...unless we want to modify his Gravity Gun attack to a '19'...
It would be a 23, actually. Negate the -4 penalty and add the +2 bonus from the science officer that Kibbens forgot to include.
The front shields of the Sable Comet and the Starboard Shields of the Arcadia each take some damage, and then time begins moving again as the Engineers begin trying to assess the damage and make repairs.
Engineering action. Is anyone changing jobs before we start? I'm going to go ahead and get my actions out of the way, but if anyone wants to change jobs, feel free to discuss it and let me know.
Engineering to boost Engines: 1d20 + 20 ⇒ (1) + 20 = 21
I don't see any reason for any of us to switch jobs. Rax probably wants to divert power to the shields, or else use the overpower action if he feels like spending a resolve point?
Yeah, you know what, I'm gonna use that free resolve that everyone gets at the start of space combat and overpower.
Down in the engineering bay, Rax has begun running multiple additional batteries into the power core, making a series of interlocked circuits serving to boost each other. The entire bay is glowing slightly, and all of the monitors are slowly creeping into danger zones.
DC 30 Engineering: 1d20 + 21 ⇒ (5) + 21 = 26
One of the batteries pops and sparks, sending Rax into a frenzied panic. The monitors all slip into red numbers and graphs until Rax depowers a few of the circuits, dropping things back into acceptable ranges.
If it makes you feel any better, I also failed my check =P
Now that the Engineers have plied their trade, the camera returns to the bridge of the Sable Comet, where the remainder of the crew works furiously to turn anything into a tangible advantage.
Science Officers and Pilots are up.
Science Officer to Lock On!: 1d20 + 26 ⇒ (9) + 26 = 35
Pilot to Evade: 1d20 + 20 ⇒ (14) + 20 = 34
The Arcadia takes up evasive maneuvers and the Pilot of the Sable Comet hears the high-pitched whine that means that weapons have locked onto the ship.
Looking at the coruscating shield display Deneth shakes his head "Fine for now... unless they have a trick up their sleeves. Let's check." The powerful sensors of the Comet shake their target with enough energy to cook anyone outside their shields.
Scan: 1d20 + 27 + 4 ⇒ (17) + 27 + 4 = 48
"Where do you guys think yer' goin'?"
Xera pulls hard on the stick, following the enemy ship closely.
Piloting (initiative) - using a +3 computer bonus: 1d20 + 24 + 3 ⇒ (13) + 24 + 3 = 40
Probably that wins initiative again. Not going to choose a maneuver until I see what the other ship does.
Fogot I was a science officer, whoops.
Kibbens, focused on the destruction of the enemy ship, uses his time to initate a Lock on.
I'm not entirely sure what to roll here.
You were a gunner last round. Sure you want to switch?
If you want to have Loram fire all the guns this round then you lock on by rolling your computers skill +4 for the advanced sensors, and if you think you might need it then +3 from the computer, against DC 20 + their countermeasures = DC 27 total. You need to spend 1 resolve, but you have 1 free resolve per starship combat.
Edit: Kibbens, please don't. You don't have a single rank in computers, you'd make a historically bad science officer.
Not sure if we've moved on the map, yet? I'll hold off on my gunnery checks until we know for sure which weapons we're using (depending on arc). I'll also go ahead and bot for Wraith when I make my own checks, since we're missing out on our best attack rolls with that player's absence. Until I see this thread move to Helm Phase, I'll be watching and waiting.
Sorry, I did forget to actually move. I have now done so.
As the enemy ship circles around behind the Sable Comet, Xera brings the Comet around in the other direction, coming once again at the enemy from the port side.
"Got you in my sights again!"
Pilot (evading): 1d20 + 24 ⇒ (3) + 24 = 27 NVM.
Enemy is now 3 hexes away (short range). They are in our Forward arc, we are in their Starboard arc. All our guns can bear.
I'll also go ahead and bot for Wraith when I make my own checks, since we're missing out on our best attack rolls with that player's absence...
I'd prefer Wraith fire the Gravity Gun... or Wraith could fire two weapons and Loram and Kibbens would fire one each. But whoever fires the grav gun, that should be the only weapon they fire.
