02-07-2023, 09:16 AM | #1031 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Corco's Villa (IC)
The ship turns, changing direction. The demon gets closer as the ship slowly turns, getting closer and closer... it might be able to touch the hull.
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02-07-2023, 10:40 AM | #1032 |
Join Date: Jan 2014
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Re: Corco's Villa (IC)
"Making a turn may have not been most advisable. I think we'll need to engage the creature. Do you have mount points for tethers on the outside of the hull? I rather not have to try to keep up with an accelerating submarine."
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02-07-2023, 10:24 PM | #1033 |
Join Date: May 2005
Location: Lynn, MA
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Re: Corco's Villa (IC)
We don't have the exact positional information, so we don't really know if a turn was a bad idea or if the creature exceeded it's expected speed...
When it cuts the distance bt a third, we should fire torpedoes! |
02-08-2023, 10:11 AM | #1034 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Corco's Villa (IC)
General Kunitane: "We have mounting points, yes."
Captain Akimori: "That's a small target and we'll need to use the port torpedoes. A direct hit will be difficult to achieve. We will try." The gunners are talented, and it looks like a hit... until the demon dodges... but the warhead goes off quite close to the demon: you can feel a shudder in the ship as the wave hits the sub as well. It seems to have slowed the demon down, at least a little. GM Note to self: 55 damage sustained to 30HP creature with Regeneration 5/sec *Gurps doesn't have explicit rules for torpedoes, and no stats for them in 4e. They're generally pretty slow, especially relative to what they're shooting at. I'm ruling that they use the guidance rules, but dodging is at +2. Most of the time, you're shooting targets that compare unfavorably to the broad side of a barn. The warhead is the 100 mm concussive from ultra tech. The fore and aft torpedoes will be much larger.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
02-08-2023, 11:36 AM | #1035 | |
Join Date: Jan 2014
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Re: Corco's Villa (IC)
Quote:
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02-10-2023, 06:09 AM | #1036 |
Join Date: May 2005
Location: Lynn, MA
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Re: Corco's Villa (IC)
Did the creature exceed it's expected speed, or was it a navigational thing where we should have known better?
Keep in mind with a fleshy creature in the sea, we don't even need to come very close to a direct hit wit torpedoes... shockwaves in the water will crush creatures in a vast radius... like fishing with dynamite. |
02-10-2023, 09:05 AM | #1037 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Corco's Villa (IC)
Quote:
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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02-10-2023, 09:26 AM | #1038 |
Join Date: Jan 2014
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Re: Corco's Villa (IC)
"Let's run and see if we can make a clean break while it's hurt. Maybe we'll be far enough away before it recovers."
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02-13-2023, 10:24 PM | #1039 |
Join Date: May 2005
Location: Lynn, MA
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Re: Corco's Villa (IC)
"Agreed! Full speed and prepare to fire again!"
Vassarious contemplates the creature's form and possible improvements to optimize fighting against it's counterpart, in case it seems they will have to meet it in the water... |
02-15-2023, 09:04 AM | #1040 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Corco's Villa (IC)
The Sub completes its turn and fires another torpedo. The aft torpedoes are much larger and more dangerous. They don't score a direct hit. At least they don't think they do. The explosion is enormous, and you can feel it rock the submarine (6d6x25 at 100 yards away underwater).
The demon doesn't seem to be following.
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