
Imagine __ |

As it is not yet clarified who takes on what role, it would be nice if everyone simply took one that matches the skill? Imagine isn't that bad a pilot, but of course no comparison to EH-RK who got a +21.
There is still the science officer open, but Imagine is bad at computers and knows nothing of engineering. But multiple gunners would do too.
All go gunner, and shoot those s+~!heads into the void?

Imagine __ |

Fire at Will (Gunnery Phase, Push) You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
Also, for two checks you have +4 from the computer.
There are the linked twin lasers on the turret fro 10d8 which can shoot in all directions.
Array
An array weapon fires at all targets within a single firing arc. The
gunner attempts a single gunnery check against each target in the
firing arc, starting with those closest to her starship. Each gunnery
check takes a –4 penalty, which stacks with other penalties. Roll
damage only once for all targets. Critical damage is determined by
each target’s Critical Threshold. The gunner can’t avoid shooting
at allies in the firing arc, nor can she shoot any target more than
once. An array weapon uses two weapon mounts.
So at least you would roll
Micromissile Array=1d20+9+2-4+4
Micromissile Array=1d20+9+2-4+4
Micromissile Array=1d20+9+2-4
Damage=4d6
Optional you could add the big laser for an attack, but that would add an additional -4 to all the missiles. Which you could compensate partly with the computer.
Micromissile Array=1d20+9+2-4+4
Micromissile Array=1d20+9+2-4-4+4
Micromissile Array=1d20+9+2-4-4
Micromissile Array=1d20+9+2-4
Damage=4d6

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I admit I muchly prefer that, since, all the engineering options, until the shields need to be regen'd, are awful.
Wait, has the Excel spreadsheet been updated? How many weapons do we have? The build in the link seems to only have the turret?

Maxim Petrovich |

Seems like we outclass these ships significantly. No need to risk a miss with the biggest guns by trying to fire everything at once. Gorn could jump on the coilgun in the starboard arc, 4d4 damage. If EH-RK comes back he can man the laser net on the port side or take over as pilot or captain.

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Gunnery=1d20+BAB+Dex Mod+Pilot Ranks+Captain Bonus
Raw: Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty
tldr: The Piloting ranks can substitute for BAB. Hence, a non-full BAB class can still make a good gunner.

Foxy Quickpaw |

@Gorn
I added only those relevant for my roll as a note. Minimun range is 5 hexes, so no range penalty, no science officer on deck, and the computer bonus is not mentioined in the attack section, it just to any d20 roll. But it helps for future rounds to point out the full list.
@Maxim
You seem very fixated on that Omenbringer. And the dangerous thing about that seems to be, that it carries a lot of small fast fighters. Without those, the sledgehammer had a fair chance to just stand in front of the Omenbringer and shoot at it until it falls apart. Add in some not rules coverd roleplay to fly right into it and shoot it to pieces from the inside, where the ships weapons can't reach you. Won't allow this before you bring it to 0 HP though.

GM Therenger |

@Maxim
You seem very fixated on that Omenbringer. And the dangerous thing about that seems to be, that it carries a lot of small fast fighters. Without those, the sledgehammer had a fair chance to just stand in front of the Omenbringer and shoot at it until it falls apart. Add in some not rules coverd roleplay to fly right into it and shoot it to pieces from the inside, where the ships weapons can't reach you. Won't allow this before you bring it to 0 HP though.
I designed the Sledgehammer to specifically battle against Omenbringer and its many fighters. The plan has always been to deal with any fighters or support ships first through superior Piloting and weapons in arcs that maximize our chance to score early kills and then capitalize late on long range superiority. If we beat the fighters, we win, because Omenbringer only has 15 missiles at long range, and the rest of it's weapons are Short or Medium range.
If we are ever within Medium range against the Omenbringer we've made a catastrophic tactical mistake. Getting in close for this kind of barrage is suicide.

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Are we still trying to be at long range?
I can keep regenerating the shields all day--that's not a problem. But I also have the option of giving us +2 Speed.
Since our speed is 10 that's...eh. 20% isn't a lot, but more than a little.

Imagine __ |

That's just a frustrated pilot who left Cool And The Gang a while ago and is now bored to death flying public transportation on some dull mining planet far far away.
And as you don't get experience flying the commuter train, her piloting is even worse than Imagine's.

Maxim Petrovich |

gotta ask again.....why aren't we botting EK?
If that's how we want to play. My personal preference is for an active player to do the thing that needs doing whenever possible. We have players with good enough piloting skills. The Paizo diceroller just let us down this time.

Voxx Dmodato |

I guess it's just been my experience if someone's absent for a period of time, and they want to stay in the game, the GM bots them in combat and when their skills fill a particular need.
I think there have been a few comments about wishing EK was back. In game , he never left, we're just not using him.
Just my two cents :)

Foxy Quickpaw |

I'd prefer you'd invest some thought into solving the situation at hand best case with some roleplay. There are things that can be done about this, besides just using EH-RK's piloting skills to get an auto success.
Just the obvious stuff and one not too difficult to come to solution would have Imagine roll that one at +22 with the proper aid. But the fun for the GM is the interaction with the players. I have already a game I'm basically playing with myself.
Of course you could also keep rolling and have the rats patch the ship up while you're exploring the moon.

