Buff-Bot 9000
|
Max opens hailing frequencies.
"Copy that Brilliance security. This is the Aspis Consortium cruiser Serpent's Folly en route to the planet. We are not, repeat NOT leaving Brilliance. Our flight plans have been appropriately filed with the local authority, code ZZ9-plural-ZA."
Muting the com he looks back at his compatriots. HOPEFULLY THEIR GUNNERS ARE TOO BUSY ASKING FOR CLARIFICATION AND LESS BUSY CHECKING THEIR TARGETING COMPUTERS.
Taunt to confuse gunners.
Bluff: 1d20 + 8 ⇒ (7) + 8 = 15
Hido
|
"Some kind of fighter craft" Hido muses as his fingers fly on the console, triggering a scan on one of their antagonists (red).
"Let's see what you can do"
Scan Red: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Cournae
|
"Oh my, this seems inconvenient. What are we dealing with, Hido?"
Divert Action (Science): 1d20 + 7 ⇒ (8) + 7 = 15
Alera Padfoot
|
Oooh, just like that game I played earlier. Alera banks to port, trying to make it look like she's avoiding a collision course, when in fact she's trying to line up potential shots with the turret and the forward arc weapons, while placing the lead ship within sensor range as well. An external observer might think she's either high or drunk with the way she's maneuvering, especially if they know that this crew was just hanging out with Envar Tamm.
Pilot-Evade: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
| GM Blazej |
Buff-Bot's taunt will be directed at the red ship.
Round 1
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Red Ship (Turn in place)
Blue Ship (Turn in place)
Sunrise Maiden (Evade; +2 AC, +2 TL)
Hido is able to train the scanners on one of the tiny fighters racing toward you. It is a small ship with a similarly small crew; only two crew members manning the helm and weapons. It is just as maneuverable as your own ship, but it is clearly a short range vessel, both slower than your own and without drift capabilities. You are just starting to pull information on their weapons as they fire, your sensors first detecting a micromissile battery facing you.
Tiny fighter
Speed 8; Maneuverability good (turn 1)
Crew: pilot, gunner
AC 16, TL 13
HP 35/35, Shields 20 total (5,5,5,5)
70 PCU
Weapon: micromissile battery (Forward arc). Long range tracking weapon with 10 speed. Limited fire 5. Deals 2d6 damage and set as an array (can and will fire at all targets in an arc, at a penalty)
"Understood, maintain current flight path to the planet Serpent's Folly."
"There are no nearby planets! This is a solar orbiting satellite!"
"... Cancel that! Disengage engines!"
It seems that Buff-Bot's attempt at confusion didn't work as the ship fires a volley of missiles at you.
Red Missiles vs Starboard TL: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Starboard Damage: 2d6 ⇒ (1, 3) = 4
Buff-Bot 9000
|
BORING CONVERSATION ANYWAYS
Boaty
|
Boaty aims the turret at the closest target. "Pew pew pew lazers!"
Light Particle Beam Turret vs Red's Forward Arc with +1, first range increment: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 3d6 ⇒ (4, 6, 3) = 13
| GM Blazej |
Red Critical Threshold: 1d100 ⇒ 92
The particle beam slams into the fighter's shields shattering them and doing sever damage to the fighter's power core. While their missiles also collided with your ship in the exchange, they didn't break though your powerful shields.
The other fighter is moving to flank your ship, while you still here the fragments of frantic cursing from the red fighter as they shut down comms. Energized from sudden shot to their system, they react quickly to your own movements.
Alera Piloting: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Brilliance Red Ship: 1d20 + 9 ⇒ (20) + 9 = 29
Brilliance Blue Ship: 1d20 + 9 ⇒ (2) + 9 = 11
Blue Piloting to Evade: 1d20 + 9 ⇒ (3) + 9 = 12
Round 2
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Blue Ship (Evade for +2 AC/TL)
Sunrise Maiden
Red Ship (Damage through forward shields, Power Core: Glitching)
Back to the top. Everyone can take actions again. Your ship needs to move. Blue has moved, red will move you.
Cournae
|
"Ope, it looks like we took a hit. Let me just take care of that."
