Okay, so I mentioned it kind of jokingly but now that I think about it...yeah, might be worth trying. Would there be anything laying around that could be used as a weapon? I mean, really, San's in the engine room, there's got to be something she could use to beat a sentinel with...😛
(because yeah, I'd really much rather have 8 pool to fight with than 3. Make me able to survive a bit longer.)
Two successes a piece from Sequel and Marduk, which puts everyone on -3 to firing ship guns this turn. Howerver, it doesn't count against sentinels attacking your turret.
Sentinels have three points of armour against melee attacks. Improvised weapons etc. would simply be assumed. Btw, the guns have a * rating so you get two more dice with them.
Burn- barrel has distorted. You can hammer the stuck round out, but this gun will be on -2 to your pool for the rest of the fight.
Six successes says you killed that one, Ares...
San- you score a success on your gun blast before the sentinel charges you down!
Cloud- afraid not, they are nippy bastards. But you have friend the first; now the second has come for you! And the first one got a slash on your side first.
Dallas gets another kill!
Illegal target again, Fire. Ships on the front hull can only be hit by the front turret.
Shez Cards: 8S, AC, 8H, 2S
Percy Cards: 9S, 8C
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SENTINEL ASSAULT, Turn 20
Scheherazade
Front Gun (12XXX/3): Burn 20 (8/0)
Upper Gun Left (10/2): Ares 20 (8/0)
Upper Gun Right (13/5): Mors 20 (4/0)
Lower Gun Left (11/0): Hawk 20 (5/0)
Lower Gun Right (8/0): Fire 20 (6/0)
Pilot: Sequel 20 (6/0)
Internal:
Dallas 20 (0)- Starboard section
Ariadne 20 (0)- Broadcast area
Enemies on scope:
12 o'clock: 1 sentinel High (3/0), 1 sentinel Low (2/0), 1 sentinel Low (1/0), 1 sentinel Mid (1/0), 1 sentinel High (-/0), 1 sentinels Low (H/0), 1 sentinel Mid (H/0), 1 sentinel High (FT/0) | Damage sustained to section: 3
3 o'clock: 1 sentinel Low (3/0), 1 sentinel Low (2/0), 1 sentinel Mid (2/0), 1 sentinel Mid (1/0), 1 sentinel High (H/0), 1 sentinel High (UGR/1), 1 sentinel High (UGR/0), | Damage sustained to section: 8
6 o'clock: 1 sentinel Mid (2/0), 1 sentinel Mid (H/0), 1 sentinel High (H/0), 1 sentinel Low (E/1) | Damage sustained to section: 2
9 o'clock: 1 sentinel High (3/0), 1 sentinel Low (3/0), 1 sentinel Mid (1/0), 1 sentinel High (H/0), | Damage sustained to section: 4
----
Persepolis
Front Gun (12/0): Melis 20 (3/0)
Upper Gun (9XXX/0): Barb 20 (6/0)
Lower Gun (11/0): Finn 20 (5/0)
Pilot: Marduk 20 (6/0)
Internal:
Cloud 20 (5)- Port section
Sentinel (0)- Port section
Sentinel (0)- Port section
San 20 (0)- Engine room
Sentinel (1)- Engine room
Sentinel (0)- Engine room
Enemies on scope:
12 o'clock: | Damage sustained to section: 0
3 o'clock: 1 sentinel High (3/0), 1 sentinel Low (2/0), 1 sentinel Low (H/0), | Damage sustained to section: 7
6 o'clock: 1 sentinel Mid (2/0), 1 sentinel Mid (0/0), 1 sentinel Low (H/0) | Damage sustained to section: 8
9 o'clock: 1 sentinel High (3/0), 1 sentinel Low (H/0), | Damage sustained to section: 8
UNACCOUNTED FOR: 1 sentinel (0), last seen on starboard section
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Mors- they've cut a hole in your turret's structure!
San and Cloud- more company...
"Someone? Anyone?" says Sequel. "We're running out of room! This tunnel... ENDS!"
Originally posted by Ushgarak
Illegal target again, Fire. Ships on the front hull can only be hit by the front turret.
FFS I looked at the rules on the first page before I made that post and still it was an illegal target ARGH 😖 (wasn't that bad this turn since I had -3 mod and wouldn't hit much anywayz)
Ok on Mors' advice (and it damn well better not be an illegal target again or I shoot myself) I'll attack the 6 o'clock low sentinel that is attacking the engines.
So between their armor and the gun's bonus I'd pretty much be fighting on the same pool...so I'm going to stick with the gun. For now anyway...