Takeda Mon'tar |

It looks like we were using the wrong bonuses for gunnery. The core rulebook has
Gunnery Check = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty
The lay down of the bonuses used during our fight included BAB and piloting skill ranks. I think it should have been one or the other.

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Hmmm. I seem to have confused which move action but not a move action can be combined with a move action except when it's dark on a Wednesday that was.
So I seem to have only moved 30 feet. But it was dark on a Tuesday so I beg indulgence. It's hardly my fault that this system is approaching the convolution usually reserved for ShadowRun.
I have Dermal Implant 3, Deflection [5] on the armor, and the Electrostatic field gives me 10 points of resistance to energy attacks.
That's 18.
I had 12 point on the Forcefield, which comes to 30 points of mitigation.
...aaaaaaaaand that would be more numbers than I've ever used in any ShadowRun combat equation. So, good job, SF, you are now the most convoluted system in the universe. Congrats?

Foxy Quickpaw |

So you have
- a force field with 12 temporary hit points (1) - applies
- a dermal plating which grants DR3 - doesn't apply
- an electrostatic field - applies
- deflection[5] which grants DR5 (2) - doesn't apply
Which still allows you to subtract 22 points from the damage.
(1) which you have to activate as a standard action, followed by a DC15 fortitude save or being dazed, that will last 35 minutes, before the battery is drained?
(2) which doesn't stack with your dermal implant

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- deflection[5] which grants DR5 (2) - doesn't applyWhich still allows you to subtract 22 points from the damage.
(1) which you have to activate as a standard action, followed by a DC15 fortitude save or being dazed, that will last 35 minutes, before the battery is drained?
(2) which doesn't stack with your dermal implant
I don't follow. Where are you getting this?

Foxy Quickpaw |

I'm went through your inventory and checked all the items you listed as helping you with reducing the damage.
Damage Reduction works for physical damage. Swords, bullets, such stuff. But not against energy attacks. For that you have resistance, like with your electrostatic field.
Boni of the same kind from different sources usually don't stack. Your dermal implant even specifies how it interacts with natural DR.
Or in rules speak from the SCRB page 262(just to make sure I tell no b%!%**&* or use pafthfinder rules instead):
Some creatures have the ability to instantly heal damage from
attacks or ignore blows altogether; this is referred to as the
damage reduction special ability. Damage reduction (DR) applies
to kinetic damage—any bludgeoning, piercing, or slashing
damage—that a character takes, regardless of that damage’s
source. It does not apply against damage with no damage type
or any other damage type, including acid, cold, electricity, fire,
or sonic, though these can be mitigated by energy resistance
(see page 264).
...
If you have damage reduction from more than one source, the
two forms of damage reduction do not stack unless the sources
granting the damage reduction specifically note otherwise.
Instead, you get the benefit of the best damage reduction in
a given situation. Rarely, an effect specifies that it increases a
creature’s existing damage reduction.
Does that answer it, or was the question pointing at something else?

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That does answer it. I'll leave off the follow up questions of 'how does the StarFinder team sleep at night now that "Damage Reduction" no longer reduces damage and the term "Kinetic Resistance" so much more aptly describes that they are going for?' But whatever.
How about the other question? The one where the ForceField wants to shove a h#$%&%$ handle up my q*&$%%$## until I can't f#$%^&*@& when I f*&^%$%^&?

Foxy Quickpaw |

Well, sorry to disappoint you, but DR has always worked that way as far as I know. In Pathfinder it for sure does.
I would answer your second question, but with all that family friendly beeps I'm not sure what you're asking. You may have bought a cursed item if it tries to screw you literally.

Foxy Quickpaw |

Looks like I had a wrong source, or I mixed something up. There is nothing written about a fort save, for none of your improvements.
But the standard action to activate it is written and the usage of 1 charge per round and the limit of 20 charges, which nets you 2 minutes of active force field.

Maxim Petrovich |

GM Foxy, I saw in another game that Gorn/Atlas is working 12 hour shifts and not able to post. He would be the first to say 2-day rule, so okay to bot him.

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GM Foxy, I saw in another game that Gorn/Atlas is working 12 hour shifts and not able to post. He would be the first to say 2-day rule, so okay to bot him.
That is an accurate statement! XD

Foxy Quickpaw |

Sorry, I knew it worked differently than a regular weapon but I did not remember that it still only does half damage. Better than nothing!
Like I wrote, I checked on the incorporeal entry in the SCRB. I didn't check all teh weapons the group uses, but made a lazy assumption. There might be some special entry about incorporeal with the solarion abilities. But that is something you should check and tell me.

Maxim Petrovich |

There seems to be a little ambiguity in the rules regarding the status of the solar weapon. It is created by a supernatural ability, but it is not explicitly stated whether the weapon itself is considered to be supernatural/magic. However, when a weapon crystal is within a mote and the solarian uses the mote in solar weapon form, the solar weapon is considered magic for the purpose of overcoming damage reduction. So because I have a weapon crystal the weapon is considered magic regardless, and therefore inflicts 1/2 damage vs incorporeal.

Takeda Mon'tar |

Can I 5' step and reload as a single action? I don't see that specified. I know you can draw a weapon and move if you have at least a +1 BAB. This is similar but not specified.