GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


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Construct Immunities:

CONSTRUCT IMMUNITIES (EX)
Constructs are immune to the following effects, unless the
effect specifies that it works against constructs.
D Bleed, death effects, disease, mind-affecting effects,
necromancy effects, paralysis, poison, sleep, and stunning.
D Ability damage, ability drain, energy drain, exhaustion,
fatigue, negative levels, and nonlethal damage.
D Any effect that requires a Fortitude save (unless the effect
works on objects or is harmless).


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7
Dash Arcbright wrote:
”... assuming an akata or void zombie didn’t catch her.”

Or voidwraith, which is what I find impressive. Kcectic says defensively as Dash explains how androids work to him.

If we have nothing else to search, we should return. As I have said, I do not believe either party should receive rights to something this dangerous, and am curious to know what the rest of you think.


"Well we can't leave it in quarantine forever." Abe responds to Kcectic. "This should be studied, but perhaps by a higher authority in case the weapon is in fact intact somehow in the rock."

"Maybe the government of Abasalom Station should 'buy' it from the company and miners."

"Anyone want this stone? I enjoy eating too much to give that up to have this thing spinning around my head."


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Lol. Totally missed the opportunity to do the mysticism check on the seal because Vetch was in the middle of a massive hissy fit about the goblins. Good times.

Vetch agrees to leave, uncertain what to do with the rock.

"I think we should probably give it to the miners...if we even have that choice. They are slightly less likely to completely abuse the power and knowledge that might exist here."

Vetch begins making his way back to the ship, even while discussing.


Vetch No-Toes wrote:
"I think we should probably give it to the miners...if we even have that choice. They are slightly less likely to completely abuse the power and knowledge that might exist here."

Abe shrugs as he walks along with Vetch, "I can live with that. I agree, it may not be up to us, but we should have a recommendation of some sort - and we should be unanimous."

He glances at the recording orb and wonders if they'll have any say at all or if it'll all be just based on what they saw - clinically observed by the dead.

GM Tyranius, can we recharge batteries on the ship? How do you want us to track the recharger on Kcectic's armor? I guess what I'm trying to find out is how detailed do you want us to track this stuff, or if we can largely hand wave it as we now have a recharger and a few spare batteries floating around.

Recharging Stations:
Most settlements of any significant size have public recharging stations for batteries and power cells. To recharge the full capacity of a spent battery or power cell takes 1 round per charge and costs half the price of the battery or cell. You can recharge a partially depleted battery or cell, but the price for doing so is the same as if it were fully spent. At the GM’s discretion, some larger starships might have onboard recharging stations. These might offer recharging at low or no cost, but they typically take 1 minute per charge to recharge a battery or power cell.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash can imagine more than a few lucrative opportunities posed by the Rock’s potential. Bribes from interested parties could set him up for life - which as he just said, is a loooong time for an android. In his past he would have already been angling for the payout, but his past has taught him some hard lessons about being too greedy and he is more cautious now.

”Seems this is more a salvage rights situation rather then a mining rights issue, but I don’t think the decision is ours to make. We are just gathering the f@#%ing facts, which I think we should report to the Starfinder Society. Let them play politics.”

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With batteries. You are able to recharge them on the ship. I am fine with handwaving it as it is meager and can get down to the point of tracking meals and inn cost. When really when people get low you can plug back into the ship or let Kcectic rub his antennae together on the carpet for 10 minutes.

@Dash-Did you wish to do anything with the observer robot or you all ready to return Absalom Station via your new ship?


Thanks for the battery update Tyranius. I'll pick up a couple more spares so there's always one charging on the ship, always a spare or two, and all the guns fully loaded. :)

Abe settles into his seat in the ship and is ready for Dash to return them to Absalom.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch is ready to return to the ship. On the flight back, he will fiddle-faddle with the recharger to get his primary gun battery recharged.

"When we get back, it's straight to the Starfinders, right? We'll see what they say after we report," Vetch confirms.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

I think I’ll leave the robot be.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Kcectic settles into the Pilots seat and gets the Maiden ready for take off.

