Dead Suns AP by GM Cellion

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+2[/dice]
[dice=Isu]1d20+5[/dice]
[dice=Spectre]1d20+6[/dice]
[dice=Solaria]1d20+2[/dice]
[dice=Ted]1d20+2[/dice]
[dice=Sydney]1d20+5[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+13[/dice]
[dice=Isu Perception]d20+5[/dice]
[dice=Spec Perception]d20+9[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Solaria Perception]d20+8[/dice]
[dice=Sydney Perception]d20+12[/dice]


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

I think I mentioned it earlier, but if the weapon arc you fired from is invalid after moving, I'll roll the damage for the correct arc/weapon. So no worries there. Just fire with your highest priority weapon, give me a target priority- like, if there's multiple ships in range I shoot ship X- and I'll handle the rest.

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre presses a button and tries to determine the loadout and specifications for these ships.

"I will ascertain their weapons and defenses."

computers Scan: (The DC for this check is equal to 5 + 1–1/2 x the tier of the starship being scanned + its bonus from defensive countermeasures: 1d20 + 18 ⇒ (19) + 18 = 37


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Round 2 - Open Spoilers for Details

Engineering Phase:
With Ted in the pilot's chair, your engineering seat is left open.

Helm Phase:
Arc's encouragement pumps up Ted's piloting.

Ted blazes a path for the Sunrise Maiden tight around a large asteroid, placing the ship's after securely with the asteroid behind.

Corpse Fleet fighter evade: 1d20 + 11 ⇒ (16) + 11 = 27
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (13) + 11 = 24
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (20) + 11 = 31
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (18) + 11 = 29
The corpse fleet fighters successfully stay evasive as they zip through from all directions to converge upon the Sunrise Maiden's hiding spot.

Spectre easily scans the enemy ships (all of which are effectively identical), finding them to be single-person small fighters, sporting incredible speed and agility as well as a single forward-facing armament. (See below spoiler for full details)


Gunnery Phase:
Isu delivers a nuclear missile on a straight path towards blue.
Nuke damage: 5d8 ⇒ (8, 2, 8, 6, 4) = 28
The tremendous explosion from the weapon pierces through the fighter's paper thin shields and ravages its hull. The ship is pulls through just barely, badly damaged by the blast!
1d100 ⇒ 78
1d100 ⇒ 67
1d100 ⇒ 41

Three Corpse Fleet fighters unleash a barrage of coilgun shells, all directed to the Sunrise Maiden's port side.
Gunnery: 1d20 + 6 ⇒ (6) + 6 = 12 8d4 ⇒ (4, 3, 3, 1, 2, 1, 3, 1) = 18
Gunnery: 1d20 + 6 ⇒ (1) + 6 = 7 8d4 ⇒ (1, 2, 3, 1, 4, 4, 3, 1) = 19
Gunnery: 1d20 + 6 ⇒ (15) + 6 = 21 8d4 ⇒ (3, 4, 4, 1, 3, 2, 2, 3) = 22
Ted's ducking and weaving protects the Maiden from the majority of the fire, but you see a hail of projectiles pummeling the shields as well. The heavily upgraded shields hold well!

The badly damaged fighter fires at the Maiden's fore arc.
Gunnery: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 8d4 ⇒ (4, 3, 4, 1, 2, 2, 2, 3) = 21


Catching Ted by surprise and weakening the shields in that quadrant as well![/spoiler]
----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 29/28/50/50

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Red Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Blue Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): -5/0/0/0
HP Damage: -23
Malfunctioning Engines
Glitching Weapons
----

Scan Results:
Corpse Fleet Death's Head Necroglider Mk 2
Tiny interceptor
Speed 12; Maneuverability perfect (turn 0); Drift —
AC 16; TL 16
HP 30;
Shields 5/5/5/5
Forward Weapon - linked coilguns (8d4)
No other weapons.
No Drift Engine. Weak Power Core.
Single crew member.