Cournae reduces the Life Support power for just a moment, bleeding extra energy into the starboard shield arc.
Divert Action (Shields): 1d20 + 7 ⇒ (20) + 7 = 27
Hido
|
how do we all fit into a Y Wing? ;P
Shaking with the impacts of the micromissiles, Hido's fingers fly across the console as he redistributes power from the port shields to the damaged starboard ones.
Computer: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
transfer 4 points from port shields to the damaged starboard shields
| GM Blazej |
In all likelyhood it is a very compact experience with limited space for luggage.
Both of those actions have similar results to fix the starboard shields. I'm happy if either of you change before the rest of the group post. Although both combined still work as long as your pilot doesn't put your port shields into an enemy firing arc.
Alera Padfoot
|
Alera winces as the VI says hey! that could've hurt! like a child being poked with a stick.
I know, but we're gonna hurt em back! Right everyone?
The halfling guns the engines, and the fighter Xenal and Boaty have been firing at gets really big in the viewport, really fast.
You wanna go? Let's Go!
Flyby stunt
Piloting+duonode: 1d20 + 11 + 1 + 1 ⇒ (14) + 11 + 1 + 1 = 27
At the last possible second she wrenches on the controls causing the ship to do a 180 around it's dorsal (ventral?) axis, almost near enough for the ships to touch undersides, and definitely close enough for the gunners to take their pick of which weapons get used to fire at which choice targets on the enemy vessel.
| GM Blazej |
For the sake of argument, I will say that the port arc was chosen for the flyby.
Red Piloting - Maneuver: 1d20 + 9 ⇒ (15) + 9 = 24
The red ship sweeps around to get ahead of you even as you take shots against them. Even with your faster ship, they are doing their best to limit your free traversal of this space.
Round 2
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Blue Ship (Evade for +2 AC/TL)
Sunrise Maiden (Flyby, port weapons can be fired at any arc of the red ship)
Red Ship (Maneuver)
+1 Node bonus, 1 use left for round.
Buff-Bot 9000
|
Captain WARBOT FROM ACCOUNTING slouches to the side of his captain's chair. He raises his hand into a loose fist a few inches from his chin then waits... one... two... three... suddenly he clenches it hard and commands. "FIRE!!!"
Diplomacy: 1d20 + 7 + 1d6 ⇒ (9) + 7 + (2) = 18 +2 to the first gunner to open fire on that fool!
Boaty
|
aye aye captain. loud and clear. Boaty shoots at the red ship using the light laser cannon.
light laser cannon vs reds forward arc with +2 during flyby: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
damage: 2d4 ⇒ (3, 2) = 5
Hido
|
Oops, I misread the divert action from shields to science, I blame it on the no sleep due to just having our second child. Well my wife did all the work.
if possible I'll swap my action to targetting the guns on RED
| GM Blazej |
Will bot Xenal's short for the round to get us into the next.
Hido: You do need to choose which system you are targeting as well.
It doesn't matter in this case because Boaty didn't cause critical damage with her attack however.
Xenal Light Particle Beam (Node) vs Red Forward: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Damage: 3d6 ⇒ (6, 6, 4) = 16
Red Ship Laser vs your Forward: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage: 2d4 ⇒ (2, 3) = 5
The ship behind you is struggling to find a way to target you while you and the damaged fighter trade blows. They certainly get the worst of it as their systems are collapsing as your shields absorb another shot.
Critical Damage Red: 1d100 ⇒ 16 sensors
Critical Damage Red: 1d100 ⇒ 84 power core
Critical Damage Red: 1d100 ⇒ 75 engines
=
Alera Piloting: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Brilliance Red Ship: 1d20 + 9 - 2 - 2 ⇒ (2) + 9 - 2 - 2 = 7
Brilliance Blue Ship: 1d20 + 9 ⇒ (5) + 9 = 14
Alera Piloting: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Brilliance Blue Ship: 1d20 + 9 ⇒ (14) + 9 = 23
=
Both of the ships attempt to move erratically to avoid further fire, but the damaged fighter is obviously controlling poorly after the damage it has taken. Both ships put you into their lines of fire.