Lorespire first, sounds good. I'll send them a communication as soon as we're in range.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash slips into the captain’s chair. ”Lorespire it is. Set a course for Absalom Station Kcectic and let’s rocket on.” He can feel the mechanical eye of the observer robot over his shoulder, but does his best to ignore the bad feeling it gives him. ”Hold off on communications. Someone’s been a f@#%ing step ahead of us this whole time, and I’d prefer we return unannounced.”

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As you strap into your seats in the Sunrise Maiden Kcectic sets to work powering the vessel on. Power fluctuates for a moment as it has been nearly a century since the power core held such loads.

The ship creaks and moans as it lifts a few feet into the air. Decades of dust fall from the ship as will as the cavern ceiling. It trickles down like a calm waterfall in the middle of the forest.

Everyone lurches into their seats as the ship darts forward out of the hangar and away from the Drift Rock with anew course set for Absalom Station. Unfortunately as you clear the Drift Rock another ship seems to have been lying in wait.

Dash's sensors glare red as it seems to lock on for immediate combat. The small light freighter is an intimidating vessel with an unnervingly skeletal shape.

DC 13 Engineering:
This ship is known as the Iron Rictus, a Thaumtech Cairncarver.

Although Thaumtech Unlimited may be most famous for its fearsome Omenbringer battleship, it’s the versatile Cairncarver whose sales have funded the company’s most ambitious research since the Gap. Like many ships of Eoxian design, the Cairncarver is an intimidating ship with an unnervingly skeletal shape that has changed little over the centuries. Cairncarvers remain fairly common ships in Eoxian space, but they’re even more popular in the reviled Corpse Fleet, where they serve as ideal marauders capable of raiding distant settlements and eliminating key targets. This strong association with piracy makes Cairncarvers tempting targets for overzealous law enforcement patrols, which often harass or even open fire on such ships without authenticating their credentials first.

Of course, with conventional life support limited to only a portion of the ship, the Cairncarver has little appeal to living crews. A typical ship configuration includes a sealed environment chamber for transporting live passengers, and even then, the crew can readily vent that chamber’s atmosphere should they determine the passengers are as valuable dead as they are alive.

Standard armaments include a forward-mounted Alkaria light particle beam affixed to one of the Cairncarver’s arms and a Festik light plasma torpedo launcher embedded in the other, while two Vertebrex coilguns mounted port and starboard provide flank defense. The Cairncarver’s aft quarter is notoriously undefended, however.

With its ample cargo space, the Cairncarver doubles as a well-armed freighter. Eoxians often use the ship’s cargo holds as crude passenger seating for undead troops, who can travel indefinitely without life support.

DC 15 Culture:
You recognizes the ship’s affiliation with the Corpse Fleet and recalls that the Corpse Fleet is outlawed in the Pact Worlds.

Unidentified Ship Placement: 3d6 ⇒ (2, 3, 2) = 7
Unidentified Ship facing: 1d6 ⇒ 1
Unidentified Ship Piloting check for Helm phase: 1d20 + 8 ⇒ (9) + 8 = 17

A hollow voice hails over the speaker. "You will not leave with the Cargo...." As the captain of the unidentified skeletal ship taunts the Sunrise Maiden.

Captain Taunt (Intimidate DC 21): 1d20 + 7 ⇒ (12) + 7 = 19

The threat doesn't seem to affect Vetch much as he rushes about the weapons systems to get a lock on the ship.

The ships engine's flare as it's Engineer seems to be pushing extra power into the engines.

Engineering Divert (Engines) DC 14: 1d20 + 7 ⇒ (14) + 7 = 21

Abe's computer begins putting out information as the Sunrise Maiden is being scanned.

Science Officer Scan DC 13: 1d20 + 6 ⇒ (19) + 6 = 25

Now since you have weapons in all quadrants as well as a turret we can have the Gunners also fire and everyone go at once. So if you want to wait and see how movement shakes out you can Vetch. Otherwise you can roll the attack roll and damage if using the turret or you can wait if you wish to use one of the quadrant specific weapons systems. I will hold off on enemy attack until the end of each round to close out the round.

