| GM Hmm |
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Purple makes one last gasp at trying to blow you out of the sky! All it has are its turret weapon!
Gunnery Turret Coilgun vs You: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Damage: 4d4 ⇒ (1, 4, 4, 1) = 10
★ --- ★ --- ★ --- ★
Right after it shoots, Antoine shoots its unprotected ass out of the sky. It explodes! You watch the pretty fireworks and you are able to help the Pegasus get away!
★ --- ★ --- ★ --- ★
NEW MISSION: COUNTER ATTACK
(AKA ‘Shoot the Jinsul in the Butt’)
Having escorted most of the injured ships back to the protection of the fleet, the fleet is getting ready to leave the Scoured Stars. Then your radio indicates a frantic call from Luwazi Elsebo. “Yours is one of the few uninjured ships in our fleet. We have a situation. The Jinsul Capital Ship is approaching dangerously close to our fleet. However, we have analyzed a weakness to the Jinsul Capitol ship. If you can get behind it and hit it with enough damage, you might cripple it and allow the rest of the fleet to get away! Can you do this dangerous mission? It has an escort that may also defend it.”
For the purpose of this mission, only the hindmost of the escort are defenders. So you have two escorts plus a Capitol ship to shoot down.
Sorami
|
Taunt on Orange Gunnery: 1d20 + 14 ⇒ (18) + 14 = 32 for
Rounds: 1d4 ⇒ 3
Neon Ten
|
“I can probably get enough information to tell us if the escort ships are the same type as the ones that were harassing our transports.”
Scan Orange, datajack, med range: 1d20 + 17 + 1 - 2 ⇒ (8) + 17 + 1 - 2 = 24
Ivok Dracusk
|
Running along the consoles Ivok flips dials and pulls levers but isn't able to keep up with the management of the complex ship.
Engineering Divert Power to Engines: 1d20 + 9 ⇒ (5) + 9 = 14
To my knowledge fails.
Al 2O3
|
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Al takes and holds a breath before keying the intercom. "I am going to draw power from our drift systems to provide a momentary boost to our sublight engines for maximum closure to our targets before their long-range weaponry can lock on to us.
"Prepare for turbulence."
Piloting Initiative: 1d20 + 15 ⇒ (9) + 15 = 24
Al will spend a point of Resolve to enact a Full Burn, changing the Drake's speed to 12 and maneuverability to "Turn 4" for this round of combat only. They will then set the thrust vector direct aft and shoot forward past the defensive screen of ships, charging hard towards the enemy's flank!
Antoine Desilets
|
Antoine aims to shot the orange with the turret.
" Most of us are civil! Why did they give us such a tough mission? Do they just think of PR at this moment?"
1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
linked torpedo: 8d8 ⇒ (1, 3, 6, 3, 3, 3, 6, 3) = 28
How many torpedo we have left? i wasn't in the description of the discussion section.
Neon Ten
|
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I assume we reloaded when we went back to the Fleet, so we would be back to 5 missiles. The description of the Drake can be found on pg. 38 of the Guide. The description of the Missiles is on pg. 302 of the CRB.
Looking at it, I just just realized that I hadn’t been taking the +2 to Computers on any of my rolls. Doh!
“We were given the assignment because we are here and still have an intact ship!”
Ivok Dracusk
|
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"If good Starfinders just refused the tough missions and tough choices then good people die! I'm carrying enough weight to refuse anymore! Now lets put all of our heart into this and keep this fleet safe!"
| GM Hmm |
Yes, treat your guns as already reloaded — the scenario lets you switch to a fresh ship if you needed one so yes, you have full missiles, shields and such.
Al: 1d20 + 15 ⇒ (12) + 15 = 27
Jinsul: 1d20 + 15 ⇒ (2) + 15 = 17
The two Jinsul escort ships move forward, and then so does Al!
[ooc]Because you would have beaten them in initiative in this round, I gave Orange not that great positioning. Purple’s positioning is still good, but we’ll see how this shakes next round.
Neon determines that Orange is the exact same sort that you faced before! Lots of armaments in the front, not so much on the back and sides.
Sorami taunts their gunnery, while both Antoine and Sev get off solid hits with their guns! The Jinsul capitol ship fires at your main fleet, ignoring you the way a dog will ignore a flea.