Round 3 Init:
Ted Piloting: 1d20 + 11 ⇒ (11) + 11 = 22
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (16) + 11 = 27
Corpse Fleet (pink) Piloting: 1d20 + 11 ⇒ (1) + 11 = 12
Corpse Fleet (red) Piloting: 1d20 + 11 ⇒ (10) + 11 = 21
Corpse Fleet (blue) Piloting: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10

I've moved blue, pink and red, you guys move before orange!

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

Those ships move our same speed and turn faster! Going to be hard not to get mobbed. Better keep winning initiative and get solid hits!

"Someone get those shields repaired!" Ted strains to tug the controls to position the Maiden in the least vulnerable position, hopefully only exposing an undamaged shield.

piloting - evade: 1d20 + 11 ⇒ (15) + 11 = 26
DC = 18; +2 AC and TL this turn

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

"Arcalinte Soter! Finish that fighter off on our port side. This one will point blank blast the one in front of us!"

Isu hits the big red button again (3 nuke fired)

to hit with computer aid: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 105d8 ⇒ (8, 3, 4, 8, 7) = 30

"Nooooo! This one...shall not...FAIL!"

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre looks toward Ted. "I will equalize the shields--"

After pressing a few buttons, he says "It would help the integrity of the shields immensely if you would stop flying into their laser blasts."

computers to equalize shields: 1d20 + 18 ⇒ (16) + 18 = 34

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

"On it!" Arcalinte replies as he dashes to the port gun and takes a shot at the ship Isu indicated!

Gunnery+Computer Aid (Port Light Laser Cannon): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 212d4 ⇒ (3, 2) = 5


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Since there's no reason not to fire the stronger turret instead of the wimpy port guns, I'll give it to you as a freebie :>
Turret light particle beam dmg: 3d6 ⇒ (1, 3, 3) = 7
---

Round 3 - Open Spoilers for Details

Engineering Phase:
No engineering action.

Helm Phase:
Ted brings the Sunrise Maiden around to try to flank the fighters and minimize exposure to their powerful forward armaments.

Corpse Fleet fighter evade: 1d20 + 11 ⇒ (9) + 11 = 20
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (8) + 11 = 19
Corpse Fleet fighter back off: 1d20 + 11 ⇒ (14) + 11 = 25
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (19) + 11 = 30
The corpse fleet fighters have no difficulty positioning themselves and staying evasive.

Nor does Spectre have any difficulty in balancing out all the shield quadrants. You didn't say how you wanted to balance them though! I'm gonna assume you wanted to equalize across quadrants - but feel free to correct me if this is wrong
Shields are balanced to 40/39/39/39.


Gunnery Phase:
Isu fires once more at what seems like an easy target, but the nimble red ship zips a loop around the nuke and the missile quickly loses its lock.

Arc has better luck, aiming for the blue fighter and delivering a beam that breaks through the ship's port shields and further scorches its hull.

Pink Gunnery: 1d20 + 6 ⇒ (3) + 6 = 9 Linked Coilguns: 8d4 ⇒ (3, 4, 3, 2, 2, 3, 2, 2) = 21
Orange Gunnery: 1d20 + 6 ⇒ (3) + 6 = 9 Linked Coilguns: 8d4 ⇒ (1, 4, 4, 1, 1, 4, 1, 1) = 17
The two fighters able to fire this round send flurries of coilgun projectiles out into neighboring asteroids.


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 40/39/39/39

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Red Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Blue Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): -5/-5/0/0
HP Damage: -25
Malfunctioning Engines
Glitching Weapons
----

Round 4 Init:
Ted Piloting: 1d20 + 11 ⇒ (18) + 11 = 29
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (5) + 11 = 16
Corpse Fleet (pink) Piloting: 1d20 + 11 ⇒ (17) + 11 = 28
Corpse Fleet (red) Piloting: 1d20 + 11 ⇒ (14) + 11 = 25
Corpse Fleet (blue) Piloting: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10

You guys move after all of them! I've not bothered to put in all the arrows this time. Its very fiddly to do that for four ships. You're just going to have to trust me that they were all legal moves :P

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

"Spec! The shields need repaired, not balanced..." Ted grunts in disgust, "Someone help the robot." Ted seems extra stressed having the fate of the whole crew in his palms.