Kcectic Initiative Pilot check Round 1: 1d20 + 13 ⇒ (7) + 13 = 20

Your ship is the green outline. Enemy is Red

Status
Unidentified Ship (Red)- Speed +2
Sunrise Maiden (Green)

Round 1
Captain (Dash)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot)
Helm Phase (Abe- Science Officer)
Gunnery Phase (Vetch)


Engineering: 1d20 + 10 ⇒ (9) + 10 = 19
Culture: 1d20 + 4 ⇒ (11) + 4 = 15

”Man, someone really doesn’t want us coming back. What the hell!”. He shares what he learned with the crew as he scans the other ship for even more information.

Computers: 1d20 + 10 ⇒ (6) + 10 = 16

He immediately shares what he learned from his scans as well.

Scan (Helm Phase):
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 10 + the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.
- - -

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Abe knows this vessel to be an Eoxian Thaumtech Cairncarver. A small light freighter with no 'living' crew though it does usually contain a fully compliment of Captain, Engineering, Pilot, Science Officer and Gunners (2). The ship has good maneuverability (Turn 1) and is quite fast (Speed 12).


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”Well, she can outrun us boys, so we’d better turn and face her. Rear quadrant is the best place to shoot. Damn undead, dogging our every step!” he swears, forgetting for a moment their employer and his orb…


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

1d20 + 7 ⇒ (20) + 7 = 27 Know (Culture)
1d20 + 6 ⇒ (11) + 6 = 17 Know (Engineering)

Vetch quickly moves to the gunnery station as Captain SpaceClank begins to roil into the captain’s chair.

”A cairncarver, eh” Vetch comms. ”Seems like there are a lot of people who want us dead.”

Vetch waits for a clean shot, hoping Kcectic can set him up.


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Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Unimpressed by the enemy captain’s threats, Captain Dash flicks the comm open and offers a reply.

”Hey bonehead, this is Captain Dash Arcbright. The cargo is ours and we’ll destroy it before handing it over. Now, I’d offer terms for your surrender, but I’m not into necrophilia, so you’ll just have to suck on our particle beams instead.”

Taunt (push) - Bluff: 1d20 + 11 ⇒ (12) + 11 = 23

Killing the comms, Dash chuckles. ”This will be fun. Kcectic, try to keep us in their blind spot, and them at our flank for now. Abe, let us know if you find any other weaknesses, but be ready to jump to a gunnary station. Vetch, fire at f@#%ing will.”


Don't forget, as I did, our ships bonuses.
+1 Piloting
+2 Computers
+1 to any two rolls (I suggest one should be for Kcecic and the other for Vetch)


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Piloting: Evade vs DC16: 1d20 + 14 ⇒ (5) + 14 = 19 Success.

Kcectic hears Abe's assessment and instantly begins maneuvering the Sunrise Maiden around and behind the Cairncarver, giving Vetch an opening from virtually any of the guns as he rotates the ship around their foe, keeping up evasive maneuvers the whole time.

Piloting Initiative for Round 2: 1d20 + 14 ⇒ (10) + 14 = 24


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 1

Vetch tries again to blast the cairncarver ship out of the...uh...'sky' as the ship gets close and into position.

1d20 + 3 + 3 + 1 - 4 ⇒ (8) + 3 + 3 + 1 - 4 = 11 to hit; (piloting,dex,ship)
3d6 ⇒ (6, 3, 4) = 13 damage

1d20 + 3 + 3 + 1 - 4 ⇒ (14) + 3 + 3 + 1 - 4 = 17 to hit; (piloting,dex,ship)
3d6 ⇒ (3, 1, 3) = 7 damage

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@Dash-Which phase are you taunting for the penalty: Engineering; Helm or Gunnery? I am assuming gunnery for this phase. Correct me if I am wrong.

