GM 8574 - SFS |
Rez takes the helm once more, and the Odyssey moves up to a stable orbit around Ulmarid while the rest of you get settled on the ship.
However, it's not long before a warning klaxon blares, and the ship lurches. The asteroid field around the world of Ulmarid is more agitated than on the descent down to the surface. Although it’s not clear what has caused the anomalous activity, what’s certain is that you must reach safer altitude before a more serious collision occurs.
I'm putting the details for the Odyssey in the header.
Rez, make a piloting check to guide the ship safely through the asteroids. Anyone else can make a DC 10 Piloting check to assist, or a DC 17 Diplomacy or Intimidate check to assist. Each successful assist provides a +2 to Iseph's roll.
Keskodai the Mystic |
Piloting assist: 1d20 + 2 ⇒ (1) + 2 = 3
Rez Cleftear |
Rez grabs the yoke and lets the Odyssey's navicomputer track as many floating hunks of rock and minerals as it can to assist him in his break from Ulmarid's gravity well.
"Hang on, team; we're bound for a bit of chop, but I'll get us out in one piece."
Piloting: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
GM 8574 - SFS |
With Altronus' encouragement, Rez expertly snakes the ship through the debris of asteroids without impacts, and sets you up perfectly to see a large vessel of rusted metal slips from behind an enormous asteroid, its weapons already firing. The front of the ship resembles a stylized skull with crossed bones beneath—a clear indication of space pirates!
Besmaran space pirates are a growing threat throughout galactic shipping lanes, and that such pirates throw themselves into combat with a boisterous zeal—it is rare to talk one’s way out of combat with an approaching Besmaran pirate ship.
Initial distance between ships: 3d6 + 5 ⇒ (3, 3, 4) + 5 = 15
HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 ⇒ (17) + 9 = 26
Rez's Piloting Check: 1d20 + 9 ⇒ (1) + 9 = 10
Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (13) + 8 = 21
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (14) + 9 = 23
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (13) + 8 = 21
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (13) + 8 = 21
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (1) + 8 = 9
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 4, 3, 3) = 14
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 8, 3, 7, 2) = 27
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 1) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 2, 2, 4) = 11
- - - - - - - - - -
You've collected some good information about this opponent so far, so you have the following bonuses in this combat:
Lawblight Assault: You quickly evade and can reposition the Odyssey up to 4 hexes in any direction, with any facing they choose before combat begins.
Lawblight Barrage: The first time one of the Lawblight’s heavy torpedoes would hit the Odyssey, it misses instead!
Lawblight Data: The PCs start the battle with the Lawblight’s basic information, defenses, and weapons, as listed in the first three bullet points of the Scan action.
Lawblight Evasion: The Lawblight must roll twice for each gunnery check it makes with its coilguns and take the worse result.
The Lawblight
1. Basic Information:
- Living crew complement: 6
- Ship classification: Medium Transport
- Speed: 6
- Maneuverability: Average
2. Defenses:
- AC: 13
- TL: 13
- Total and current Hull Points: 70/70
- Fore Shields: 20/20
- Port Shields: 15/15
- Starb. Shields: 15/15
- Aft Shields: 20/20
- Core PCU Value: Arcus Heavy (130 PCU)
3. Weapon:
- Fore: Coilgun (4d4)
- Fore: Heavy Torpedo Launcher (5d8)
- Aft: Gyrolaser (1d8)
- Turret: Coilgun (4d4)
You may post crew actions in any order - we'll adjust as necessary to accommodate. Good luck!
REZ: on your first move action, you can add an additional 4 hexes to your move to account for the quest info benefit listed above. Updating the map now.
Rez Cleftear |
Upon sighting the enemy vessel, Rez attempts to put a large hunk of rock and minerals between him and his crew and the space pirates of the Lawblight.
"Captain, we've got one hostile ahead! Attempting evasive maneuvers!"
Moved on the map.