Using one of the three bonus +2 from the ship
pilot - evade: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
DC = 18; +2 AC and TL this turn

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

"Masterful flying, Sir Ted!"

As Ted steers the ship around the firing arcs of the fighters, Isu launches another nuke (at red).

nuke with computer aid: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 185d8 ⇒ (4, 1, 1, 6, 2) = 14

these rolls; Spectre just kill me and dump my body in the airlock

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre kills Isu and dumps his body in the airlock.

Spectre turns toward Ted. "If you were at your engineering station instead of flying much worse than Sydney flies, we wouldn't have the need of my boosting the shields. But since you seem intent on spending all of our profit on ship repairs, I shall handle the engineering role."

Switching to the engineering com, he adds "Much better than you, I might add."

engineering to Divert power to shields: 1d20 + 15 ⇒ (10) + 15 = 25

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

"LESS ARGUING MORE FIGHTING!" Arcalinte barks as he fires the turret again, this time at the fighter Isu is targeting, hoping the focused fire will take it out of the fight outright.

Turret with Computer Aid: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Light Particle Beam: 3d6 ⇒ (2, 2, 3) = 7


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Round 4 - Open Spoilers for Details

Engineering Phase:
Spectre diverts excess power, restoring some of the Sunrise Maiden's shields. The 10 shield points get split evenly between quadrants.

Helm Phase:
Ted sees through the haze of battle to locate the slim safe zone where the Maiden will be out of any enemy ship's line of fire. Playing it safe, he also flies evasively.

Corpse Fleet fighter evade: 1d20 + 11 ⇒ (8) + 11 = 19
Corpse Fleet fighter back off: 1d20 + 11 ⇒ (5) + 11 = 16
Corpse Fleet fighter back off: 1d20 + 11 ⇒ (17) + 11 = 28
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (1) + 11 = 12
The corpse fleet fighters reposition themselves to set a wide net of potential fire.


Gunnery Phase:
The red ship moves evasively, but its pilot isn't quite fast enough to dodge fire from both Arc and Isu. A dud of a nuke blasts through the ship's shields and scorches the hull, while particle beams score deep gouges on the bony exterior.
1d100 ⇒ 44
1d100 ⇒ 68
While the damage to the ship's engines and weapons mount is extensive, the ship continues to fly!

Thanks to Ted's positioning, none of the corpse fleet fighters are able to get a clear shot.


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 43/42/41/41

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Red Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/-5/0/0
HP Damage: -16
Glitching weapons
Glitching engines
Blue Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): -5/-5/0/0
HP Damage: -25
Malfunctioning Engines
Glitching Weapons
----

Round 5 Init:
Ted Piloting: 1d20 + 11 ⇒ (11) + 11 = 22
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (9) + 11 = 20
Corpse Fleet (pink) Piloting: 1d20 + 11 ⇒ (20) + 11 = 31
Corpse Fleet (red) Piloting: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Corpse Fleet (blue) Piloting: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20

I've moved all but pink. You guys move next.
While most of the fighters merely try to position themselves more advantageously, the red fighter attempts a daring FLYBY stunt!
Red Flyby: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
Red gets through without provoking an attack and unleashes a hail of projectiles from its frontal gun (which will be resolved in the Round 5 gunnery phase)

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte keeps up the pressure on the red fighter.

Targeting+Computer Aid: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Light Particle Beam: 3d6 ⇒ (3, 1, 5) = 9

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

"Arc's right! More fighting!" Ted doesn't have the time to make a good joke of it as he pushes the Maiden through an extreme S turn.