Red Evade: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Blue Evade: 1d20 + 9 ⇒ (7) + 9 = 16
Round 3
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Red Ship (Lots of Problems, Evade Failed)
Blue Ship (Evade +2 AC/TL)
Sunrise Maiden
Will admit I didn't expect the botted shot to hit and speed this combat along as much as it did.
Cournae
|
"Let me just top off those shields. Wouldn't want to scratch the paint on this nice ship of yours, Alera!"
Divert Action (Forward Shields): 1d20 + 7 ⇒ (20) + 7 = 27
Two consecutive natural 20s on a check that needs a natural 7. Watch me fail the next twelve engineering checks.
Hido
|
Hido stares at the various diagnostics in front of him, seeing Cournae boosting their forward shields, alleviating the need to worry about balancing. Seeing the target labeled RED in rough shape, the mechanic sets the sensors to target BLUE weapon systems.
"Calibrating targetting protocols to aim for target designate Blues offensive weapons systems."
Targetting weapon systems for BLUE. I had said "guns" for RED last round instead of the weapon systems. Apologies for the confusion
Target Blue Weapon systems: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
| GM Blazej |
Hido: No, what you said was perfectly fine. I read your last note a few times and missed 'the guns' on all my readings. Apologies.
Hido
|
GM: I appreciate it, I'm still new to starfinder so keep the questions and clarifications coming!
Alera Padfoot
|
Watching the two fighters feebly try to keep the ship surrounded, Alera decides to play along... and also to sing softly. Cuz I'm stuck in the middle with you...
Keeping up the act of piloting like a crazy person, the ship wobbles forward a bit. The crew of the blue ship might be wondering if she forgot how the throttle works...
Evade, not using duonode
Pilot: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Not gonna use the duonode bonuses anymore, should probably go to the gunners. Maybe Xenal could get more use out of one of em than Alera would?
Buff-Bot 9000
|
Max switches coms back on, this time at the other ship. "Your compatriots appear to be on the run. If I were you I'd make my next shots count... otherwise you'll be picking your targetting computers out of your faces in a moment..."
Intimidate (Taunt blue gunnery): 1d20 + 8 ⇒ (12) + 8 = 20
Looking back at his compatriots he flips off the com system and adds, TACTICAL ASSESSMENT. DISABLE THE WOUNDED VESSEL. ONE LESS BATTERY OF GUNS TRAINED ON US WILL IMPROVE OUR ODDS.
| GM Blazej |
Taunt Duration: 1d4 ⇒ 2
Blue Enemy Laser to Aft: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Aft Damage: 2d4 ⇒ (2, 2) = 4
Red Enemy Laser to Forward: 1d20 + 9 - 4 - 2 - 2 ⇒ (12) + 9 - 4 - 2 - 2 = 13
The transmitted words affect the enemy gunner as he stops a flurry of fire and takes one precise shot against your shields. The other ship tries the same, but due to their failing system, the shots fly off into the infinity of space.
Round 3
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Red Ship (Lots of Problems, Evade Failed)
Blue Ship (Evade +2 AC/TL, Gunnery Taunted, Weapons Targeted)
Sunrise Maiden (Evade +2 AC/TL)
I did make an error on the tier of the enemy ships and the DCs for them. The red ship was affected by your taunts, it hasn't affected any of their prior shots though. The taunt on the red ship will last one more round.
Boaty
|
Noticing that the red ship is not looking so hot Boaty decides to go after it. She goes to the turret. time to eat dust or cake..going after red.
turret light particle beam vs red rear arc with +1: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
damage: 3d6 ⇒ (4, 4, 6) = 14
Congrats on the kid. I just had my first one in January. So I can relate.
| GM Blazej |
Boaty: I'm not sure about Boaty's gunnery checks. It looks like you are using piloting instead of gunnery. Gunnery attacks work like normal ranged attacks (Base Attack Bonus + Dex mod) except you can use your ranks in pilot in place of your BAB. You should have a +4 bonus to attack instead of +7. I realize that affected your first major shot on them, but I'll let that stand in the face of the mistakes I've made.
