Gunnz
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Checking in. Pilot, or backup gunner. In theory she likes the guns, but in practice she really enjoys being the pilot.
OP-1
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Revvy Bitterleafs character checking in.
Since the scenario mentions the spacecombat tag and I'm limited to what characters I have available I'll go with my lvl 3 Operative.
I prefer Gunner Since Gunnz will be a better pilot
Vyviane Isafira
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Sedoriku here!
Not sure if we want another operative, but Vyviane here wouldn't take anyone else sitting in the captain's chair. 'Sorry but any any captain but a halfling one is clearly going to be second best.'
If we really want to avoid tripling classes, I also have a level 2 Akitoninan Human solarian or a level 3 android mechanic I could bring, but they both are only good for gunners. I'm mostly inclined to Vyviane though, especially if it's politics as that is rrrrriiiighhht up her alley!
OP-1
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I agree, play the character you think will be the most fun for you to play.
And even though I do believe that a well rounded party makes things easier...operatives are well rounded enough so that should work out well enough.
Teka Teach
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I'm checking in as well. I'm good with everyone playing the character they want to as well. There are some situations I might worry more about, but this so far seems fine to me.
My character is best at being a science officer, but generally can cover any role that isn't pilot.
| The Bot Behind the Screen |
Looks like we've got the following:
Teka - Envoy 2
Istorvir - Technomancer 3
Op-1 - Operative 3
Vyvian - Operative 1
Gunnz - Operative 4
Conrad (Pending Check in) - Envoy 4
That puts us at APL 2.83 making this a high-tier game. If any of you have any purchases you wish to make before the briefing be my guest. If you want to change characters at the last moment, you have a couple days left to decide.
This scenario has the Starship tag.
Conrad Castamir Kerbouchard
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Checked in. sorry for the slow check in.
Yes, Envoy level 4.
| The Bot Behind the Screen |
Sedoriku here!
Not sure if we want another operative, but Vyviane here wouldn't take anyone else sitting in the captain's chair. 'Sorry but any any captain but a halfling one is clearly going to be second best.'If we really want to avoid tripling classes, I also have a level 2 Akitoninan Human solarian or a level 3 android mechanic I could bring, but they both are only good for gunners. I'm mostly inclined to Vyviane though, especially if it's politics as that is rrrrriiiighhht up her alley!
Conrad Castamir Kerbouchard
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Conrad, slotted Boons:
Ally:
Spirits of a Doomed People: (#11) Uses:①② . If reduced to 0 HP immediately gain 1 HP and 2d8 temporary HP.
Faction:
Improved Wayfinder Champion: (#0) Earn Reputation and Fame within the Faction. 1/Scenario regain 1 Resolve after a Diplomacy or Survival check
Personal:
Promotional:
Social:
Factions Friend: (#3) (Limited Use) Gain missing Reputation if mission failed.
Starship:
Automated Defenses: (#6) 1/Combat reduce speed of tracking weapon by 50% for 1 round. Science officer can spend a resolve to reactivate.
Slotless:
Tattoo of the Starfinder: (#0) Single Use. Immediate action after taking 15 points of damage to gain 10 temporary HP for 1 minute.
Claimant to Salvation: (#1) Special rewards when exploring Salvation’s End. Universal to all 1824 Agents
Society Contract: (#1) Gain a reroll any time playing a pre-gen. Universal to all 1824 Agents
Starfinder Insignia: (#2) Pin that is really a tier 1 datapad. DC 20 Perception or Sense Motive to notice it.
Marked Field Agent: (#3) Society subdermal graft. Can increase light by 1 level within 5’
Star Sugar Heartlove!!!: (#3) (Limited Use) Hold on to item for future use.
True Savior of Tasch: (#4) (Limited Use) forgo Day Job to earn UPBs (See Chronicle 4)
Friend of the Ghibrani: (#6) (Husk Ghibrani) TBD
Ghibrani Linguist: (#6) Ghibran available to learn. Universal to all 1824 Agents
Mobile Translator: (#6) Gain Tetrad Certified Translator
Worldwide Explorer: (#6) Gain an extra Fame and Reputation if the game is played in a region other than the NE.
