
Sydney Jordan |

Sydney walks confidently through the docking bay until she reaches the Sunrise Maiden. She unlocks and ship and continues to the Bridge, stopping at her room to grab her favorite jacket.
She buckles into the pilot's chair and begins flipping switches to fire up the engine.

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Crap, I'm stil level 2. Sorry, I'll get that amended.
Ted moves towards the sensors area, excited to play with the new equipment. His top keeps bumping his fingers whenever he reaches for a control or nob as if saying, "Leave it alone."
"I'm tired of this cramped station. Let's get movin' star ward! Spec, we'll power you back on when we get there."

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"This one will be manning the ships guns. Arcalinte Soter, this vessel comes equipped with several guns, so we don't have to fight over them this time."

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Spectre's head rotates toward Ted.
"I do not have an external power switch, and even if I did I would not inform you where it was. Further, this team will require my assistance on this mission."
He steps to one of the consoles and pushes a few buttons.
"Especially you."

GM Cellion |
2 people marked this as a favorite. |

Once Arc is done with his last-minute purchases, you pile on into the Sunrise Maiden and Sydney takes the controls. After a brief exchange with Station Security, where you hear that your ship has been registered as free to come and go under the authority of the Starfinder Society, you ease out of the dock.
The Sunrise Maiden flies with a smooth hum vibrating through the chassis. It might not be the most well-decked-out ship, but with Sydney's elbow grease over the last few days, its moving well (and smelling pretty good too)! While on manual control, Sydney takes the ship out and away from the Station, past the Drift Rock and Acreon, and into open space.
You fly that way for about half an hour at low impulse speeds, just to get out of the Station's trafficked zone and into an area where you can safely enter the Drift. Castrovel may be in the same star system as the Station, but the distances are still large enough that Drift travel is all but mandatory to get there in a reasonable time.
Ted and Spectre run diagnostics and start to get the Drift engine powered up. As you're all waiting for the engine to be ready to engage, Spectre notes an unusual shape on the ambient scan. A sleek ship, not emerging from the Drift, but traveling at significant speed from deep space. Suddenly, alarms begin to blare on the Sunrise Maiden! You look at the scanner, and see a glowing blip- a PLASMA TORPEDO launched from the ship and locked onto you!
With your Drift engines still minutes away from being ready, it looks like you'll need to defend yourselves!
Go go Starship Combat!
To facilitate that, I'll be rolling the piloting checks for 'initiative' each round for both parties. Once those are done, each player should declare their crew action (order doesn't matter: helm, engineering and gunnery phases can be done simultaneously) and I'll try to decode them in a way that makes sense. After 24 hours are up, I'll resolve the actions that both sides have taken + provide 'initiative' piloting rolls for the next round. As in normal combat, I'll skip anyone who doesn't post within 24 hours of the round starting, unless they've specifically given me botting instructions.
When you move the Sunrise Maiden across the map, please use the Roll20 drawing tools to make green lines that show the path you take.
Additionally, you may find this Starfinder SRD helpful in determining which actions you can take. Don't forget that there's a Starship FAQ adjusting the DCs of many Starship actions.

GM Cellion |

Starship Combat vs. Unknown Ship
Round 1 Initiative:
Sydney Piloting: 1d20 + 12 ⇒ (11) + 12 = 23
Enemy Piloting: 1d20 + 7 ⇒ (2) + 7 = 9
Sydney easily outpilots the enemy, allowing her to anticipate its movements! (I've moved the enemy ship's token in Roll 20.)
Begin Round 1
STATUS
Sunrise Maiden -
HP: 55 / 55
SHIELD: 15 / 15 / 15 / 15
>Plasma Torpedo target locked on you<
Enemy Ship -
HP: ???
SHIELD: ??? / ??? / ??? / ???
(I've given all of you control in Roll20 to move the Sunrise Maiden. The colored side of your hex represents each ship's current facing. The Sunrise Maiden's stats are available in the Dead Suns handouts slides. Let me know if you have other questions!)

Sydney Jordan |

I think the Engineer is supposed to go first, then pilot - but I have a busy day today D: Also, I think we should use the +1 modifiers on each of the two guns. Especially since the ship already gives +1 to piloting and +2 to computers
"#%&@, man! We just got this ship." Sydney pushes up on the controls, sending the Sunrise Maiden speeding towards the attacking ship. Her eyes narrow in concentration as she closes the distance. "Our weapons got shorter range than theirs." #%&@! Sydney curses again in her head. We still won't be able to reach them except for our turret gun. Then, without warning her companions, Sydney pitches the ship left. The port wing dips down and the starboard wing lifts up. The maneuver is smooth but unexpected. Moved 10 and attempting Evade.
Evade (Piloting DC10 + 1.5xTier3 = DC14): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Pass, +2 AC and TL. Fail, no bonus. Fail by 5 or more, still move but -2 AC and TL.

