easier reference later: The medium Jettison gives a +5 to hit as a baseline, but only has a range of 2 hexes. (pg. 17). Any feats or other things besides DEX that adds to ranged weapons attacks would probably apply here also. The Turtle ship has an AC of 15 and 400 HP with a damage threshold of 15 (pg 11). The jettison deals 3d6 damage, and if you target an exposed deck you deal that damage to exposed crew as well. The turtle ship has two light and one medium ballista at the fore and a medium catapult at the rear. None of their weapons appear turreted unlike the Riposte's. The flagger is currently standing in front of the medium ballista in the middle, but all of the weapons have obvious crew. ]]
[[Each hex is 100 ft. in size. The Riposte moves on Chick's turn as the active helmsman.]]
Round 1
Threadvine - 23.16
Turtleship Movement - 22
Rupert - 19
Turtleship Light Ballista 18
Anders - 17.16
Turtleship Medium Ballista 17
Bill - 15.15
Melville - 15
Annabelle - 14.12
Chick - 13.14
Royce - 11.19
Slick - 8.17
Ashheart - 8.15
Bazzalan - 6
Cash - 4.14
Turtleship Medium Catapult - 2
Threadvine shouts rallying encouragement to Rupert at the jettison [[Rallying action, grant target unit advantage on weapon attack or morale rolls]] as he runs into the galley towards his quarters.
The Turtleship moves in a couple of hundred feet closer, but is still out of range of all deck weapons. [[Moves 2 hexes]]
Rupert, you are not in range to hit the ship, but as you are on the Jettison you could lay down a static debris field (pg. 21, just let me know which letter hex you want to put it down in).
[[Just to put some baseline info out there for easier reference later: The medium Jettison gives a +5 to hit as a baseline, but only has a range of 2 hexes. (pg. 17). Any feats or other things besides DEX that adds to ranged weapons attacks would probably apply here also. The Turtle ship has an AC of 15 and 400 HP with a damage threshold of 15 (pg 11). The jettison deals 3d6 damage, and if you target an exposed deck you deal that damage to exposed crew as well. The turtle ship has two light and one medium ballista at the fore and a medium catapult at the rear. None of their weapons appear turreted unlike the Riposte's. The flagger is currently standing in front of the medium ballista in the middle, but all of the weapons have obvious crew. ]]
[[Each hex is 100 ft. in size. The Riposte moves on Chick's turn as the active helmsman.]]
![[Image: Flow_fight1.jpg]](http://exodus3000.com/jason/horizon/Flow_fight1.jpg)