"Spread aft shields to the front! and for The Devourer's sake, pop one of these things!"

pilot - evade: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
DC = 18; +2 AC and TL this turn

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

"This will end him."

nuke with computer aid on blue: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 175d8 ⇒ (3, 7, 3, 3, 3) = 19

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre continues boosting shields, hoping to offset any damage they receive from incoming fire.

Engineering to Divert power to shields: 1d20 + 15 ⇒ (11) + 15 = 26


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Round 5 - Open Spoilers for Details

Engineering Phase:
Spectre successfully recharges the Sunrise Maiden's shields another couple of notches.
Shield status - 45/44/44/44

Helm Phase:
Ted takes the Maiden in a tight double loop, skimming the surface of the asteroid before bringing you in to flank blue. His piloting wreaks havoc on the Maiden's artificial gravity, sending your stomachs lurching.
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (7) + 11 = 18
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (5) + 11 = 16
Red flyby in last round init
Corpse Fleet fighter evade: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
The Corpse Fleet fighters engage in a dizzying array of spins and turns to evade any incoming fire.

Gunnery Phase:
Isu fires the last of the nuclear missiles, thinking he has a clear lock on the blue fighter. At the last moment it dives towards the asteroid and the missile follows. As it pulls up and away, the missile connects with the hunk of rock instead. Shrapnel from the explosion is thrown into the void, and toward the blue fighter.
Consolation Prize Shrapnel: 1d20 + 0 ⇒ (20) + 0 = 20 3d4 ⇒ (1, 4, 1) = 6 Lol.
Chunks of blasted, slightly radioactive rock spin off from the asteroid and batter the fighter craft. One particularly lucky spinning chunk cracks through the already damaged hull and embeds itself in the body of the ship's single pilot. The blue fighter jerks into a wild spin as its pilot enters into death spasms, drifting off into the void.

Arc fires at red after the fighter's successful flyby. The particle beam scores another deep gouge in the fighter's hull.
1d100 ⇒ 9, Rerolling: 1d100 ⇒ 78
The ship's engines are further damaged.

Pink Gunnery: 1d20 + 6 ⇒ (8) + 6 = 14 Linked Coilguns: 8d4 ⇒ (1, 2, 2, 2, 1, 1, 4, 4) = 17
Red Gunnery (via flyby): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 Linked Coilguns: 8d4 ⇒ (2, 2, 1, 2, 2, 4, 4, 1) = 18
While pink's hail of fire is easily evaded, red's opportunistic strafing of the Maiden earns it a direct hit on the fore shields. Thankfully, the shields hold.


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 27/44/44/44

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Red Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/-5/0/0
HP Damage: -25
Glitching weapons
Malfunctioning engines
Blue Corpse Fleet Fighter Status:
X DEAD X
----

Round 6 Init:
Ted Piloting: 1d20 + 11 ⇒ (13) + 11 = 24
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (3) + 11 = 14
Corpse Fleet (pink) Piloting: 1d20 + 11 ⇒ (15) + 11 = 26
Corpse Fleet (red) Piloting: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25

Orange attempts Flyby: 1d20 + 11 ⇒ (10) + 11 = 21 And succeeds!
With you outmaneuvering the fighters too readily, some of them switch to riskier tactics. Orange goes for a fly-by, nimble evading retaliatory fire in the process and getting an attack off on the Sunrise Maiden.
Orange has moved, you guys are up!


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 6:

Sydney staggers out of her cabin and onto the bridge, sleep still in her eyes and fabric lines on one cheek. "What's going on?" She looks at the controls, then at her companions. "What the %^@&."

She makes purposeful steps towards the pilot's chair and puts a hand on Ted's shoulder and the other on the back of the chair to check the ship's status, clearly concerned about the vessel.

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

With the nuclear missiles used up, Isu switches to the port, starboard, and aft guns, leaving Arcalinte on the turret.

fire on whoever is injured the most if they are in port aft or starboard: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 202d6 ⇒ (2, 6) = 8

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

"So far, so good, Sydney. We've been holding our own against this Corpse Fleet rearguard action," Arcalinte replies as he fires at the orange fighter that just buzzed them.