Gunnz
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Gunnz slotted boons (unless we are recommended anything)
Purchase computational savant for 3 fame. This means that she can grab a computer node for initiative checks every round.
Boons Slotted:
Faction: Dataphiles
Ally: Envar
Social: Faction's Friend
Starship: Computational Savant.
Slotless: Marked Field Agent; Star Sugar Heartlove;Society Contract; Claimant to Salvation; Ghibran linguist; Digital Presence.
Promotional: Shirt-reroll.
I've also just realised I've not used by digital presence (datafiles) slotless boon, so I'll use that at the end of the adventure for a bonus +1 fame and +1 rep(dataphiles) - if you could mark that on my sheet for tier-1 that would be appreciated..
Teka Teach
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STARFINDER SOCIETY PEGASUS TIER 4
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 17; TL 18
HP 65; DT —; CT 13
Shields light 60 (forward 20, port 15, starboard 15, aft 10)
Attack (Forward) light particle beam (3d6) range 10
Attack (Port) laser net (2d6) range 5, point +10
Attack (Starboard) light laser cannon (2d4) range 5
Attack (Turret) light particle beam (3d6) range 10
Power Core Pulse Red (175 PCU); Drift Engine Signal Basic;
Systems advanced medium-range sensors, crew quarters
(good), mk 2 duonode computer, mk 3 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods, science lab,
tech workshop
Modifiers +2 to any two checks per round, +4 Computers, +1
Piloting; Complement 4–7
===
Engineering Notes: Diverting power to shields will restore 8 SP.
Science Officer Notes: Sensor have range of 10 hexes
Gunnery Notes: A weapon with the point property can't be fired at targets outside the first increment. If a tracking weapon hits the port arc, a gunner can make an immediate gunnery check using the bonus for this weapon instead of their own (dice=Point Gunnery)1d20+10(/dice) against DC 10 plus weapon's speed. If successful, the weapon is destroyed. This reaction can only used once per round.
AC and TL are assuming pilot with 4 ranks in piloting.
OP-1
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Seems I didn't list my slotted boons yet.
Faction: dataphiles
Ally: Duskmire Allegiance
Starship: Boon Defender of the Fleet (Weapons)
Personal: Scoured Stars Survivor
Slotless: Marked Field Agent
And I'm assuming that everyone is fine with me claiming one of the floating +2's for each weapon I'll be firing? I'm assuming it will mostly be the turret..but if we get a great shot lined up and nobody else is manning any of the other guns I might multi-attack with another gun.
Gunnz
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We have two floating +2s. a +4 toc computers, and a +1 to pilot.
I also have my own +2 from my own computer node.
Istorvir A' Cormrael
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I merely directed the nodes. Gunnz increases the number of bonuses by 1 with her boon. So there are 3 +2's to hand out to hand out to 3 different checks. My suggestion is Piloting, Gunner 1, and Gunner 2.
| The Bot Behind the Screen |
After much consideration, re-reading, and contemplation, I'm suspicious that I'm running the Ramming Prow addition incorrectly. I spoke with another GM and while I'm not going to retcon their amazing display of dominance, I'll just let you know that they'll have a harder time landing them in the future should you beat them on initiative.
Gunnz
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BTW, I've having some trouble with maps today - not just this game.
The background image is not showing up, and often the smaller icons for characters / monsters. They are there, and I can select them, but they are just not displaying. This makes combat hard, so apologies if I do something that is just not right.
I'm using Chrome, which is normally pretty reliable. Anyone else seeing similar problems?
Gunnz
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It's just today, and irritatingly not even all games.
I've restarted chrome; restarted the PC; cleared my files/image cache.
Other browsers seem fine too, which is the workaround I'm using at the moment, irritating as it is.
Teka Teach
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GM: Do you have anywhere we can see our shields placements?
Aside from that, are there any suggestions from the party for what I should be doing?
I think we might be down 15 SP but even it was half that I'm tempted to redirect shields to block their next shot.