Aleon Hunter |
when Altronus goes he will laser cannon and turret
hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (16) = 16 not sure if the modifiers are different for this ship or the weapons, but I'm rolling the numbers and modifiers I did when we rode the other ship.
hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (3) = 3 the turret
dmg: 2d4 ⇒ (4, 1) = 5 laser cannon
dmg: 4d4 ⇒ (1, 4, 4, 4) = 13 turret
Rez Cleftear |
Aleon:
Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile launcher (4d8 - 5 missiles)
Keskodai the Mystic |
"Tchk...tchk..Scanning ship...tchk..tchk..lock on to guns...tchk ..tchk...Unable to scan system."
Computers: Scan System (guns): 1d20 + 2 ⇒ (2) + 2 = 4
GM 8574 - SFS |
Rez positions you behind the asteroid, and the pirate ship doesn't seem to see a way to get to you, so simply turns in place and waits for you to emerge! Unfortunately, Altronus isn't able to get a lock either, and Keskodai can't get the scanners to divulge more info.
HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 ⇒ (11) + 9 = 20
Rez's Piloting Check: 1d20 + 9 ⇒ (5) + 9 = 14
Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (1) + 8 = 9
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (5) + 9 = 14
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (7) + 8 = 15
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (16) + 8 = 24
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (2) + 8 = 10
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (17) + 8 = 25
If a hit via front arc: Coilgun: 4d4 ⇒ (1, 2, 2, 1) = 6
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (1, 8, 6, 6, 2) = 23
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 2) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 4, 3, 3) = 11
Aleon Hunter |
when we get back into position, it looks like out front end will be there. hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (8) = 8 heavy laser cannon
hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (2) = 2 coil gun
dmg: 4d8 ⇒ (1, 3, 6, 6) = 16 heavy laser cannon
dmg: 4d4 ⇒ (1, 4, 2, 1) = 8 coil gun
Rez Cleftear |
Rez, debates with himself as to whether or not it makes sense to keep the screen the asteroid between the Odyssey a the pirate ship, or steer around it in a blitz of sorts. At the last moment, he throttles down and attempts to reverse to throw the enemy ship off course.
Erratic movements. Be where they don't expect you. Hide. Survive. The ysoki way.
Piloting: Stunt (Back Off, DC 18): 1d20 + 9 ⇒ (1) + 9 = 10
Something's not quite right, thinks Rez. He looks down and realizes the shifter is locked in an impulse position, and his ace full-stop and reverse maneuver ended up as a simple stop coupled with a slight reverse. "Not quite used to this class of ship..." he muttered to himself.
Keskodai the Mystic |
Keskodai attempts to scan the ship.
Computers: Scan System (guns): 1d20 + 2 ⇒ (19) + 2 = 21
Rez Cleftear |
@GM 8574: I never did move the ship back the single square, so I just did so on the map. I think it'll affect the Lawblight's line-of-sight on the Odyssey, so you might have to re-maneuver it. Apologies.
GM 8574 - SFS |
Back Off
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.
Since your DC would have been 18 for this one, and your total was 10, you actually wouldn't move, and your AC is now a bit lower. I'll move you back up.
1d20 + 8 ⇒ (2) + 8 = 10
Altronus' shots go wide of the mark on your enemy, but - fortunately, given Rez's maneuvering - so do those of the Lawblight! Their torpedo slams into the asteroid, creating a new impact crater and throwing up some dust, but ultimately not changing the battlefield. Keskodai dials up more information about the enemy ship (see spoiler below) to share with everyone.
HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 70/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 ⇒ (12) + 9 = 21
Rez's Piloting Check: 1d20 + 9 ⇒ (17) + 9 = 26
Engineering
Lawblight Check (Boost: Weapons): 1d20 + 8 ⇒ (4) + 8 = 12
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (2) + 9 = 11
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (1) + 8 = 9
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (7) + 8 = 15
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (5) + 8 = 13
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (6) + 8 = 14
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 1, 4) = 8
If a hit via front arc: Heavy Torpedo Launcher (4/5 rem): 5d8 ⇒ (4, 3, 8, 2, 2) = 19
If a hit via aft arc: Light Laser: 2d4 ⇒ (4, 1) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 1, 4, 2) = 8
Apparently taking a cue from great naval battles of old, the Lawblight closes directly on your position, giving you little to no maneuvering room, and a VERY clear view of their open torpedo tube!