Targeting+Computer Aid: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Light Particle Beam: 3d6 ⇒ (5, 3, 2) = 10


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Holding off on the round right now until someone puts in the piloting action. Either Ted or Syd is fine.

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

Ted pries frozen white fingers from the steering wheel and turns out of the pilot chair, giving it a look of loathing, "Those deadies are too quick." His top perches on his shoulder, giving an inaudible sigh of relief.

"Spec, it's time for you to go back to talking with your kind," and he points at the computer-to-robot interface of the Science Officer station.


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 7:

Sydney quickly takes Ted's place and enjoys the heat left from Ted's butt. Wish the seats were heated. "What's with our bow? Get those shields to 100%!"

She doesn't take the Sunrise Maiden *too* far. She just maneuvers the ship in a slight turn to get the front facing away from the other vessels. In an attempt to evade fire from the other ships, the starboard side lifts up gently for a moment, then glides gracefully back downward.(See map.)

Piloting (Evade): 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34 (+2 from one of three Ship bonus)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Not everyone has actions in for Round 6, but I'll take Syd's roll as one for Round 6 and roll from there :>
---
Round 6 - Open Spoilers for Details

Engineering Phase:
No engineering action.

Helm Phase:
Syd kicks Ted out of the pilot's chair and easily jumps right into evasive maneuvers.

Corpse Fleet fighter evade: 1d20 + 11 ⇒ (12) + 11 = 23
Corpse Fleet fighter evade: 1d20 + 11 ⇒ (12) + 11 = 23
The corpse fleet fighters do the same, attempting a pincer maneuver in the process.


Gunnery Phase:
Isu find red to be just out of range of the aft flak cannon, leaving him aiming at orange instead with a port-side laser cannon. He scores a direct hit, though the low power of the cannon does little more than weaken the craft's shields.
Port Lasers: 2d4 ⇒ (2, 2) = 4

Arc's aim is off, not quite able to get a clear shot on any of the ducking and diving targets.

Pink Gunnery: 1d20 + 6 ⇒ (4) + 6 = 10 Linked Coilguns: 8d4 ⇒ (4, 4, 1, 4, 4, 3, 3, 2) = 25
Red Gunnery: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 Linked Coilguns: 8d4 ⇒ (1, 3, 1, 3, 2, 4, 1, 4) = 19
Orange Gunnery: 1d20 + 6 ⇒ (8) + 6 = 14 Linked Coilguns: 8d4 ⇒ (2, 4, 1, 4, 4, 4, 3, 4) = 26
All three enemies send hails of high velocity projectiles off into the void.


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 27/44/44/44

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/-4/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Red Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/-5/0/0
HP Damage: -25
Glitching weapons
Malfunctioning engines
----

Round 7 Init:
Syd Piloting: 1d20 + 14 ⇒ (8) + 14 = 22
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (4) + 11 = 15
Corpse Fleet (pink) Piloting: 1d20 + 11 ⇒ (7) + 11 = 18
Corpse Fleet (red) Piloting: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21

Finding you a more slippery threat than originally expected, all three enemy ships start making strafing fly-bys.
Corpse Fleet (orange) Fly-by: 1d20 + 11 ⇒ (17) + 11 = 28
Corpse Fleet (pink) Fly-by: 1d20 + 11 ⇒ (9) + 11 = 20
Corpse Fleet (red) Fly-by: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
With its malfunctioning engines, red zips by a little too slow, giving the Sunrise Maiden a chance to capitalize! (You get a free attack of opportunity on red. You can make this with any of your weapons. This doesn't count as your gunnery action for the round either.)

You guys move last this time!

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

Isu fires with aft, port, or starboard, trying to finish off whatever is most damaged.

fire! with computer : 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Back at Science Station, none of my actions seem super helpful. I can Balance shields, though we haven't taken much damage. I can Scan, but knowing stats of fighters is probably not super helpful. I can Target System, which I suppose could take some of their weapons off-line. I guess I'll try that, but if anyone has other ideas for more helpful actions, let me know.