Loram takes control of the Heavy Laser Net, leaving the Gravity Gun for Kibbens and the two heavy weapons for Wraith.
Heavy Laser Net Attack DRR: 1d20 + 14 ⇒ (8) + 14 = 22
Heavy Laser Net Damage Damage DRR: 5d6 ⇒ (3, 5, 1, 6, 4) = 19
Attack rolls above include BAB (+10) and DEX (+4)
[BOTTING] Wraith uses her piloting skills to draw a bead on the target with the heaviest-hitting weapons:
Particle Beam Attack DRR: 1d20 + 15 ⇒ (7) + 15 = 22
Particle Beam Damage Damage DRR: 8d6 ⇒ (4, 2, 2, 4, 5, 2, 4, 4) = 27
Heavy Anti-Matter Missile Launcher Attack DRR: 1d20 + 18 ⇒ (15) + 18 = 33
Heavy Anti-Matter Missile Launcher Damage DRR: 10d10 ⇒ (7, 1, 8, 3, 8, 9, 6, 5, 7, 8) = 62
Attack rolls above include Piloting (+10), DEX (+5), Ace Pilot Theme (+1), Operative's Edge (+3) and Fire at Will Penalty (-4) and one of the computer bonuses (+3) for the Heavy Anti-Matter Missile Launcher.
I don't think I missed any modifiers this round, but let me know if I overlooked something - those were some BAD rolls except for the last one. I was hoping Wraith's high modifiers would overcome the penalty from Fire At Will for the two big guns.
Kibbens, feel free to fire the Gravity Gun and use that last +3 offered by the computers on your attack roll. Go get 'em!
Actually you don't get the theme bonus or operative's edge on gunnery checks. Only the actual ranks in Piloting and your DEX actually matter, because it's not a skill check. So subtract -4 from those rolls. Hopefully the missile will still be a hit though.
Nah, that's in the FAQ/errata I linked in the discussion tab:
Under "Actions" on page 322 it is stated "Class features and items affect crew actions only if specifically noted in the class feature or action." Does this mean I can't benefit from the skill bonus of operative's edge, or an envoy's skill expertise?
No. When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.
No. When actions taken in starship combat call for a skill check, ...
That does apply to piloting rolls.
But she is not making a piloting roll. She is making an attack. Gunnery is not a skill check. Normally this uses BAB + DEX but you are allowed to substitute the ranks you have in piloting instead of your BAB. Since it clearly specifies ranks rather than skill, other modifiers to piloting don't apply.
Xera has the right of it. Gunnery is the only real "it uses a skill but isn't a skill check" in the system. It basically let's you make an attack roll with your skill check, which is weird but not terrible. I will get my gunnery taken care of tomorrow, as I ended up playing Mass Effect: Andromeda way longer tonight than I thought I was going to...err, I mean, I was fighting ninjas for a long period of time, but I stopped them from eating my tacos. That's it, that's the ticket.
Ninjas trying to steal tacos... is nothing sacred anymore? Thanks for the heads-up on the Gunnery check, should have realized it as I was typing out the details on the roll. I think a 29 will hopefully hit, though I suppose they could have some serious anti-tracking modifiers in place that we aren't of...
Gunnery Check for Coilgun: 1d20 + 16 ⇒ (3) + 16 = 19
Damage Roll: 4d4 ⇒ (2, 4, 4, 4) = 14
Gunnery Check for Maser: 1d20 + 16 ⇒ (11) + 16 = 27
Damage Roll: 6d10 ⇒ (7, 2, 6, 7, 2, 8) = 32
Unlike the previous round, you're pretty certain that only a single gunner fired both weapons.
A salvo of fire is traded, and most of the weapons from the Sable Comet fail to find their mark, several thanks to the skill of the Arcadia's pilot and their defensive maneuvers. The fired missile, however, does not miss.
Meanwhile, the gunners of the Arcadia seem distracted, as the Coilgun misses, but the powerful Maser does land a hit on the Sable Comet. Also, the system registers several impacts on the hull of the Comet, but no damage from them.
Now is the time for Engineers to shine once again.