Aleon Hunter |
altronus will fire again hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (7) = 7 cannon
hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (16) = 16 coil gun couldn't believe the 16 missed the first round, unless there was addional range penalties, or I couldn't fire two shots at once. What do I have to roll to hit this thing, seems really hard to hit.
dmg: 4d8 ⇒ (4, 2, 2, 5) = 13 laser cannon
dmg: 4d4 ⇒ (2, 1, 3, 2) = 8 coil gun
Rez Cleftear |
Startled by the enemy ship, Rez rams the yoke to starboard, attempting to give the Lawblight a wide berth.
Piloting (Stunt: Slide, DC 18): 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Again, the controls seem sluggish, as the Odyssey simply lumbers forward, passing along by the pirate ship exposed to its weapons.
Borked that roll, that's going to hurt. :/
Keskodai the Mystic |
Keskodai immediately tries to attempt to refocus the aft shield power to forward shields.
Computer: Balance Shields: 1d20 + 2 ⇒ (8) + 2 = 10
Brace yourselves!
Aleon Hunter |
At least you guys are able to do your jobs. The ship I'm trying to hit seems to be fast. I think I may have finally landed a hit and be getting the hang of this. You can hear Altronus's frustration, but cheers you guys on.
GM 8574 - SFS |
With Obozaya's help, Rez gets just enough use out of the controls to slide past the enemy and only leaving your port arc exposed to their turret fire.
1d20 + 8 ⇒ (10) + 8 = 18
Their coilgun punches into your shields, but doesn't pierce them.
Altronus: On the first round, Rez put the asteroid between you and them, so there was no way for the shot to hit as it blocked line of fire.
Altronus' shot cuts through space, and more than pierces the Lawblight's shields - peppering their hull!
HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 67/70
Fore Shields: 15/15
Port Shields: 0/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 ⇒ (15) + 9 = 24
Rez's Piloting Check: 1d20 + 9 ⇒ (2) + 9 = 11
Engineering
Lawblight Check (Boost: Weapons): 1d20 + 8 ⇒ (17) + 8 = 25
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (5) + 9 = 14
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (19) + 8 = 27
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (5) + 8 = 13
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (5) + 8 = 13
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 4, 2) = 9
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 5, 5, 7) = 23
If a hit via aft arc: Light Laser: 2d4 ⇒ (3, 4) = 7
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 3, 2) = 13
Rez moves first, then the Lawblight!
Rez Cleftear |
Thinking he has the drop on the pirate craft, Rez banks the Odyssey in a wide turn to bring the fore of the ship behind it.
These guys'll just sit here and let us open fire on their exposed tail? ponders Rez in an on-the-nose spot of hubris.
Pilot Action: Normal move
Keskodai the Mystic |
Keskodai tries to scan the enemy ship's system.
Computer (Scan Ship): 1d20 + 2 ⇒ (20) + 2 = 22
Aleon Hunter |
we don't seem to be facing forward towards it anymore, so looks like side/back guns
hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (14) = 14 aft guns
hit: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (7) = 7 turret
dmg: 4d4 ⇒ (3, 2, 1, 1) = 7 aft guns
dmg: 4d4 ⇒ (1, 2, 1, 4) = 8 turret
GM 8574 - SFS |
Gah, Paizo downage ate my post last night. Shoot! Sorry for the delay. I'll get it posted (again) later on this morning. Short version, they turn around again and blast at you, so it's nose to nose combat and Altronus gets to use the forward heavy laser instead of the aft light laser. Obozaya, do you want to assist Altronus' shot, or try to encourage another action?
GM 8574 - SFS |
Your ship swings around to target them, and the Lawblight responds by pivoting in place to get a lock on you with their weapons!
1d20 + 8 ⇒ (5) + 8 = 13
Altronus' shot with the main front cannon locks on, and blasts through the enemy's shields and...
Heavy Laser Cannon: 4d8 ⇒ (2, 6, 1, 8) = 17
...causes some light damage to their hull. However, your coilgun can't quite get the lock, much like the Lawblight's coilgun turret.