Spectre is satisfied as Sydney returns to the wheel. As Ted tells him to return to the science comm, he says "Make up your mind. You're the one who told me to go to Engineering."

Spectre presses a few buttons to lock onto one of the ships.

computers to Target System (lock on Purple's weapon systems: 1d20 + 18 ⇒ (16) + 18 = 34


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

With so many enemies, you could always go for MORE GUNNERY. :)

Dataphiles

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Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

Ted nestles back in to his engineer's chair and moves his favorite mug with a picture of a barking dog on it back to its correct place. No doubt the robot hadn't even known how much of a mess he'd made of the station.

He punches at the controls, diverting power to the front shields.

"Shields coming up!"

engineering - restore shields: 1d20 + 12 ⇒ (15) + 12 = 27
DC = 10 + 1–1/2 × your starship’s tier
Restore 5% of the PCU rating (200) of the Starship’s power core = 10 pts restored to fore shields.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Holding off on updating until we have piloting movement. Don't forget that you also have a free attack of opportunity on Red.


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 8:

Sydney does an evasive maneuver and boldly pulls up next to the red ship. I hope this sends a message. "Fire on their Starboard!" (See map)

Piloting (Evade): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36 (+2 from one of three Ship bonus)
Nat 20!

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

Isu opens up with the starboard guns on red...

fire! w/ computer aid: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 142d6 ⇒ (3, 2) = 5

I will leave the AoO to Arc, who is using the better gun

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)
GM Cellion wrote:
With so many enemies, you could always go for MORE GUNNERY. :)

Maybe I misunderstand. I thought we had two banks of weapons available, and Isu and Arc are on those weapons. Can we have MORE firing weapons?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

You can check the ship stats on Maps slide 3. Effectively the Sunrise Maiden has 4 guns currently available. A turret, and one in each arc other than front (since all the missiles are spent). Arc and Isu are manning two, so there are still openings.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte narrows his eyes as he takes an opportunistic shot at the red fighter.

Attack of Opportunity+Computer Aid: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Light Particle Beam: 3d6 ⇒ (2, 4, 5) = 11

Then he keeps the pressure up on it, hoping to take it out of the fight completely!

Targeting+Computer Aid: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Light Particle Beam: 3d6 ⇒ (6, 1, 6) = 13


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Its a good thing your first post had a higher attack roll Isu :>
Round 7 - Open Spoilers for Details

Engineering Phase:
Ted restores the frontal shields.

Helm Phase:
Sydney executes a perfect evasive spiral as she repositions the Sunrise Maiden.

The corpse fleet fighters are too busy making flybys of the Sunrise Maiden to execute any kind of evasive maneuvers of their own.

Spectre feeds telemetry data on pink to both of the gunners, exposing the small fighter's fatal exhaust port-based flaws!


Gunnery Phase:
Arc takes a snap shot against the red fighter as it zips past, scoring a direct hit with the particle beam. The craft explodes into a tangled mess of bone and metal fragments! (One more down!)

His follow up shot on pink misses by a good margin. Isu fires the starboard guns at pink as well, scoring a hit, but one that fails to penetrate the little ship's shields.
Laser battery dmg: 2d4 ⇒ (1, 2) = 3

Pink Gunnery: 1d20 + 6 ⇒ (3) + 6 = 9 Linked Coilguns: 8d4 ⇒ (4, 4, 1, 3, 1, 3, 3, 4) = 23
Orange Gunnery: 1d20 + 6 ⇒ (18) + 6 = 24 Linked Coilguns: 8d4 ⇒ (4, 4, 1, 1, 3, 4, 4, 4) = 25
The pink fighter can't keep up with Syd's twists and turns, but orange gets lucky as they fly by, raining accelerated projectiles all over the starboard shields.