Alera Piloting: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Brilliance Red Ship: 1d20 + 9 - 2 - 2 ⇒ (13) + 9 - 2 - 2 = 18
Brilliance Blue Ship: 1d20 + 9 ⇒ (17) + 9 = 26
=
The red ship continues to struggle to regain it's bearings as it turns around to take another clear show. The blue vessel doesn't slow it's approach at you, letting loose a flurry of shots on your vessel as it flies by.
Blue Flyby: 1d20 + 9 ⇒ (13) + 9 = 22
Red Evade: 1d20 + 9 - 2 - 2 ⇒ (3) + 9 - 2 - 2 = 8
Round 4
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Red Ship (Evade, Failed)
Blue Ship (Flyby, Forward arc on Sunrise Maiden)
Sunrise Maiden
Xenal Doshbinder
|
I certainly won't say no to a node, though having the GM roll for me seems to be a much more impactful bonus...
Gyrolaser (Node): 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Xenal curses as the nimble fighters continue to evade her wrath!
Buff-Bot 9000
|
Huh... guess I got that one totally wrong too. Anyhow...
Max hits a few buttons on the front panel. REMOVE THAT FIGHTER FROM THIS SKIRMISH. IT HAS WASTED ENOUGH OF OUR TIME.
Demand: 1d20 + 8 ⇒ (6) + 8 = 14 Nope
Hido
|
Hido keeps the targetting systems working, this time focusing the weapons systems on the red ships engines
"The target designated RED is floundering, get another solid hit to its engines and it's a sitting duck!"
Computers, target engines: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Cournae
|
Noting the minimal impact the fighters are having on the Maiden's shields, Cournae decides to focus her talents on the offensive. Rerouting the engine's thermal radiators, she preheats the weapon apertures, reducing energy loss on successful shots.
Divert Action (Weapons): 1d20 + 7 ⇒ (7) + 7 = 14
That's a success - all successful weapon attacks during Round 4 treat 1s on damage dice as 2s.
| GM Blazej |
Botting Alera and Boaty.
Alera maintains an erratic flight pattern to avoid enemy fire while Boaty continues making laser onomatopoeia as she fires the primary weapon in the direction of the damaged fighter.
Alera Evade: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Boaty Particle Beam to Red Forward + Node: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
With a slow drawn out battle working against them the Brilliance fighters push more aggressively as they unleash a hail of fire on the Sunrise Maiden in a desperate bid to break your shields.
Red and Blue both Fire at Will vs AC 17, TL 17
Red Missiles vs Forward TL: 1d20 + 9 - 2 - 4 - 4 - 4 ⇒ (6) + 9 - 2 - 4 - 4 - 4 = 1
Damage: 2d6 ⇒ (6, 6) = 12
For clarification, the bonus to attack for this attack is: +9 gunnery, -2 malfunctioning power core, -4 fire at will, -4 as an array weapon, -4 being taunted.
Red Lasers vs Forward AC, Node: 1d20 + 9 - 2 - 4 - 4 + 1 ⇒ (13) + 9 - 2 - 4 - 4 + 1 = 13
Damage: 2d4 ⇒ (1, 1) = 2
Blue Lasers vs Forward AC, (Flyby) Node: 1d20 + 9 - 4 - 4 + 1 ⇒ (13) + 9 - 4 - 4 + 1 = 15
Damage: 2d4 ⇒ (2, 4) = 6
Blue Lasers vs Starboard AC: 1d20 + 9 - 4 - 4 ⇒ (12) + 9 - 4 - 4 = 13
Damage: 2d4 ⇒ (2, 4) = 6
None of the attacks hit, the last three missing because of the Buff-Bot's taunts.
However Buff-Bot's taunts clearly have an impact as their shots are are plagued by an excess of caution. They miss minor opportunities as windows of fire open an close in a blink of an eye.
| GM Blazej |
Alera Piloting: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Brilliance Red Ship: 1d20 + 9 - 2 - 2 ⇒ (11) + 9 - 2 - 2 = 16
Brilliance Blue Ship: 1d20 + 9 ⇒ (1) + 9 = 10
Both of the ships maintain their formation around you. The red pilot is clearly still having trouble with his controls, but is slowly getting used to their erratic behavior.