GM Cellion |

I think the Engineer is supposed to go first, then pilot - but I have a busy day today D:
*bzzzzt* 1 demerit to Sydney for not reading the very important spoiler 3 posts above this one that says "please read". I mentioned inside there that everyone can post their actions simultaneously for all three phases, and that I'll do my best to resolve them in an order that makes sense.

Solaria Jesari |

Solaria speaks firmly into the communications system for the Sun maiden, "Ted, Scan that ship, you will provide our systems and people with the knowledge we need to end the fight quickly and without damage. It's on you Ted, get to it!"
Intimidate 1d20 + 7 ⇒ (14) + 7 = 21 DC=21, if successful then +4 to Science Officer - hopefully Scan action..
Demand (Any Phase)
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 2 × your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.
DC is 15 + 6 = 21.
Normal action will be to Encourage the Pilot Action.
Encourage (Any Phase)
You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a Diplomacy check (DC = 15 + your starship’s tier). You can’t encourage yourself.
DC = 15 + 3 = 18

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Isu hops into a gunner's seat and connects his computer to the light particle beam turret. Using the turret, he can fire in any direction.
"This one is firing, Captain!"
to hit: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18 bab+dex+1 computer point. Correct?
damage: 3d6 ⇒ (2, 1, 5) = 8

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Spectre diverts additional power to the starship's weapons.
"Transferring additional power to weapons systems," he drones.
engineering: 1d20 + 10 ⇒ (7) + 10 = 17
Though my computer skill is higher than Ted's, it's by far his best skill. I should probably be Engineering, since I have a pretty good score in that, too.

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Isu, since you're taking the Primary Turret, should I take the Gyro Laser or one of the starboard or port mounted laser cannons?
this is where turn order matters, Arc. I think you should roll once to hit, and then roll the damage for all weapons besides the turret. Cellion will have to pick which one to use depending on which arc the enemy ship is in.

GM Cellion |

@Arc: The important thing is to specify that you're firing a weapon and roll your gunnery roll. I can always adjust if the arc you fired is invalid (I just roll a different damage roll).
In interest of giving Ted a chance to both level up and take his (rather important) action, I'll immediately break my own 24 hour rule and update the round tomorrow :>

GM Cellion |

I'd like to keep things moving here since its been two days. So, skipping Ted for round 1. Hopefully we have him for next round.
Round 1 Results (spoilered for readability):
Spectre also manages to divert power to the Sunrise Maiden's weapons systems.
Meanwhile, the enemy captain takes some mysterious actions...
Enemy Captain: 1d20 + 7 ⇒ (7) + 7 = 14
Sydney executes some impressive evasive maneuvers!
Enemy Ship Evasive Maneuvers, Piloting: 1d20 + 8 ⇒ (8) + 8 = 16
The austere enemy ship successfully does the same!
First though, the plasma torpedo fired from a distance arcs its way towards the Sunrise Maiden.
Plasma torpedo Targeting vs. TL: 1d20 + 7 ⇒ (5) + 7 = 12
But Sydney's earlier evasive actions cause the torpedo's tracking logic to lose a lock on the Sunrise Maiden, and the torpedo drifts off into deep space.
Isu fires the Sunrise Maiden's particle beam turret and lands a direct hit on their frontal shields, almost completely depleting them! Unfortunately, Arc's shot with the gyrolaser misses by a large margin.
The enemy ship retaliates fiercely, sending another plasma torpedo at you:
Plasma torpedo vs. TL: 1d20 + 7 ⇒ (13) + 7 = 20
Plasma torpedo damage: 3d8 ⇒ (3, 3, 3) = 9
At the closer range, the plasma torpedo reaches you immediately, exploding over your frontal shields. While the shields hold, they're significantly depleted.
The enemy ship follows with a beam weapon of some kind:
Particle beam vs. AC: 1d20 + 7 ⇒ (12) + 7 = 19
Particle beam damage: 3d6 ⇒ (4, 1, 2) = 7
Piercing the Sunrise Maiden's frontal shields and scorching its freshly-waxed hull!
STATUS
Sunrise Maiden -
HP: 53 / 55
SHIELD (F/P/S/A): 0 / 15 / 15 / 15
Enemy Ship -
HP: ???
SHIELD (F/P/S/A): -9 / ??? / ??? / ???
-----------
Round 2 Initiative:
Sydney's Piloting: 1d20 + 12 ⇒ (14) + 12 = 26
Enemy Ship's Piloting: 1d20 + 8 ⇒ (3) + 8 = 11
Sydney manages to keep outmaneuvering the enemy, and can therefore move second. I've moved the enemy ship in Roll 20.