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 37/44/19/44

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): -3/0/0/0
HP Damage: 0
----

Round 8 Init:
Syd Piloting: 1d20 + 14 ⇒ (14) + 14 = 28
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (20) + 11 = 31
Corpse Fleet (pink) Piloting: 1d20 + 11 ⇒ (14) + 11 = 25

Pink, going first, tries another fly-by.
Pink Flyby?: 1d20 + 11 ⇒ (11) + 11 = 22
It dashes past the Sunrise Maiden at great speed, evading any potential attacks of opportunity.

You guys move before orange!

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte keeps hammering the pink fighter, still kind of fuming a little after missing it the first time.

Targeting+Computer Aid: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Light Particle Beam: 3d6 ⇒ (2, 5, 3) = 10

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

Ted hammers at the shield controls for more power.

shields!: 1d20 + 11 ⇒ (11) + 11 = 22
DC = 10 + 1–1/2 × your starship’s tier; Restores 10 points; Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant). Too bad we can't restore shields to just starboard.

"Nice shot Arc. They better not have any more buddies hiding out among these rocks."

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

Isu continue to hammer away on the guns, hoping one of the fighters will fly centered through his crosshairs.

fire aft, port, or starboard with computer aid: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 182d6 ⇒ (4, 4) = 8

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre attempts to aid in the firing of the weapons, but being his first time firing them, he has yet to calibrate his aim.

fire aft, port, or starboard with computer aid: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 92d6 ⇒ (3, 5) = 8

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14
Ted Under wrote:
"Nice shot Arc. They better not have any more buddies hiding out among these rocks."

"If they had any 'buddies' left, they were probably the ones we killed down on that rock. This is the clean-up crew. The main part of the Corpse Fleet group who hit this place has probably moved on," Arcalinte replies.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Going to bot Syd this round to keep us rolling along.

Round 8 - Open Spoilers for Details

Engineering Phase:
Ted restores the shields once more.
Shields restored to 40/46/22/46. Splitting 10 by 4 means two 3s went to front and starboard.

Helm Phase:
Syd Evade: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
Sydney keeps the Sunrise Maiden mobile, even as the remaining two corpse fleet fighters zip and weave around its wings.

Gunnery Phase:
Arc waits for the perfect moment and fires a particle beam straight for the oncoming pink fighter! He scores a direct hit that cuts through the remaining frontal shields and wreaks chaos on the hull. The damage sends the little fighter's power core haywire!
Critical: 1d100 ⇒ 93

While Spectre tries to get a hang of the guns, Isu lands a follow-up laser beam on pink from the port side battery. The beam slices into the ship's engines, leaving them damaged.
Critical: 1d100 ⇒ 19 Reroll: 1d100 ⇒ 67

Pink Gunnery: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 Linked Coilguns: 8d4 ⇒ (2, 4, 1, 4, 2, 1, 2, 2) = 18
Orange Gunnery: 1d20 + 6 ⇒ (5) + 6 = 11 Linked Coilguns: 8d4 ⇒ (1, 3, 3, 3, 4, 3, 4, 1) = 22
A desperate pink fighter delivers a rain of destruction upon your starboard-side shields during the flyby, while the orange ship struggles to get a lock on you.


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 40/46/4/46

Orange Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0
Pink Corpse Fleet Fighter Status:
Shield Damage (F/P/S/A): -5/0/0/0
HP Damage: -16
Malfunctioning power core
Glitching engines
----

Round 9 Init:
Syd Piloting: 1d20 + 14 ⇒ (13) + 14 = 27
Corpse Fleet (orange) Piloting: 1d20 + 11 ⇒ (20) + 11 = 31
Corpse Fleet (pink) Piloting: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11

Determined to destroy you or die trying, pink goes for what might be its last flyby.
Flyby Pink: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10
It sluggishly scoots past you, triggering an Attack of Opportunity!

Once again, orange somehow manages to beat you in initiative. I've moved pink.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte takes the opportunity, firing at the fighter trying to pass.

Attack of Opportunity+Computer Aid: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Light Particle Beam: 3d6 ⇒ (2, 6, 3) = 11

Then he keeps the pressure up, hoping to finish it off.