Dash Taunt Rounds: 1d4 ⇒ 2

Dash leaves the comm open intimidating the crew of the Iron Rictus as Kcectic swings around to their starboard side.

Arming the weapons Vetch fires at will as the light particle beam rips into the starboard shields.

A coilgun spools up on the side of the vessel as numerous magnets hurtle the projectiles at the Sunrise Maiden.

Gunnery Shoot Coilgun vs Port AC 16: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Damage: 4d4 ⇒ (3, 1, 3, 3) = 10

The shields seem to hold the coilgun at bay though they are extremely weakened.

Round 2

The comms go quiet for a moment before the voice returns. "Prepare the Plasma Torpedos!"

Round 2 Captain Demand DC 19: 1d20 + 7 ⇒ (6) + 7 = 13

"Divert all power to the weapons!"

Divert Engineering (Weapons) DC 14: 1d20 + 7 ⇒ (14) + 7 = 21
Round 2 Pilot check Init: 1d20 + 8 ⇒ (8) + 8 = 16

Pilot Maneuver to reduce turn speed by 1 DC 19: 1d20 + 8 ⇒ (4) + 8 = 12

The weapons pods hum with renewed energy as the Iron Rictus darts forward as it spins into a 180 facing the Sunrise Maiden.

Science Officer Balance Shields DC 19: 1d20 + 6 ⇒ (19) + 6 = 25

The Iron Rictus' shields balance back out as they are giving a moment of relieve.

Status
Iron Rictus (Red)-(Shields Fwd 9|Port 8|Aft 8|Starboard 8) (Gunnery -2 Taunt 2 rounds; weapons damage 1=2)
Sunrise Maiden (Green)-(Shields Fwd 15|Port 5|Aft 15|Starboard 15)

Round 2
Captain (Dash)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot)
Helm Phase (Abe- Science Officer)
Gunnery Phase (Vetch)


Abe swears, "Keep 'em off our port!" he shouts as he switches to the gunners seat. We need to bring more fire down on this ship!

Will shoot when I know what facing we have. I assume Vetch will continue with the turret, and Abe will take whatever secondary weapon is available on that facing.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Nice shooting Vetch! Show me that wasn’t luck!”

Encourage Vetch - Gunnery vs DC 10: 1d20 + 5 ⇒ (13) + 5 = 18 Success = +2 to gunnery
Just confirming - I roll my gunnery bonus, not the full piloting skill bonus for this?

He considers ordering more power to the engines, but doesn’t complain when Abe vanishes into a gunnery station. Instead he calls to Kcectic.

”K, keep heading for their blind spot. Fly right by them and we can line up our tail gun for Abe. We have a f@#%ing flak thrower back there.”


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Evasive Maneuvers: 1d20 + 14 ⇒ (16) + 14 = 30

Kectic maintains evasive manuevers while keeping their port side away from their foe as much as possible.

Lining a shot up Starboard side, get ready! He shouts to the rest of the crew.

Round 3 Init: 1d20 + 13 ⇒ (3) + 13 = 16

We still have 2 uses of the +1 from the computer as I haven't been using it.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Line up aft, K! The flak gun has a stronger punch!!”


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 2

Vetch, responding to Kcectic's piloting, fires up the starboard cannon.

1d20 + 3 + 3 + 2 + 1 - 4 ⇒ (4) + 3 + 3 + 2 + 1 - 4 = 9 to hit; (piloting,dex,capt,computer)
2d4 ⇒ (2, 1) = 3 damage

1d20 + 3 + 3 + 2 + 1 - 4 ⇒ (15) + 3 + 3 + 2 + 1 - 4 = 20 to hit; (piloting,dex,capt,computer)
2d4 ⇒ (3, 2) = 5 damage


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

If they keep close we might be able to use the flak but right now this is what we've got.