"Kinda busy over here!" San yells back, firing at the first sentinel (the one she hit already) again.
Barb would like to know about another attempt at fixing his gun?
Sorry, Fire, the gun won't swing towards yourself, so you are an illegal target as well...
(you got your kill though)
Mors, you just can't seem to hit them at this close range! With no kkill, one of them crawls into your turret, ready to spear you...
MALFUNCTION: Your Gun just cocked up as well.
Melis, I think you got mixed up about the turn the penalty happens... it happens on the turn I declare it. You don't know if there is going to be the penalty before you fire, that's the gamble.
Hawk- no target
Cloud is wrestling around with a Sentinel on the port section of the Percy. Outside the ship, these things looked small and sleek. Inside, they look enormous, scuttling around on their legs along the walls, to your sides, frustrating you fire. You just can;t quite manage the continuous electrical burst needed to disable the bastard, and all the time it is whipping around at your body. Now its buddy joins the fight.
San likewise takes a hit, but manages a direct burst back herself; the Sentinel jerks rhythmically before collapsing. But then its companion is in its place a moment later.
Shez Cards: 2S, AC, 10S, AS
Percy Cards: 4S, 7D
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SENTINEL ASSAULT, Turn 21
Scheherazade
Front Gun (11/5): Burn 21 (8/0)
Upper Gun Left (11/2): Ares 21 (8/0)
Upper Gun Right (14XXX/6): Mors 21 (4/0)
Lower Gun Left (10/0): Hawk 21 (5/0)
Lower Gun Right (9/0): Fire 21 (6/0)
Pilot: Sequel 21 (6/0)
Internal:
Dallas 21 (0)- Starboard section
Ariadne 21 (0)- Cockpit
Enemies on scope:
12 o'clock: 1 sentinel High (2/0), 1 sentinel Low (1/0), 1 sentinel Low (0/0), 1 sentinel Mid (-/0), 1 sentinel Mid (FT/0), 1 sentinels Low (H/0), 1 sentinel Mid (H/0), 1 sentinel Mid (FT/0) | Damage sustained to section: 5
3 o'clock: 1 sentinel Low (3/0), 1 sentinel Low (2/0), 1 sentinel Low (1/0), 1 sentinel Mid (1/0), 1 sentinel Mid (-/0), 1 sentinel High (H/0), 1 sentinel High (UGR/0), | Damage sustained to section: 9
6 o'clock: 1 sentinel Mid (1/0), 1 sentinel Mid (H/0), 1 sentinel High (H/0) | Damage sustained to section: 4
9 o'clock: 4 sentinels Low (3/0), 1 sentinel High (2/0), 1 sentinel Low (2/0), 1 sentinel Mid (-/0), 1 sentinel High (H/2), | Damage sustained to section: 5
1 sentinel Upper Gun Right (2),
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Persepolis
Front Gun (11/0): Melis 21 (3/0)
Upper Gun (8XXX/0): Barb 21 (6/0)
Lower Gun (10/0): Finn 21 (5/0)
Pilot: Marduk 21 (6/0)
Internal:
Cloud 21 (9)- Port section
Sentinel (2)- Port section
Sentinel (0)- Port section
San 21 (4)- Engine room
Sentinel (0)- Engine room
Enemies on scope:
12 o'clock: | Damage sustained to section: 0
3 o'clock: 1 sentinel High (2/0), 1 sentinel Low (1/0), 1 sentinel Low (H/0), | Damage sustained to section: 8
6 o'clock: 1 sentinel High (3/0), 1 sentinel Mid (1/0), 1 sentinel Mid (-/0), 1 sentinel Low (H/0) | Damage sustained to section: 9
9 o'clock: 1 sentinel Mid (3/0), 1 sentinel High (2/0), 1 sentinel Low (H/0), | Damage sustained to section: 9
UNACCOUNTED FOR: 1 sentinel (0), last seen on starboard section
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Now, here's an amusing thing- it takes a turn to grab your zap gun if you have been firing a turret...
As for Ares' suggestion...
"Err... I dunno about that..." says Sequel. "There's no turning space here; we'd have to stop to turn around..."
Stopping will triple incoming Sentinels for three turns; double them for the rest of the scenario as the swarm catches up on you.
Warning alarms are sounding in the Shez. Not only because hull breaches are registering everywhere, or because the front is crawling with squids, but also because the engines are reaching overload.
And one final thing- anyone knocked out the fight by a sentinel is dead. These things kill. Bear that in mind if you fight them.