IC Session 01- Clawbird Squadron

The game's in-character (IC) narrative.
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Azzranache
Scoundrel
Posts: 310
Joined: Fri Apr 13, 2018 2:52 pm

Re: IC Session 01- Clawbird Squadron

#26

Post by Azzranache » Mon Jun 25, 2018 10:05 am

Spoiler:
OOC: I will take that free manoeuvre and I will also go with your suggestion to use a light side point for an attack upgrade :D
Ziz's eyes are hardly able to keep up with multiple events triggered by his attack. In the explosive chaos, he draws attention to the remaining TIEs and the notable damage left by his last attack. As pieces of the shuttle are flaked away by the constant barrage of attacks from the pesky TIE swarm, Ziz feels an intense rush from the adrenaline. a combination of both thrill and fear surge through him.

As the TIEs criss-cross in near perfect unison, Ziz holds off his attack. A bead of sweat runs down his brow as he continues to wait for the ideal moment. He waits, pushing to keep composure. Following up close behind, Ziz Stays On Target and readies his Aim.

As TIE 2 and 3 come in to pass each other for another attempt on the shuttle, Ziz readies another Proton Torpedo.
Spoiler:
Ziz; Target Lock; Proton Torpedo on TIE Swarm:
3 Successes, 5 Advantages

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OOC: Spend 2 Advantages to activate Linked and spend another 2 Advantages to activate Blast. The last Advantage will be used to recover strain?
The torpedo launches, followed closely by another (OOC: is that how linked works?). The pair of torpedoes zone in on their target and impact with colossal BOOOOOM. The force from the explosion can be felt by those nearby as it lights up the sky. It is too hard for Ziz to analyse instantly through all the fire and smoke what damage was done and if anything survived.

SanguineAngel
Flyboy
Posts: 926
Joined: Mon Mar 05, 2018 4:45 pm
Location: UK

Re: IC Session 01- Clawbird Squadron

#27

Post by SanguineAngel » Tue Jun 26, 2018 1:46 pm

The two TIEs disintegrate in the blast. The explosion blossoms out, engulfing every ship in the vicinity. Over the comm, you hear someone's startled cry abruptly cut short as interference fills the channel with static. The shuttle dissappears into the cloud of flame moments before your own ship.

You lose telemetary and your systems flicker. The Wishbone is buffeted uncontrollably. Unable to see the damage being done, for a few intense moments you can only imagine the worst. Momentum soon carries you clear of the explosion and you bust into the clear space. Ahead, the Shuttle continues apace, battered, burnt but in tact. Your own ship is scorched but stable. The comm fills with chatter,

"That's done it, we're clear!" "- regaining control" "CB-6, you lucky son of a -" as the explosion clears, only a handful of the TIEs remain - chased down by CB's 3 & 10. The shuttle has a clear run to the Atmosphere and you with it. Thankfully, there's no sign of any Imperial ships in orbit. On your starboard side, another Y-Wing hoves into view, forming up. It's hull look little better than your own.

"Well done, Ziz! Hell of a risk but there wasn't much choice. 3, 10 leave those dogs to limp home and return to formation. The shuttle is about clear and can make the jump to randezvous. We'd better join them. Your astromechs have got the co-ordinates."

While Vesh talks, the shuttle accelerates rapidly. The hull appears to stretch and distort before pinging and diasappearing into Hyperspace.

Azzranache
Scoundrel
Posts: 310
Joined: Fri Apr 13, 2018 2:52 pm

Re: IC Session 01- Clawbird Squadron

#28

Post by Azzranache » Wed Jun 27, 2018 10:29 am

Ziz breathes a sigh of relief and chuckles to himself. He slouches slightly as he watches the shuttle victoriously shoots away into hyperspace.

Suddenly his stomach lurches as those final words ring through his mind..

Your astromechs have the co-ordinates... he repeats to himself and slowly turns to try and see the disintegrated remains of R7-3D.

Worried he may be too late, Ziz panics and tries to reach out.

Commander! My R7 got destroyed in the battle. I need the co-ordinates manually!

SanguineAngel
Flyboy
Posts: 926
Joined: Mon Mar 05, 2018 4:45 pm
Location: UK

Re: IC Session 01- Clawbird Squadron

#29

Post by SanguineAngel » Mon Jul 02, 2018 11:08 am

"Damn! I see it now, that droid's toast. Okay, we can't hang around here - get yourself to the Junk Yard. We'll make contact there."

The "Junk Yard" is a new venture for the newly formed Rebel Alliance. A remote junk yard in a forgotten corner of the junk planet, Raxus Prime, set to supply the Alliance with vital ships and parts, right under the nose of the Empire.

Azzranache
Scoundrel
Posts: 310
Joined: Fri Apr 13, 2018 2:52 pm

Re: IC Session 01- Clawbird Squadron

#30

Post by Azzranache » Tue Jul 03, 2018 3:06 pm

Ziz nods over at the Commander before he nods back and prepares to jump. As Commander Vesh shoots off into hyperspace, Ziz starts to quickly punch in the co-ordinates for Raxus Prime.

He glances back one last time with an awkward look on his face at where TED used to sit and turns back to make the jump.

"OK Stapes, let's hope I remembered this right...

Stapes makes an inquisitive yet panicked response in its usual electronic whirls and beeps.
Spoiler:
Ziz; Target Lock; Astrogation Check for Raxus Prime:
3 Successes, 2 Threats

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OOC: That went better than expected! :D Threat could be that the strain of that jump on the damaged hull means the landing gears are now dysfunctional and a check will need to be made for a safe landing?

SanguineAngel
Flyboy
Posts: 926
Joined: Mon Mar 05, 2018 4:45 pm
Location: UK

Re: IC Session 01- Clawbird Squadron

#31

Post by SanguineAngel » Tue Jul 10, 2018 10:25 am

The calculations are tricky, but you are familiar enough with them to be able to feel reasonably confident, even without a Nav Computer or poor old TED to make the longform calculations. If the local conditions have changed, you may be in trouble but the Junk Yard deal on Raxus is so recent that even system orbits won't make too much difference.

Vesh Lin's Y-Wing stays with you until you make the jump, close enough you can see her through her cockpit canopy. As you throw the lever to engage the drive, you accelerate past Vesh's ship rapidly and pin-prick stars shift and stretch before you snap into hyperspace.

The journey will take a tortuous three days, stuck in the cramped confines of the Y-Wing cockpit with only Stapes for company. Thankfully, these old bombers are designed to travel and you've a week's worth of supplies. You can even stretch out a bit in these two seater models. Nothing to do now but wait.

Next stop, Raxus



END OF SESSION 1



Experience Gained:
Resolve initial TIE attack (1 XP)

Defeat TIE Squadron Leader (2 XP 2 Duty)

Failed to defeat all Imperial Walkers (2/3) (2 XP)

Shuttle Escort Success (3 XP)

Make the Jump to rendezvous at Raxus (1 XP)

Total: +9 XP +2 Duty

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