Divert: 1d20 + 22 ⇒ (4) + 22 = 26
Captain automatically aids the Engineer.
Nothing appears to happen from the Arcadia's side, however.
"Guys, the forward shield has taken some hits. I think it's time to boost those shields. And maybe reroute power from the other shields to the forward one. I'm going to try to keep her in our forward arc, so that's where the hits will come from."
The Divert (shields) Engineering action will restore 30 points to shields, though it distributes it evenly (since 30 doesn't divide by 4 we get to decide where the extra 2 points go).
The Balance Science Officer action comes after that and allows us to redistribute the shield points around.
Let's do both.
Once again the Engineers perform support actions for their respective ships, and now the pilots of both ships take the spotlight.
Piloting Initiative: 1d20 + 20 ⇒ (2) + 20 = 22
Science Officer to Target system for Maser on Engines: 1d20 + 20 ⇒ (10) + 20 = 30
Piloting for Evasive Manuevers: 1d20 + 20 ⇒ (2) + 20 = 22
There is a ping at the piloting station letting Xera know that the Maser in the turret is targeting the Sable Comet's engines.
Piloting Initiative: 1d20 + 24 ⇒ (16) + 24 = 40
"No, you can't shake me! I'll follow you anywhere!" Xera calles out at the image of the enemy ship on her screen.
Piloting Maneuvering: 1d20 + 24 ⇒ (13) + 24 = 37
I'll probably evade again depending on how the enemy moves.
"I never liked the port side cabins anyway," growls Deneth as he shunts power from that side to bring the forward shields back to capacity.
Computers, DC 25: 1d20 + 27 ⇒ (17) + 27 = 44
The enemy does not move.
I feel no particular need to move, then, though is there an AC penalty if you don't? If there isn't then I am fine staying here.
Xera pulls the ship into a very tight turn, slewing sideways and then coming around again.
"All right, got them in my sights. Let them have it!"
Moving ship for fluff's sake (since I made the evade roll, so AC an TL are 21), but in game terms we're not moving either, since we're already where we want to be.
Loram fires the Laser Net and the Particle Beam!
Heavy Laser Net Attack DRR: 1d20 + 13 ⇒ (19) + 13 = 32
Heavy Laser Net Damage Damage DRR: 5d6 ⇒ (3, 5, 6, 2, 4) = 20
Particle Beam Attack DRR: 1d20 + 13 ⇒ (14) + 13 = 27
Particle Beam Damage Damage DRR: 8d6 ⇒ (3, 5, 1, 4, 3, 6, 5, 1) = 28
Attack rolls above include BAB (+10) and DEX (+4) two of the computer bonuses (+3) and Fire at Will Penalty (-4)
[BOTTING] Wraith fires the Missile Launcher!
Heavy Anti-Matter Missile Launcher Attack DRR: 1d20 + 18 ⇒ (17) + 18 = 35
Heavy Anti-Matter Missile Launcher Damage DRR: 10d10 ⇒ (1, 5, 10, 7, 3, 6, 3, 6, 5, 1) = 47
Attack rolls above include Piloting (+10), DEX (+5) and the last two computer bonuses (+3).
Since the Fire at Will is a big penalty, I went ahead and had Loram fire two guns this round, and Wraith fire the heaviest hitting missile launcher with the best possible modifier she could get. I'm not sure if we still had all three +3 bonuses this round or not. Players should probably post explicitly when we are using them, so everyone knows when they are being used during the round. Since nobody posted using them, I'm thinking that all three were still there for the taking. If not, drop the +3 from the Laser Net first, then the Particle Beam, and lastly the Missile Launcher (scaled from worst to best gun - note that I did write this out before seeing the dice roll results. :) ).
I don't think you can apply the computers bonus multiple times to the same check, but let me look at that... and I was right. The bonus from the computer is a Circumstance bonus (per page 297). It doesn't matter though, you still hit with the missile.
Both ships open up at each other, and while the Comet does take a hit to the front shields from the Maser, the Comet's talented gunners manage to land a hit with every weapon they fire.
crit location: 1d100 ⇒ 80
most of the weapons fire is blocked by shields, but the particle beam brings down the shields just in time for the heavy anti-matter missiles to land home.