Red Evade: 1d20 + 9 - 2 - 2 ⇒ (9) + 9 - 2 - 2 = 14
Blue Evade: 1d20 + 9 ⇒ (17) + 9 = 26
Round 5
Captain: Buff-Bot 9000
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Movement
Blue Ship (Evade, +2 AC/TL)
Red Ship (Evade, +2 AC/TL)
Sunrise Maiden
Notes: The taunt has ended for both vessels.
Blue Ship's Weapons are being targeted.
Red Ship's Engines are being targeted. Red is still severely damaged with engines and power core applying penalties.
Buff-Bot 9000
|
Max unlocks his seatbelt and flips a switch on his panel. SUNRISE MAIDEN, GIVE TARGETING ASSISTANCE TO WHOMEVER IS UTILIZING THE TURRET. I SHALL GO ASSIST PERSONALLY.
Max rushes over to a spare gunnery console and straps in.
Requesting the AI to give encouragement to the turret user, then moving from the captains chair to gunnery.
Cournae
|
"Hmph, those fighters don't look particularly impressive... I could be napping down here if I wanted to!"
Seeing that the shields are maintaining energy in spite of the fighters' barrage, Cournae continues to siphon auxiliary energy to preheat the weapons.
Divert Action (Weapons): 1d20 + 7 ⇒ (20) + 7 = 27
Oh look, my third natural 20 for the Divert action. I'm glad all this luck is being put to use. Anyhow, all damage dice have their 1s converted to 2s in round 5, which should be more useful with three gunners. Let's finish 'em off!"
Hido
|
Watching the power systems get diverted to guns, and with targetting systems already tracking both enemies, Hido works to blance the shields, shunting minimal power from their full shields to shore up the rear set.
rebalancing shields to all 14s
Computers, rebalance: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Xenal Doshbinder
|
Xenal pounds on her instruments in frustration.
"What if you just flew us into spear range?"
Starboard Lasers: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Damage: 2d4 ⇒ (2, 3) = 5
| GM Blazej |
Wish spear range was an option for my own soldier as well.
I'm not 100% if the AI can fulful crew roles, but I will say that I don't see anything disallowing it.
Round 5
Captain: AI (Moving?)
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Gunner: Buff-Bot 9000 (Moving)
Movement
Blue Ship (Evade, +2 AC/TL)
Red Ship (Evade, +2 AC/TL)
Sunrise Maiden
Boaty
|
Had a busy day yesterday. Thanks for the clarification. I'm still getting used to starfinder rules. Will fix.
Boaty decides to use the turret again. alright one more time.
Particle Beam vs Red Rear + Node: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
damage: 3d6 ⇒ (6, 4, 6) = 16
| GM Blazej |
Botting Alera
Alera continues evading while placing the starboard guns right in front of the damaged vessel.
Alera Evade: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Red Missiles vs Starboard TL, Node: 1d20 + 9 - 2 - 4 - 4 + 1 ⇒ (10) + 9 - 2 - 4 - 4 + 1 = 10
Damage: 2d6 ⇒ (2, 4) = 6
Red Laser vs Starboard AC: 1d20 + 9 - 2 - 4 ⇒ (8) + 9 - 2 - 4 = 11
Damage: 2d4 ⇒ (4, 3) = 7
Blue Laser vs Starboard AC, Node: 1d20 + 9 - 4 + 1 ⇒ (13) + 9 - 4 + 1 = 19
Damage: 2d4 ⇒ (1, 3) = 4
Once again the ships fire a volley of missiles and lasers at your ship.
The systems on the failing red ship can't land a shot on your well piloted ship, however the blue vessel has no such malfunctions and lands another hit to your shields.
| GM Blazej |
Alera Piloting: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Brilliance Red Ship: 1d20 + 9 - 2 - 2 ⇒ (17) + 9 - 2 - 2 = 22
Brilliance Blue Ship: 1d20 + 9 ⇒ (6) + 9 = 15
AI Diplomacy to Aid Particle Beam Gunner, DC 15: 1d20 + 2 ⇒ (7) + 2 = 9
The programmed affirmations recites to the gunnery find no traction this round. Fails to aid
The blue fighter closes on your position, but the skilled movement of the red vessel catches you off guard as it reacts to your path.