Solaria Jesari |

Solaria speaks into the coms, "Spectre, you're excellence is apparent to the rest of the crew and your captain, keep it up!".
Encourage - Diplomacy 1d20 + 10 ⇒ (20) + 10 = 30 DC =18, +2 to Engineering Phase.

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Isu yells into the comms..."Arcalinte Soter, allow this one to train you in proper shooting technique after this battle, if you please."
1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 bab+dex+1 computer point.
As Isu announces this, his own shot misses terribly.

Solaria Jesari |

"Spectre, the shields, the shields, can you make them good again?" Solaria asks, "We need them up, if you are to get the recompense from the mission...."

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"Indeed, I already anticipated the need to divert additional power to the shields," Spectre says, unphased by the combat.
engineering- divert power to shields (+2 from solaria): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

Sydney Jordan |

Round 2:
Sydney lets out a string of curses as the enemy ship lands a hit on their frontal shields. She maneuvers the Sunrise Maiden around and towards the front of the enemy ship. "I wanna look those glip glorps in the face when we destroy their ship!" She attempts another Evade maneuver but her turns prove to be predictable.
Evade (Piloting DC10 + 1.5xTier3 = DC14): 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Pass, +2 AC and TL. Fail, no bonus. Fail by 5 or more, still move but -2 AC and TL.

GM Cellion |

Those are some not so great rolls. Let's hope the enemy ship gets the same.
Round 2 Results (spoilered for readability):
Meanwhile Spectre successfully gets the forward shields back online. (restoring 5% of your power core's max PCU, or 7 points. Keep in mind you can distribute those points however you like, per one of the FAQs.)
Meanwhile, the enemy captain takes some mysterious actions...
Enemy Captain: 1d20 + 7 ⇒ (17) + 7 = 24
Sydney takes the Sunrise Maiden into an aggressive evasive action- maybe too aggressive! She briefly loses control, and while she corrects for the movement her attempt at evasion is ruined for now. Nevertheless, she pilots the Sunrise Maiden *right* towards the enemy ship!
Enemy Ship Evasive Maneuvers, Piloting: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
The enemy ship attempts to be evasive in its movements.
The enemy ship unleashes its full frontal arsenal:
Plasma torpedo vs. TL: 1d20 + 7 ⇒ (16) + 7 = 23
Plasma torpedo damage: 3d8 ⇒ (7, 8, 6) = 21
At point blank range, the plasma torpedo has little to no tracking to do, and instead generates a massive blast over the front of your hull!
Particle beam vs. AC: 1d20 + 7 ⇒ (18) + 7 = 25
Particle beam damage: 3d6 ⇒ (5, 2, 6) = 13
The follow-up particle beam attack is similarly devastating! The Sunrise Maiden's hull smokes from the intense barrage... and as error messages begin to flood your screens, it becomes clear that the hull isn't the only thing that's taken damage.
Critical damage: 1d100 ⇒ 24
Critical damage: 1d100 ⇒ 79
The sensor array and engines systems have suffered from the onslaught! (They are now glitching)
STATUS
Sunrise Maiden -
HP: 26 / 55
SHIELD (F/P/S/A): 0 / 15 / 15 / 15
Sensors glitching, Engines glitching (Glitching systems cause checks with that system to take a -2 penalty. For Sensors, that's all Science Officer checks. For Engines, that's all pilot checks.)
Enemy Ship -
HP: ???
SHIELD (F/P/S/A): -9 / ??? / ??? / ???
-----------
Round 3 Initiative:
Sydney's Piloting: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Enemy Ship's Piloting: 1d20 + 8 ⇒ (4) + 8 = 12
With the Sunrise Maiden's engines glitching, Sydney isn't able to keep up her sick maneuvering. Or maybe its the horrible damage being done to her ship that's distracting her!
Well, that's about as bad as things could have gone :<
Sydney, you'll be moving the Sunrise Maiden first.