Flak is good but if the info about their aft being undefended is true this might be more damaging, I couldnt line the flak to their aft this turn, used all our speed.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

@Kcectic: Its not that their aft is undefended. They just don’t have a rear facing gun. I’m not sure the enemy ship moved yet, but since we won piloting I was hoping we could have moved in right behind them after they moved.
@Vetch: why are you firing the starboard gun? The turret can fire any direction and does a lot more damage.
EDIT: after rereading the gunnery rules I think I gave Abe a bad idea. Each gun can only be fired once in a gunnery phase, regardless of the number of gunners we have. Vetch just shot the starboard guns twice, but I think he should have shot the turret once and the starboard once (both at -4 for Fire at Will). If Abe joins on the second gunnery station he could shoot one and Vetch could shoot the other at no penalties, but that would be all they could do because you cant really use Fire at Will with a second gunner in this instance against 1 enemy ship. If there was a second ship then Abe could fire in a different arc while Vetch used Fire at Will.
@Abe: if it’s not too late, maybe you should stick with the engineer’s role and try to divert power to the engines to boost our speed by 2 for the round so we can get to that safe spot?


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Forget the guns Abe! Get back to the engineer’s seat and get us more f@#%ing speed!”

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Dash wrote:


Just confirming - I roll my gunnery bonus, not the full piloting skill bonus for this?

Correct. Same skill as the one you are aiding at DC 10 or Diplomacy at DC 15

Enemy ship has indeed moved.

Captain Dash gives a few words of encouragement to the gunners to help line up their shots.

Kcectic ships the Sunrise Maiden into a swirling pattern for evasive maneuvers but isn't able to get all the way around the Iron Rictus' backside.

Abe rushes back to join Vetch at the guns as the vessels are lined up on each other.

Status
Iron Rictus (Red)-(Shields Fwd 9|Port 8|Aft 8|Starboard 8) (Gunnery -2 Taunt 2 rounds; weapons damage 1=2)
Sunrise Maiden (Green)-(Shields Fwd 15|Port 5|Aft 15|Starboard 15) (+2 Gunnery / +2 AC and TL)

Round 2
Captain (Dash)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot)
Helm Phase (Abe- Science Officer)
Gunnery Phase (Vetch)

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And correct each gun can only be fired once. So Fire at will would be turret and whichever arc weapon they are in. Or two gunners with no penalty.


Ahhh, I thought each gun could be fired twice with the -4 to each shot. Given that foolish notion, Abe would have shifted to Engineer to do as his captain bids…

Abe rushes to the engineers chair and Diverts power to the engines.
Engineering: 1d20 + 10 ⇒ (6) + 10 = 16 vs DC 16 (+2 to starship speed)

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Will give Kcectic a moment to adjust ship as he now has a little bit of movement left from Abe's Engineering check.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Okay, based on learning rulez and s~*%, looks like Vetch fired the turret and starboard each once. New damage for turret: 3d6 ⇒ (6, 6, 6) = 18, but can't imagine that it hit.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

On mobile and can't move the ship, but with two spaces I'd be able to face the flak Canon toward the aft of the enemy ship, ours should be facing directly away from them.

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Abe is able to give the ship the little extra boost that it needed to get behind the Iron Rictus as Vetch sends Flak into the aft shields.

Flak Damage: 1d4 ⇒ 2

Rolled the extra 1d4 as you would have had to fire the aft weapon after the movement. Yay more damage!

The Iron Rictus can't seem to return any sort of fire back at the Sunrise Maiden as it is well outside of it's weapons radius.

Round 3

"Full power to engines and swing us around."

Round 3 Captain Demand (Engineering) DC 19: 1d20 + 7 ⇒ (4) + 7 = 11

The Captain doesn't seem to be able to get his point across as their ship systems flicker as Vetch sends Flak straight into their exhaust.

Engineering works on the Captain's orders to divert all power to the engines.

Engineering Divert (Engines) DC 14: 1d20 + 7 ⇒ (13) + 7 = 20
Round 3 Pilot Initiative: 1d20 + 8 ⇒ (18) + 8 = 26

The pilot of the Iron Rictus seems to gain a small victory as he begins to read Kcectic's movements.

Enemy ship has not moved yet as Kcectic rolled lowest on the Init and has to move first.