However, the pirates ARE able to lock onto you with their torpedo launcher, but luckily you're able to use the knowledge you've gained over the course of your mission so far to avoid the impact!
Yay, quest completion bonuses! That would've been a mountain of hurt for you.
Keskodai is able to get a thorough scan of the enemy ship, and reveal more information about their current condition.
HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 65/70
Fore Shields: 0/15
Port Shields: 0/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: None
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 ⇒ (8) + 9 = 17
Rez's Piloting Check: 1d20 + 9 ⇒ (10) + 9 = 19
Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (18) + 8 = 26
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 ⇒ (11) + 9 = 20
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (9) + 8 = 17
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (17) + 8 = 25
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (16) + 8 = 24
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (5) + 8 = 13
If a hit via front arc: Coilgun: 4d4 ⇒ (1, 3, 2, 3) = 9
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 7, 2, 4) = 19
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 1) = 2
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 1, 4, 1) = 9
The pirates slam their ship into 'reverse' (essentially) and back away from their current position to give themselves a little more maneuvering room, while still keeping you in range of their torpedo launcher.
Rez, you can move your ship any time. Have a good one, everybody!
Rez Cleftear |
Piloting Stunt: Evade, DC 18: 1d20 + 10 ⇒ (6) + 10 = 16
Rez attempts to perform some evasive maneuvers, but the boat just won't react to the controls the way he'd prefer it would. A sharp set of banking turns sees the Odyssey narrowly scrape by the asteroid nearby, and sets up the gunners for a clear shot on the unshielded port side of the pirate ship.
Aleon Hunter |
Looks like Aft guns as the ships are side by side hit: 1d20 + 2 + 2 - 4 ⇒ (20) + 2 + 2 - 4 = 20 Aft guns
hit: 1d20 + 2 + 2 - 4 ⇒ (17) + 2 + 2 - 4 = 17 Turret
dmg: 4d4 ⇒ (4, 3, 4, 1) = 12 aft guns
dmg: 4d4 ⇒ (2, 3, 3, 2) = 10 Turret
rungok |
Obozaya
Whoo a crit!
Obozaya looks to Rez. "Easy, you've got them on the ropes. Pull a little closer." she puts a little more power to the starboard attitude thrusters, helping the vessel maneuver more evasively.
aid, piloting: 1d20 + 3 ⇒ (16) + 3 = 19
Aleon Hunter |
Yeah, good job team. Now if only you can get me facing forward again, I prefer those front guns ya know As Altronus says with joy and raises his fist up showing victory.
Keskodai the Mystic |
Hoping he has the knack of this he investigates on what has been damaged.
Computer (Scan Ship): 1d20 + 2 ⇒ (16) + 2 = 18
GM 8574 - SFS |
Rez just manages to course correct thanks to Obozaya’s instruction, and you make a helpful maneuver at just the right moment to safely get you past their forward firing arc and around their coilgun attack - safe this round!
Altronus responds with a massive volley against the enemy ship - even if their shields hadn’t been down, he would have punched through them with ease!
Actually, you’d be shooting with both turrets on this one - they are in your port firing arc, and you don’t have a port gun. I’ll let the critical attack roll stand (no reason to get rid of it), and we’ll change the damage from the aft coilgun to the missile launcher on the turret.
4d8 ⇒ (7, 2, 2, 7) = 18
1d100 ⇒ 49
1d100 ⇒ 66
1d100 ⇒ 47
1d2 ⇒ 2
1d2 ⇒ 2
Keskodai’s sensors light up with readouts on the massive damage from Altronus’ attack. It appears that the aft weapons systems are suffering significant damage, as well as their engines!
GM 8574 - SFS |
HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 37/70
Fore Shields: 0/15
Port Shields: 0/5
Starb. Shields: 5/5
Aft Shields: 5/5
Damaged systems: Engine (Glitching), Rear Arc Weapons (Malfunctioning)
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Rez's Piloting Check: 1d20 + 9 ⇒ (20) + 9 = 29
Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (9) + 8 = 17
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (17) + 8 = 25
Lawblight Science Officer (Balance Shields): 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (19) + 8 = 27
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
If a hit via front arc: Coilgun: 4d4 ⇒ (3, 3, 4, 1) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (6, 7, 5, 3, 3) = 24
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 2) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 4, 1, 2) = 10
The pilot of the Lawblight punches their damaged engines to try and get away from you. Even though they are somewhat limited, it doesn’t seem to affect the pirates’ ability to make evasive maneuvers as they head around the asteroid!