Sydney Jordan |

Round 3:
The operative clenches her teeth as the warning sirens begin blaring in the Bridge. "#%$&! I know, baby! Hold it together!" Sydney coos encouragement to the Sunrise Maiden as she moves the ship, making a hard left. The port-side wing dips down and the starboard-side tilts up as the craft turns away from the enemy ship.
Evade (Piloting DC10 + 1.5xTier3 = DC14): 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Pass, +2 AC and TL. Fail, no bonus. Fail by 5 or more, still move but -2 AC and TL.

Solaria Jesari |

I know that Sydney has passed this time, but Solaria would have encouraged her as the ship failed to respond last time.
Solaria's hand cling onto the captains seat, her nails digging deeper into the fabric. "Go on Sydney, we've got complete faith in your abilities, Don't falter now!"
Encourage - Diplomacy 1d20 + 10 ⇒ (13) + 10 = 23 DC =18, +2 to Engineering Phase.

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We are playing pretty sub-optimally! We need to know what weapons it has so we can try to get in their weakest arc. Obviously attacking it head on is a fail strategy. I think therein lies the problem with PBP spacecraft battles... We need to do too many last minute decisions which we don't have control over. Also Solaria, I think Spectre has such a high bonus that he will never fail an engineering check. Your encouragement should go to the gunners or to piloting, which is so key to get us in a better position.
Isu shouts, "We need to pull it together! They are going to destroy us!".
He fires the turret.
1d20 + 5 ⇒ (6) + 5 = 113d6 ⇒ (1, 5, 3) = 9

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We need a sensor check to know which arc we should enter. Stat! For example if they have no port guns, we need to stay on their port side and nothing else is more important than that. If Ted doesn't go this round, can you bot that Cellion or else we are screwed. Keeping shields up is well and good but we can only recover like 7 shield points a turn. They are doing 20+ damage to us in a single turn. Piloting is the most important thing.

GM Cellion |

I don't plan to bot Ted. The AP is designed for a 4 person party, so you're already up on actions vs. what's expected by the AP. (I haven't made any changes to this fight to compensate for your additional crew). Don't forget that people can "switch seats" and take other roles every round. So if you want to scan, Arc or Spectre can jump into the Science Officer role this round.

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I'm assuming I have access to all the seats without physically moving?
Spectre's head swivels toward Ted, who seems afraid of the combat or thinking of some way to insult the uncaring droid.
"I will scan the ship. This will provide us with crucial information."
computers: 1d20 + 13 ⇒ (7) + 13 = 20 I would need to apply a -2 for glitching sensors, but I wasn't sure if there was a bonus I should apply from the ship itself.

GM Cellion |

Since the scan can happen before the pilot moves, I'll give you guys some results and Sydney can adjust the location she has moved the ship to, if she wants.
And Spectre, you're right that you don't need to actually physically move anywhere to switch roles.
Spectre's scan reveals...
Small Light Freighter Chassis
Speed 12; Maneuverability Good (Turn 1)
Crew: 5
---
AC 15; TL 15
HP: 40/40
Shields 40MAX; By Quadrant (F/P/S/A): 1 / 10 / 10 / 10
Power Core: 120 PCU
---
Weapons: Light Plasma Torpedo Launcher (3d8, tracking weapon, Fore arc mounted)
3 additional unknown weapons.
Scanning a second time will get you additional info, continuing down the list of weapons and then on to expansion bays and other ship statistics.

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Spectre shares what he has found with his companions, droning on in near-monotone about the capabilities of the enemy ship.
"It appears to be very well-armed."

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"The dawn brings new light, the dawn brings new light, the dawn brings new light," Arcalinte chants softly, as he holds on and prepares to move to whatever gun is facing the enemy vessel.
"I'm one with the Force; the Force is with me. I'm one with the Force; the Force is with me. I'm one with the Force; the Force is with me." :P

GM Cellion |

Go ahead and roll your attack Arc, I'll resolve their movement and then use whichever weapon on the Sunrise Maiden is applicable.