Status
Iron Rictus (Red)-(Shields Fwd 9|Port 8|Aft 1|Starboard 8) (Speed +2)
Sunrise Maiden (Green)-(Shields Fwd 15|Port 5|Aft 15|Starboard 15) (+2 Gunnery / +2 AC and TL)

Round 3
Captain (Dash)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot)
Helm Phase (Abe- Science Officer)
Gunnery Phase (Vetch)


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch waits to see which weapon he'll be firing depending on where the ship is.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Piloting Stunt - Evasive manuevers: 1d20 + 14 ⇒ (5) + 14 = 19 Success

Kcectic continues flying forward, hoping to goad the enemy ship into following behind and keeping it in sight of their flak canon.

Init: 1d20 + 14 ⇒ (11) + 14 = 25

I didn't have the space to keep flying forward so I moved the Iron Rictus accordingly.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Kcectic kicks in with more evasive maneuvers as the skeletal ship is just too far behind him. In fact it creates even more of a distance and spins about.

Pilot Maneuver to reduce turn speed by 1 DC 19: 1d20 + 8 ⇒ (4) + 8 = 12

Though it spins about slowly. Dash's monitor has a warning scroll across. Enemy ship has locked on with Torpedos.

Status
Iron Rictus (Red)-(Shields Fwd 9|Port 8|Aft 1|Starboard 8) (Speed +2)
Sunrise Maiden (Green)-(Shields Fwd 15|Port 5|Aft 15|Starboard 15) (+2 AC and TL)

Round 3
Captain (Dash)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot)
Helm Phase (Abe- Science Officer)
Gunnery Phase (Vetch)


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Torpedo lock!” Dash reports from the captain’s chair.

”Abe, let’s reroute power to the weapons! Vetch, wait for a good target and make your shots count!”

Encourage Vetch - Gunnery vs DC 10: 1d20 + 5 ⇒ (6) + 5 = 11 Success! +2 to Vetch!


Abe looks at the relative positions of the two ships and stays where he is, "We have no shot Dash, we're too far away. None of our weapons have that sort of range! We're about to be slammed by the torpedo though, so I'm going to built up our damaged shields."

Abe again diverts power, but pushes them to the damage shields instead.*
Engineering: 1d20 + 10 ⇒ (16) + 10 = 26 vs DC 16 (+7 to the port shield - I think as that's our only damage)

”Kcectic, make sure the missile shoots us up the ass. Vetch can try to shoot it out of the sky!”**

* Divert to Shields:
If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (5% of 150 = 7), up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).

** Point Weapon:
A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Pretty sure we're out of weapns range, right?

Round 3

Vetch, responding to Kcectic's piloting, finds no targets within range...and such, he knows who to blame.

"Hey Captain SpaceClank. These weapons might work better if I have something to shoot at."

Vetch will ready the flak gun to shoot the torpedo out of the 'sky' if he gets the shot.

1d20 + 3 + 3 + 2 + 1 ⇒ (5) + 3 + 3 + 2 + 1 = 14 to hit; (piloting,dex,capt,computer)
3d4 ⇒ (1, 4, 3) = 8 damage


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Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash double checks the ship’s sensors, then rips his crew a new one. ”What are you two meat heads talking about? Adjust your f@#%ing sensors for range and keep firing!”

Learning so much about space combat!

Range
Weapons have one of three ranges: short range (5 hexes), medium range (10 hexes), or long range (20 hexes). As with character-scale ranged attacks, an attack with a starships weapon takes a cumulative –2 penalty for each range increment (or fraction thereof, beyond the first) between it and the target. A gunner firing a tracking weapon takes a range penalty only on her first gunnery check, when the target is first acquired. A starships weapon can fire at a target up to 10 range increments away.

We are 21 hexes away. Our light particle beam in the turret is a medium range weapon at -4 range penalty. The flak thrower is short range at -8.

In addition, keep in mind the point weapon ability for our flak cannon is a free immediate action that attacks with a +8 bonus, not Vetch’s gunnery skill.