That meets my condition for the Arcadia to run, so it so going to on it's next turn. That being said, however...
Both of your stations register a hull breach! it appears that you have boarders, who managed to open a maintenance panel and have crawled inside the ship!
Going to give the two people above a chance to react, then we'll go from there.
"Let the dog run, we have more urgent matters - some fleas jumped from its back to our noble Comets'! Kibbens, Loram, with me to repel the boarders. Xera, keep us from danger - our captain seems incapacitated by her addiction, I fear, guide us as you see fit. Wraith, guard the bridge lest a flea slips our net. Rax, please join us once you have secured engineering." With that Deneth stands and concentrating on his comm unit starts the timer. As he concentrates the numbers change faster and faster until a wave of magical energy energises everyone on the bridge.
Casting Haste. It's slightly different from PF's: When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time. All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement.
It still only lasts 10 rounds/1 minute, but hopefully it will let us intercept the boarders before they free our prisoner.
"On the way!" Loram calls out in response to Deneth. The kasathas readies his weapons, cradling the reaction cannon in both of his lower arms, his upper right hand gripping the hilt of the plasma sword while his left hand snaps the taclash while he moves to join the lashunta in taking care of the unwelcome visitors.
Loram is Hasted for 10 rounds
Rax grabs his combat rifle off of it's hook on the engineering bay wall and begins running combat protocols on his eye-mounted display. "Roger that captain," he says into his comm unit. He strides through the halls towards the bridge, tail sweeping the deck in anticipation for the combat with the boarders.
"Wraith! Take over here!" Xera calls out as she gets up out of the pilot's chair. She grabs her plasma rifle from the rack in the cockpit and races down the corridor after the others.
I'll cast reflecting armor first, before I go. It has a duration of 100 minutes. It's the only buff I have, aside from status. There don't seem to be many precombat buffs in Starfinder.
Wraith nods and takes the helm as the crew makes it's way through the ship to the crew quarters, and the converted holding cell where Haarlock is currently incarcerated. Upon arriving, however, it's clear that the pirates knew exactly where the man was held and made a beeline for his position.
As the crew of the Sable Comet arrives, the pirate captain has just been handed his sword belt, which holds a pistol of some kind and a longblade.
There are two Human men in power armor, and an android wearing light armor; the Android is the one who handed the captain his belt.
"Run sir! We'll hold them off!" the invaders say as they take up a defensive line.
You three all spot shooters who have taken up covered positions in doorways on the hallway. The enemies total 5 in all: the Android, the two Power Armor wearers, and two additional shooters.
Xera Initiative: 1d20 + 10 ⇒ (19) + 10 = 29
Kibbens Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Deneth Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Raxsortun Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Loram Initiative: 1d20 + 12 ⇒ (9) + 12 = 21
Android: 1d20 + 10 ⇒ (9) + 10 = 19
Power Armor: 1d20 + 8 ⇒ (6) + 8 = 14
???: 1d20 + 10 ⇒ (12) + 10 = 22
See the discussion tab. Also, players are up!
Pulling energy from a battery hanging off his belt Deneth shouts "You can't hide behind your tools Haarlock, power armor conducts like a dream!" The hallway fills briefly with an arcing surge of electricity. He takes cover in another doorway after unleashing the blast.
electricity damage, DC 21 Reflex save for half: 10d6 ⇒ (5, 3, 2, 4, 6, 6, 2, 2, 2, 1) = 33
I don't see any sort of map anywhere? Still, I'm sure a line effect can hit Haarlock and at least one of the other pirates. Preferably one in power armor.
"I don't think so!"
Xera concentrates and a surge of energy erupts from her mind and lances at one of the pirates.
Casting mind thrust IV. I'll aim for one of the ones wounded by Deneth, preferably the most dangerous one of those.
mind thrust Will DC 20 for half damage: 10d10 ⇒ (1, 7, 7, 10, 10, 3, 3, 2, 6, 9) = 58
Rax calmly stalks up to the nearest enemy and delivers a contemptuous blow from his tail.
"Get. Off. My. Ship," he says slowly and calmly.
Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 20 ⇒ (2, 1) + 20 = 23