Alternatively I could stay on guns, but that limits ship placement more and unless we have forward weapons the damage I can deal is limited (and even then I have even odds of landing a shot at best).
Gunnz
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I think having two people on guns if we can is helpful.
| The Bot Behind the Screen |
You are slowly getting into a rhythm here where you guys can continuously maintain enough distance that the ram is not much of a threat. If at any point you wish to lock in a 'standard operating procedure' I'd be willing to fast forward the combat a bit by batch rolling a few rounds of rolls or until something major happens. If you get a comfortable set of actions and you ALL AGREE to 'fast forward' just let me know the actions you want to take (some degree of if/else logic is fine) how many rounds you want to go through at once, and what conditions do you want to 'resume real time' on.
OP-1
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I'm fine with fast forwarding. I think a resume real time point would be if we run out of shielding and start taking hull damage since that would indicate that we're getting into trouble ..say 3 rounds at a time?.
I'd personally just be firing the turret gun over and over.
Teka Teach
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I agree with OP-1 on the rate.
I would be firing any other weapon that I'm able each round. That might change, but would require us to get hit one critical threshhold on the other ship.
Gunnz
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Gunnz likes space combat. She was built pretty much as a specialist pilot. I confess I should really have gone Lashunta to pack in an extra +2 and really make her OOT.
That said, I know it is not eveyrones cup of tea. If others want to FF a little, I'm good with Gunnz keeping the ship generally out of ram range and evading.
Also remember, we don't have to just redistribute shields. We can restore a big chunk of them in a round as well.
Conrad Castamir Kerbouchard
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I love being the pilot.... Gunner and captain less so (man I am crossing my fingers for a starship combat supplement that gives everyone more to do.)
I'm good with batch rounds.
Istorvir A' Cormrael
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I would hold your breath for the starship combat supplement. I personally am fine with s.c. in all of it's aspects, though I can understand how some people feel the desire to always be doing something. I'm not in favor of FF.
OP-1
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I hit about half the time and deal about the same amount of damage they repair in 2 rounds, so unless we get (un)lucky this could drag out for a looooong time.
So we might want to consider doing something risky; try a fly-by, have a third gunner and hope we can deal enough damage in 1 round to punch through their shields so we can finaly start doing hull damage.
If I'm correct that should allow us to fire the turret, laser net and forward gun at the same side of the enemy ship (depending on what facing we end up of course and if we manage to pull of the stunt) and hopefully end in their rear so that they can't ram us right back. We don't know if they have a rear facing gun do we?
Medium Explorer class ship
Speed 8; Maneuverability good (turn 1); Drift 1
AC 18; TL 15
HP 65; Shields light 80 (forward 20, port 20, starboard 20, aft 20)
Power Core 150 PCU
The ship has a pair of linked coilguns mounted to as a turret (8d4 damage) along with a light particle beam (3d6 damage) on it's port and Starbord arc weapons.
And the front of the ship... is a ramming prow? (3d4, ignores shields, May ram any time they end movement with their forward arc adjacent to you, or any time you pass through their forward arc).
Just to check...they don't take damage themselves from ramming ?
| The Bot Behind the Screen |
I hit about half the time and deal about the same amount of damage they repair in 2 rounds, so unless we get (un)lucky this could drag out for a looooong time.
So we might want to consider doing something risky; try a fly-by, have a third gunner and hope we can deal enough damage in 1 round to punch through their shields so we can finaly start doing hull damage.
If I'm correct that should allow us to fire the turret, laser net and forward gun at the same side of the enemy ship (depending on what facing we end up of course and if we manage to pull of the stunt) and hopefully end in their rear so that they can't ram us right back. We don't know if they have a rear facing gun do we?
Medium Explorer class ship
Speed 8; Maneuverability good (turn 1); Drift 1
AC 18; TL 15
HP 65; Shields light 80 (forward 20, port 20, starboard 20, aft 20)
Power Core 150 PCU
The ship has a pair of linked coilguns mounted to as a turret (8d4 damage) along with a light particle beam (3d6 damage) on it's port and Starbord arc weapons.