Last note! Torpedoes have a speed rating, so we might be able to outrun this one for a round if we divert power to the engines, which could give Vetch another attempt to shoot it down. :)


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Edit for Dash's inputs..thanks, Clank.

Round 3

Vetch, responding to Kcectic's piloting, finds no targets within short range...and such, he knows who to blame.

"Hey Kcectic, try to get a *bit* closer. These long shots are, uh, longshots."

Vetch fires the light particle weapon at the target, hoping to get lucky.

1d20 + 3 + 3 + 2 + 1 - 4 ⇒ (3) + 3 + 3 + 2 + 1 - 4 = 8 to hit; (piloting,dex,capt,computer)
3d6 ⇒ (6, 6, 5) = 17 damage


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Next time I'll just stay put and let the more maneuverable ship have it's way with us then.
Kcectic responds angrily as he works the controls. Or I can keep them trailing us so we have more shots with the flak canon and aren't vulnerable to torpedos.

Thanks for the rule break down Dash, I was trying to sum them up while at work and not having an easy time of it.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup- Thanks Dash- You can still fire, though with penalties. Same as Pathfinder. :) I placed the FAQ above, though it looks like they just evened out a lot of the DC's to 1.5 multiplier.

Captain Dash helps with a few words of encouragement to Vetch on the finer points of shooting down a ship.

Abe hops over into the Engineering chair and slams all control levers up. A resister blows in place as so much power surges into the shields as it restores a decent amount. But for how long.

Vetch waits for the shot but the skeletal frame is just too far away and the light particle comes up short.

A single torpedo ejects from the front of the Iron Rictus.

Gunner 1 Light Plasma Torpedo vs TL AC 18: 1d20 + 12 ⇒ (19) + 12 = 31

Gunner 2 Light Particle Beam vs AC 18; Range: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Damage: 3d6 ⇒ (1, 1, 6) = 8

The torpedo locks on and flies towards the Sunrise Maiden while a second gunner hammers the aft with alight particle beam of it's own.

Round 4

"We have you now. Surrender the cargo."

Round 4 Captain Demand (Gunner) DC 19: 1d20 + 7 ⇒ (18) + 7 = 25

Engineering works on the Captain's orders to divert all power to the Guns.

Engineering Divert (Gunner) DC 14: 1d20 + 7 ⇒ (19) + 7 = 26
Round 4 Pilot Initiative: 1d20 + 8 ⇒ (11) + 8 = 19

The Iron Rictus zips around to try and line up another torpedo onto the Sunrise maiden.

Enemy ship has moved.

Status
Iron Rictus (Red)-(Shields Fwd 9|Port 8|Aft 1|Starboard 8) (Gunnery +2 and Dam 1=2)
Sunrise Maiden (Green)-(Shields Fwd 15|Port 12|Aft 7|Starboard 15)

Round 3
Captain (Dash)-May act on any Phase
Engineering Phase
Helm Phase (Kcectic- pilot)
Helm Phase (Abe- Science Officer)
Gunnery Phase (Vetch)


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Shoot the torpedo. Abe please see to our aft shields incase we miss. Kcectic broadcasts moves the ship forward a little, but doesn't go full burn.

Evasive Manuevers: 1d20 + 14 ⇒ (18) + 14 = 32

Initiative: 1d20 + 14 ⇒ (14) + 14 = 28

Just a reminder Vetch that you've got a Gunner check at +8 vs 10 + the torpedos speed to shoot it out of the sky as an immediate action if it's about to hit us.


Abe again diverts power as Kcectic suggests, and pushes them to the damaged shields again.
Engineering: 1d20 + 10 ⇒ (16) + 10 = 26 vs DC 16 (+7 to the aft shield)

”Kcectic, what are you doing? Don’t just sit way out here letting it shoot missile after missile at us! We’re better close in! Get us back in there!”


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Waiting to see what kind of bonii Vetch gets before shooting. Might be best to aid in the defense because this will likely be another heavy penalty shot.

Vetch grunts and readies to shoot again.

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