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Not sure if everybody has seen this, but the DCs for starship combat have changed. Check out the FAQ.
Diamaante is waiting to see how the helm phase plays out. She'll likely encourage Idar's attack.

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I think that 'Snap Shot' is used only "if no other gunner actions have been taken during the gunnery phase". It's a minor crew action designed to allow someone to fire off a gun if no gunners exist. Further up in the text of the CRB (page 326) under 'minor actions', it says "You can take a minor crew action regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action. Since you, Idar, are firing as the gunner in the gunner phase of this round, that nullifies the ability to take a snap shot.

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"You can take a minor crew action regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action."
You can't snap shot in the same round the gunner fires. The minor actions are designed to be used only if there aren't enough characters to fill all the roles on a starship.
EDIT: What the GM said. ;)

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Thanks for the link to the FAQ, Diamaante. That makes all of these 'cheat sheets' on Starship Combat that are out there (and attached to the end of the Claim to Salvation scenario) kinda useless.
I'm seeing if an updated download of that scenario with the correct numbers is available.
EDIT: NOPE. I'll see if I can bang out a 'quick reference' sheet with the correct numbers for everyone.

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The wording for minor actions seems to rely on the past tense (which is why it seemed that maybe August could go first), but your interpretation certainly seems in line with the intent. Consider it dropped.
Idar will probably stick to the coilgun turret unless it is disabled. The Fire at Will! penalty is steep enough that it's not worth trying to use the lasers as well.

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An explanation of why the Flyby Manoeuvre didn't work even though you made the rolls: The Hippocampus has a movement speed of 6. The enemy ship clearly moves much faster. Both you and the enemy ship chose to do a Flyby this round. The enemy went first, flew-by, and then flew out of your range of 6 hexes of movement.
I'm ruling that, because your Flyby manoeuvre was successful, you get the Starship AoO that you'd normally get if a ship did NOT complete the Flyby manoeuvre correctly. In other words, in this case, two Flyby manoeuvres cancel each other out.

Telion of Castrovel |

Hey guys, sorry about being absent lately. My first baby was born two nights ago, so things have been a bit hectic. Mom and baby are doing great and we just got home from the hospital. My posting might be a bit sporadic for a while, so please feel free to bot me to keep games going.

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Congrats!!!!! AWESOME. #recentlynewdadaswell
We will take care of Telion. Get some sleep.

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We haven't done one of these in a while...
STARFINDER DIFFERENCE: Critical damage in starship combat does not mean double damage. It means directed damage at starship operations systems. Per the CRB: "When critical damage is scored, the attacking PC should roll on the table below to randomly determine which of the target starship’s key systems is hit; that system gains a critical damage condition (see below), with the effect listed on the table..."
I did not let Idar roll the critical damage d100. If you'd like to roll it, Idar, you may do so in my stead. I rolled the '3' on d100 that made the life supports systems glitch.

Jaxom "Exo-G" Sandstrom |

You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 15 + the tier of
the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
So the system damaged shouldn’t be random, it should be engines, as that was where my action directed.

Telion of Castrovel |

Woot! Congratulations!
Do we know its class yet?
I was hoping for wizard, but my wife wanted barbarian. If his actions so far are any indication, it seems that my wife won this one.
Maybe we'll get lucky and end up with a magus.

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Oops! Seems that there are two blocks of rules that contradict. I’ll go with the crew on this one.

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The critical damage for rolling a 19 goes to the engine. If there were additional critical damage (for example, if the attack did enough damage to in excess of the enemy ship's CT), then that damage would go to a random system.

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Ok, a question here for those of you who have obviously done critical hits in starship combat before....does only one sector of shields get depleted by the damage done by the critical hit, or is the entire shield bank considered?
Reason: Idar did 11 points of damage. The fore shields (where I rule the damage penetrated the shields) are only at a 3, so 8 points of damage penetrated and hit the engines, causing 8 hull points of damage and glitching engines.
The ship's CT (critical threshold) is 6, so another system should be affected as well. OR, does the entire shield points (10) get taken into account here, preventing the second glitching system?
Unless you can find a reason not to allow it, I'm going to rule in favour of the crew, and the life systems are glitching as well as the engines.

Telion of Castrovel |

Starfinder space combat has got to be devastating for unsuspecting people sometimes. Launching slugs at high speeds wildly into space, if they hit something in the future...

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I'm wondering if modifying how we're using the Starship combat rules might help game flow for PbP.
Does anyone object if Dink rolls piloting initiative for all space combatants simultaneously so he knows whether to move ships or wait for our movement?

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I think, because the Captain can act in whichever round that they want, that it wouldn’t matter to me.

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Now that you've all reached level 2 (and sent me your new character sheets at we.be.dunedinpfs@gmail.com, please), I'd like to take a moment for each of you to brag about some new ability or skill that your character has earned. These classes and this gaming system are new to all of us, so I thought that it would be fun to share what new cool thing each character can do.
Just pick one thing - and we don't really care about your extra HP or that cool new plus to your Reflex save. Give us your highlight of 2nd level abilities, please.

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As far as hit points go - Let us roll for them! I will roll as well (in secret). You can tell me if you like your roll, or if you’d like to take mine. You’re stuck with whatever decision you make once you choose.
Cool?

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Oh....wait....
STARFINDER DIFFERENCE
You don't roll for hit points when you level up. You simply get the number of hit points listed that you get for your class. You also get an extra number of stamina points as per your class + your CON modifier. Your resolve points are reflective of 1/2 your character level (minimum: 1), so that won't change for any of you.
Sorry for the confusion...

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Holographic Clone (Ex) You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.

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Inspiring Boost (Ex)
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier (8 SP). Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

Jaxom "Exo-G" Sandstrom |

Energize Spell (Ex)
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

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Thanks for your new character sheets, Diamaante and Jaxom! August, if you and Telion and Idar could send your level 2 character sheets to me at we.be.dunedinpfs@gmail.com when you can, I'd be most appreciative.
Cool new tricks! Something tells me that Jaxom is going to start hoarding batteries. It seems character-appropriate, somehow.
Jaxom's Mom: "Jaxom! Will you clean up your room?! There are batteries EVERYWHERE. It's filthy!"
Jaxom: "But Moooooo-oooooooom!"
...and, scene.

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Idar gets a Combat Feat. He is taking Mobility. This doesn't do too much now, but it sets him up for Shot on the Run and Parting Shot later.
(Idar's character sheet is at the same link, and is linked from his profile. Stats are updated, but I need to audit his inventory.)

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I think I've got everyone's level 2 character sheet. Telion, I grabbed your Level 2 sheet off of your profile page. Thanks, y'all!

Telion of Castrovel |

Stellar Rush (Su, Photon, DC 14 Ref half) Standard action, charge without penalty. While attuned, can bull rush instead of melee attack, target takes 2d6 fire damage(Ref half), +1d6 at 6th level and every 2 levels after.
That should help me out with a significant boost in mobility to get to melee faster/easier.
Updating my stat line/profile to remove the level 1 version now...

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Augments my man! Join us cyborgs. Although since androids are constructed do cybernetics make them cyborgs? And if you got enough bio implants would you lose the constructed trait?

Jaxom "Exo-G" Sandstrom |