Blue Evade: 1d20 + 9 ⇒ (8) + 9 = 17
Round 6
Captain: AI
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Gunner: Buff-Bot 9000
Movement
Blue Ship (Evade, +2 AC/TL)
Sunrise Maiden
Red Ship
Cournae
|
Eyeing the shield levels on the starboard arc, Cournae decides that they'll likely hold for a few more moments and she continues to move auxiliary power to the weapon nodes.
Divert Action (Weapons): 1d20 + 7 ⇒ (11) + 7 = 18
Success.
Hido
|
Seeing the two ships pulled in close, Hido slides to a gunnery console and activates the flack cannon, targetting BLUE.
Attack: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 2d4 ⇒ (1, 4) = 5
hey, a crit. Crappy damage roll though
Alera Padfoot
|
Sorry for disappearing like that! Weekend was SUPER slammed.
Max unlocks his seatbelt and flips a switch on his panel. SUNRISE MAIDEN, GIVE TARGETING ASSISTANCE TO WHOMEVER IS UTILIZING THE TURRET. I SHALL GO ASSIST PERSONALLY.
A voice chirps from the intercom speakers on the bridge. A-A-Aye aye, ca-ca-captain!
A scrolling news marquis shows up at the bottom of the turret targeting screen's AR display, promising a party should the user hit the next shot.
AI Encouragement Roll: 1d20 + 2 ⇒ (15) + 2 = 17
Alera's nav display shows the enemy pilots getting cheeky. Okay, I was trying to be nice! Everyone hang on! With an abrupt yank on the controls, the ship pulls really hard to port, the artificial gravity showing a small amount of lag in trying to ensure that the internal definition of 'down' remains constant regardless of the ship's maneuvering.
Pilot-Flyby on red: 1d20 + 11 ⇒ (12) + 11 = 23
Zeroing in on the red ship again, she does a cheeky bank as she zips by, giving the port weapons clear access to the hapless fighter Red ship While the starboard laser had a clear shot of its friend, and the turret and rear weapons can target either after the flyby.
Realized it would take more time than I have to fully describe the maneuver, so I explicitly laid it out on the map
Hido
|
whoops, missed the changing seats action. I had a +2 for BAB+DEX and a +2 for another rule I misread. Just the one +2 then. I can simply use my action instead to rebalance the shields to all 13s, to make it easier
| GM Blazej |
The enemy pilot does their best to keep pace with your ship flying ahead of you after your brief pass.
Red Piloting Evade: 1d20 + 9 - 2 - 2 ⇒ (10) + 9 - 2 - 2 = 15
Round 6
Captain: AI
Engineer: Cournae
Pilot: Alera Padfoot
Science Officer: Hido
Gunner: Xenal Doshbinder
Gunner: Boaty
Gunner: Buff-Bot 9000
Movement
Blue Ship (Evade, +2 AC/TL)
Sunrise Maiden (Aft/Turret can target any arc on Red)
Red Ship (Evade, +2 AC/TL)
Available Ship Weapons
Forward (Gyrolaser [d8]): Against Red (aft)
Starboard (Light Laser Cannon [2d4]): Blue (starboard)
Aft (Flak thrower [2d4]): Red (any)
Turret (Particle Beam [3d6]): Red (any)
Blue is on a line between your arcs. Although this might not be your firing plan for the round, I wanted to explain what can fire at it. In this case you get to choose whether it is in your aft arc or starboard arc, but not both. The example I gave assumes it is in your starboard arc, but if you wanted you could declare it to be in your aft arc, so your flak thrower could target it at the cost of your starboard laser not being able to.
Buff-Bot 9000
|
As the Sunrise Maiden is nearly on top of the red fighter, Max fires off the flak cannon at the fighter's aft arc.
Flak Attack to the Back: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 2d4 ⇒ (2, 1) = 3
Leaving the nodes for Boaty and Xenal with their bigger guns.