And the front of the ship... is a ramming prow? (3d4, ignores shields, May ram any time they end movement with their forward arc adjacent to you, or any time you pass through their forward arc).Just to check...they don't take damage themselves from ramming ?
Teka identified all of their guns. They have no forward or aft weaponry other than the ramming prow on the front. Having reviewed some ambiguous wording on the ramming prow with some fellow GMs on discord, I'm running it for the rest of this encounter that it can only use it is face to face with you during the Gunnery phase, or takes an AoO on you. They do not take damage from ramming, and they can shove you with a ram.
As for your flyby strategy... if you manage to hit with everything that'd be pretty devastating.
Teka Teach
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I think the flyby strategy is aggressive and made far more dangerous given they could ram us on every attempt. Even if we hit with every weapon on their weakest arc right now we would end up dealing, on average, 17 hull damage to their systems which would mean we would need to go through about 4-5 rounds of: successful flyby and most (if not all) of the 50/50 shots (at best) hitting each time.
To be honest that isn't devastating enough for me unless that was a covert way from the GM saying that they would concede after something like hitting two damage thresholds.
I want to like the flyby plan, but I sadly don't think it has enough impact for the risk. As it stands, I agree that this fight is going to take far too long if we continue at this same pace and same tactics. I can honestly say I do not want to be in this same starship combat in two weeks.
Gunnz
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Normally flyby would be ideal, but that ram is a game changer for me. I think with them not having a forward or rear weapon, we are best sticking in front or behind a reasonable distance. Our speed and manoeuvrability should mean that we can keep ahead and out of a firing arc. That should keep us safe, even if sometimes we don't do a whole heap of damage to them.
| The Bot Behind the Screen |
If a ship with a ramming prow ends it movement adjacent to an enemy ship in its forward arc, or if an enemy ship enters its space on the forward side, the Susumu’s Sword can ram that ship. This requires a gunner to attempt a gunnery check against the enemy ship’s AC. On a hit, the ramming attack deals damage directly to the enemy ship’s Hull Points, bypassing shields. The attack also pushes the target ship 1 hex in the direction the attacking ship is facing for every 5 by which the gunnery check result exceeds the target’s AC. If a ship with a ramming prow attempts to ram a target, it cannot attempt any attacks with its other weapons in that round.
While this noted as a Special Ability and not as a Gunnery Action, after discussing it with a few GMs on Discord we agreed that it should be treated as a weapon and used as a Gunnery Action, which means that it can only be used if it begins the Gunnery Phase head adjacent to you. Also the bolded text is relevant for flyby attacks. I figure this information is compensation for me likely misapplying the rules for the ram in the earlier rounds. Plus, Teka scanned the hell out of it already.
Gunnz
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That is handy. So a flyby from the side or rear doesn't result in an auto-ram. That might be worth trying next round, if we can get lined up. It is a bit risky, in that we'll end up pretty darn close to it, but hey, if the ram is only usable in a gunnery phase, we should be pretty good.
OP-1
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Perhaps a strange question...but why are we fighting? (Other then because it's in the scenario) They just pretty much started attacking us because we showed up didn't like our papers saying we could be here and we started to fight back 'cause that's what we do and we as players like winning.
Is there anything stopping us from just flying on to where we were going? They have a speed of 8, we have 10..I'm unsure on how long we'd need to continue to fly to where we want to go - the description said we are near- but at some point we should out distance them long enough to do something else.
Perhaps enter the drift, jump somewhere else..return at a different location and hope there isn't an annoying ship waiting for us there?
I have no clue how this works in game..do they track us down and wait for us to land and blow us from orbit? Do they get bored? Do they need to stay on their post and can't leave this area of space?
Not saying we should..but I am wondering about the option
Gunnz
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Sorry. swamped by assessment. Likely a day or so before I can post.
Good question OP. I suspect they would be "waiting in orbit" for us if we evaded them, but I've wondered about this in a couple of SF space combats.
Conrad Castamir Kerbouchard
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swamped by assessment.
Teacher?