GM Cellion |

Gosh, the gunnery rolls. :<
Round 3 Results (spoilered for readability):
---
Meanwhile, the enemy captain takes some mysterious actions...
Enemy Captain: 1d20 + 7 ⇒ (12) + 7 = 19
Sydney stays evasive, ducks past the enemy ship with the Sunrise Maiden and enters into a tight weave back and forth!
Enemy Ship Evasive Maneuvers, Piloting: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
The enemy ship stumbles in its own evasive maneuvers, diving for a moment and then arcing predictably upward.
Isu and Arc fire the particle beam turret and the port-side laser cannon at the enemy ship, but their beams lance off into the starry expanse and the enemy passes unscathed.
The enemy ship continues its own assault, delivering yet another frontal barrage, this time to the Sunrise Maiden's port shields.
Plasma torpedo vs. TL: 1d20 + 7 ⇒ (4) + 7 = 11
Plasma torpedo damage: 3d8 ⇒ (7, 1, 4) = 12
Mercifully, the deadly plasma torpedo loses tracking lock almost immediately, drifting harmlessly off into space.
Particle beam vs. AC: 1d20 + 7 ⇒ (20) + 7 = 27
Particle beam damage: 3d6 ⇒ (4, 6, 4) = 14
But the particle beam is aimed with deadly precision, decimating the port-side shields. Thankfully, the shields hold long enough to avoid the attack damaging any of the Sunrise Maiden's critical systems.
STATUS
Sunrise Maiden -
HP: 26 / 55
SHIELD (F/P/S/A): 0 / 1 / 15 / 15
Sensors glitching, Engines glitching (-2 on associated checks)
Enemy Ship -
HP: 40/40
SHIELD (F/P/S/A): 7 / 10 / 10 / 10
-----------
Round 4 Initiative:
Sydney's Piloting: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Enemy Ship's Piloting: 1d20 + 8 ⇒ (4) + 8 = 12
Sydney seizes the initiative this round! (I've moved the enemy ship in Roll20, showing last turn's path in dark red, and this turn's path in lighter red. I also moved both ships closer to the center of the map, to give more space for maneuvers.)

Sydney Jordan |

Round 4:
The operative grabs the bobble hula-skirt girl off the dash and hurls the plastic figurine towards Arc's head. "Open your F#%@$N' eyes when you shoot, man!" She clearly sounds annoyed. She points to the gunner chair of the flak thrower.
Evade (Piloting DC10 + 1.5xTier3 = DC14): 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 See map.
Pass, +2 AC and TL. Fail, no bonus. Fail by 5 or more, still move but -2 AC and TL.
The sirens continue to blare and Sydney turns forward to face her controls. She veers the ship in a loose S-shape while continuing to curse out her companions. "Destroy their F#%@$N' port! Fix our F#%@$N' shields!" Sydney leans forward in her seat. Her heart is racing, pumping adrenaline throughout her body, as she tries her best to outplay her opponent. "Come on, baby. You got this," she coos to the Sunrise Maiden.
Flak Thrower (SF Core Rulebook p.302) 5 hex, 3d4, point +8
Point weapon trait: "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 (aka you get a +8 to hit on top of your +1 ship bonus) 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."
We messed up. Nobody looked up the weapon stats. Bad everyone! D:

Solaria Jesari |

Also Solaria, I think Spectre has such a high bonus that he will never fail an engineering check.
Actually that was a cut and paste where I forgot to change from engineering to piloting.
As Sydney cries out for firing at their shields, Solaria tries to encourage the gunners, despite the battle going the way of the enemy, she just about summons up the words to encourage Isu.
Encourage - Diplomacy 1d20 + 10 ⇒ (5) + 10 = 15 DC = 15, +2 to gunnery phase (just looked up the rules again and got the correct DC)

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Ok, next time we have an incoming torpedo, man the flak cannon! It looks like we get a free use of it. The flak cannon is in the aft, does this mean the torpedo has to be coming from the aft to use the cannon?
"This one shall not fail! We shall end this threat!"
firing the turret: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 93d6 ⇒ (5, 6, 4) = 15 oh dear

GM Cellion |

Yep, the torpedo has to be coming from the same arc as the point weapon. Note that the gunnery roll for using the point weapon defensively is +8 instead of your normal gunnery modifier.

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Ted, Arc, Spectre go before Cellion advances the round!

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I apologize for the wait, I was too busy with work during the day yesterday and too tired after it to get a post up. Should I use the flak thing or fire another gun? I feel like I'm responsible for how bad this fight is going because of my terrible luck with attack rolls. :(

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Hard to say Arc, just roll your attack roll and Cellion will pick what weapon it is depending on our facing. If they do fire a torpedo at us again, and our butt is facing toward it, you get a free roll at +8 to destroy the torpedo.

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Also sorry for missing yesterday. I had a 14-hour mediation...blech!
Spectre presses a few buttons to transfer all power from the aft shields to the front.
computers (Balance shields): 1d20 + 13 ⇒ (3) + 13 = 16

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Arcalinte's chant is interrupted when Sydney's hula bobblehead strikes his own head.
"OW!" he cries. "MY EYES ARE OPEN! I'M A SWORDSMAN, NOT A PISTOLERO!"
Nevertheless, he follows Sydney's instructions and moves to the gun she points at.
Gunnery: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24