The party is up! I’ll resolve attacks after you move your ship and post rolls. Hope those of you who celebrated had a happy Thanksgiving!
Aleon Hunter |
turret: -4 + 2 + 2 + 1d20 ⇒ -4 + 2 + 2 + (7) = 7
cannon: -4 + 2 + 2 + 1d20 ⇒ -4 + 2 + 2 + (10) = 10 I'll be glad when this ship battle is over, confusing and hard to keep track of all the guns and modifiers. I'm just glad I have one of the easier jobs, no strategy to just firing.
dmg turret: 4d4 ⇒ (2, 4, 2, 2) = 10
dmg cannon: 4d8 ⇒ (3, 5, 2, 1) = 11
But Aleon gets too sloppy after celebrating early.
Rez Cleftear |
Rez pulls a turn to come around the asteroid, which leaves the ship without a proper firing solution.
Keskodai the Mystic |
Keskodai begins to chatter to the others "Tchk..tchk..Attempting to...tchk..tchk..target weapons."
Computer (Target System: Weapons): 1d20 + 2 ⇒ (19) + 2 = 21
Target Systems - If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
Aleon Hunter |
That's right, you target those weapons there Keskodai. If they can't fire back, they are forced to run away. If I was doing it, I would have targeted Life support, as making them suffocate a small and painful death as they continue to get shot out would be fun, but hey. It works, now if only someone can get this ship turned around so I have line of sight. As Altronus says with a cheerful voice that turns to a sinister one when he talks about life support.
GM 8574 - SFS |
HP: 85/85
Fore Shields: 20/20
Port Shields: 8/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None
HP: 37/70
Fore Shields: 3/15
Port Shields: 2/5
Starb. Shields: 2/5
Aft Shields: 3/5
Damaged systems: Engine (Glitching), Rear Arc Weapons (Glitching)
- - - - - - - - - -
Lawblight Piloting Check: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
Rez's Piloting Check: 1d20 + 9 ⇒ (4) + 9 = 13
Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 ⇒ (17) + 8 = 25
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 ⇒ (7) + 8 = 15
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 ⇒ (3) + 8 = 11
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 ⇒ (3) + 8 = 11
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 ⇒ (4) + 8 = 12
If a hit via front arc: Coilgun: 4d4 ⇒ (3, 1, 3, 4) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (6, 4, 7, 5, 1) = 23
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 3) = 4
If a hit via Turret: Coilgun: 4d4 ⇒ (2, 3, 2, 2) = 9
Aleon Hunter |
It looks like we might have it in out sights this time after we go around asteroid. It can be boring/frustrating as a gunner when you have nothing to target, so it is a matter of what do you do. Say, did I damage the asteroid when I targeted it, or can they not be damaged, or did I miss?
turret: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (15) = 15
cannon: 2 + 2 - 4 + 1d20 ⇒ 2 + 2 - 4 + (9) = 9
cannon dmg: 4d8 ⇒ (2, 4, 8, 5) = 19
turret dmg: 4d4 ⇒ (1, 4, 3, 1) = 9
Rez Cleftear |
@Aleon: Yeah, I try my best to skip over your posts at first, as the gunnery phase is after the helm phase one step prior, as you mentioned. Your gunnery rolls being un-spoilered invites the possibility of metagaming. I mean, if the pilot knows the gunnery rolls are a miss for the turn, why bother trying to get into an advantageous position or attempt a risky maneuver?
Rez, feeling confident in the chase, skims the opposite side of the asteroid and comes to bring the pirate ship to bear in the fore.
Regular movement for Pilot action
Keskodai the Mystic |
rebalance shields: 1d20 + 2 ⇒ (4) + 2 = 6