Targeting+Computer Aid: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Light Particle Beam: 3d6 ⇒ (6, 4, 1) = 11

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 7/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 3/3 | Healing Touch 1/2 | Hammer Charges: 20/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 15/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

attack port, starboard, or aft: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 262d6 ⇒ (4, 1) = 5

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

"We can't take another starboard hit!"

engineering - restore shields: 1d20 + 11 ⇒ (6) + 11 = 17

restore shields:

DC = 10 + 1–1/2 × your starship’s tier; Restores 10 points; Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant). Too bad we can't restore shields to just starboard.

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 7/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 1/5 2nd 4/4 Cache 1/1

Ted will balance shields across all four quadrants instead of restoring shields

restore shields:

(DC = 10 + 1–1/2 × your starship’s tier), you can shift Shield Points (Sp) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 9:

Sydney shifts the Sunrise Maiden, curving around debris to protect the ship's Starboard side. "%^@$!#& %@#%!&," Sydney curses under her breath. "Come on! Finish it!" See map.

Piloting (Evade): 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Round 9 - Open Spoilers for Details

Engineering Phase:
No engineering action.

Helm Phase:
Sydney swoops the Sunrise Maiden around an asteroid, making sure the ship's starboard side is kept well away from potential attacks.

Corpse Fleet fighter flyby: 1d20 + 11 ⇒ (14) + 11 = 25
The corpse fleet fighters both execute flybys.

Ted rapidly rebalances shields to get a more even distribution.


Gunnery Phase:
Pink Gunnery: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 Linked Coilguns: 8d4 ⇒ (1, 3, 4, 3, 2, 3, 3, 1) = 20
Orange Gunnery: 1d20 + 6 ⇒ (5) + 6 = 11 Linked Coilguns: 8d4 ⇒ (4, 3, 1, 3, 3, 1, 3, 4) = 22
Pink and Orange deliver their final strafing attacks... only to be completely and totally foiled by Syd's quick moves and the Maiden's sturdy shields.

Arc's quick attack of opportunity with the turret scores a direct hit on pink's elongated frontal section. And while his follow-up misses, Isu picks up the slack. The kasatha takes the flak cannon's controls and dumps a wave of explosive rounds into the pink fighter's hull!

Isu Flak Cannon damage: 3d4 ⇒ (4, 3, 3) = 10
The explosions break off chunks of the ship's hull until one lodges itself into the transparent aluminum dome above the skeletal pilot. With a burst, the ship explosively depressurizes!


----
Current Sunrise Maiden Status:
HP: 65/65
Shields (F/P/S/A): 34/34/34/34

The Orange Corpse Fleet fighter, seeing the writing on wall upon the death of the last of its allies, activates its self destruct device. The final fighter quickly disappears in a blast of fire and bone!

Combat Complete!
----

With this convincing victory over the Corpse Fleet under your belts - both on the surface of the asteroid and in the space above it - you find yourselves brimming with newfound confidence! You all advance to 6th level!

Go ahead and start on your level ups. Tomorrow or the day after, I'll get a post in gameplay regarding your return to Chiskisk on Absalom Station!

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 46/46 RP 6/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

ARE we going to return, or are we going to do our shopping trip on a closer planet and just infosphere Chiskisk?

Arcalinte breathes a sigh of relief as the battle abruptly ends.

"Great job everyone!" he says as he gets out of the turret. "That went a LOT better than our first dogfight with the Corpse Fleet."

He turns to the others.

"So...before we track down our newfound rivals on their homeworld, shall we make a port of call somewhere more...lively? Bad joke, I'm sorry. Chiskisk will want an update, to be sure, I've got some assignments to send back to the University, and I'll DEFINITELY want to pick up some tea that's actually good before going to Eox. I've tried Felheed tea once and once was enough."

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre agrees that they should make a stop for supplies before going to Eox.

"The likelihood of finding everything we need there is low."

Hurray for a level!

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