★ --- ★ --- ★ --- ★
It’s gunnery time!
Orange shoots you with its turret.
Gunnery: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 8d4 ⇒ (4, 1, 1, 1, 3, 4, 2, 4) = 20 to your front shields!
Purple shoots you with its full guns.
Gunnery Front Railguns: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d20 + 9 ⇒ (10) + 9 = 19 to your starboard. It misses!
Gunnery Turret: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Damage: 1d20 + 9 ⇒ (17) + 9 = 26 to your starboard.
The second volley hits and crits because it gets one damage into your hull!
Crit (What’s Glitching!): 1d100 ⇒ 34
Which Arc?: 1d4 ⇒ 2
The weapons in your Starboard Arc are now glitching!
★ --- ★ --- ★ --- ★
Meanwhile you did 35 points to Orange’s sideboard, wiping out its starboard shileld and doing 20 points of hull damage, so you also get a crit on them.
Crit (What’s Glitching!): 1d100 ⇒ 87
Their power core is glitching!
| GM Hmm |
ROUND TWO
Status:
Orange (No Starboard Shield, -20 HP, glitching powercore)
Purple (taunted gunnery, no damage)
You (No starboard or front Shield, -1 HP, glitching starboard weapons)
Jinsul Capitol Ship - Sitting Pretty
★ --- ★ --- ★ --- ★
Pilot Roll-Off Al: 1d20 + 15 ⇒ (13) + 15 = 28
Pilot Roll-Off Jinsuls: 1d20 + 15 ⇒ (6) + 15 = 21
They move first! They move forward, hoping to catch the Verde in their forward guns!
★ --- ★ --- ★ --- ★
Everyone’s up!
Neon Ten
|
This may be a good time to use Naiaj’s boost.
Assuming that the pilot moves us so this round nothing can hit our rear shields
“Shifting shields from rear to Starboard!”
Science Officer: 1d20 + 17 + 1 + 2 ⇒ (7) + 17 + 1 + 2 = 27
Front 0 / Starboard 20 / Port 25 / Rear 5
If Ivok diverts power to shields, the values will change. Neon wants as much shield on starboard as he can get. He must leave 10% of total shields in rear.
Sev+
|
As Sev attempts to track the enemy ships from his console, he notes the lag in the starboard positioning systems. "Query: Shall I effect repairs on this vessel's damaged systems or remain at the firing controls?" The android's eyes flicker back and forth as his positronic brain analyzes the more efficient utilization of the android's capabilities.
Ivok Dracusk
|
I agree this seems to be a good turn to use Naiaj's (average) boost reward. Unless there are objections I will be activating that boost to add +4 to all Engineering and Piloting checks this turn.
Ivok focuses all of his attention toward the cascading error messages coming off of the weapons systems. With determination and some amount of percussive maintenance he tries to bring the systems in line again.
Also using my Promotional Record Keeper to reduce the DC of this check by 4. This includes Naiaj's boost.
Engineering to Patch Weapons: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Neon Ten
|
“Difficult to say. The Jinsul tend to be highly aggressive so taking one out early would greatly improve our chances of survival. I am not sure how quickly we can take them out.”
Sev+
|
With multiple targets to engage, Sev concludes that it would be more efficient for him to remain at the firing controls.
Once the ship surges ahead and a target crosses his sights, the android fires!
Gunnery (coil gun): 1d20 + 9 ⇒ (6) + 9 = 15
Damage (coil gun): 4d4 ⇒ (2, 3, 4, 4) = 13
Al 2O3
|
Al will take the team's decision about getting past the orange enemy vessel to heart, and will leverage enhanced computer guidance (ship computer) as well as the boost from Venture Captain Naiaj, as they alter the Drake's thrust nozzles to attempt a fly-by on the jinsul assault craft without exposing their own ship to return fire!
Piloting - Fly By: 1d20 + 15 + 2 + 4 ⇒ (17) + 15 + 2 + 4 = 38 (DC 24)
Success!
Ivok Dracusk
|
Botting Antonine. I'm assuming there is no case where Antonine would not be firing the torpedos. He will be focusing fire on Orange.
He will be using one of the nodes.
This attack includes the modifier for the node
Torpedo Attack vs Orange TL: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Linked Torpedo Damage: 8d8 ⇒ (3, 2, 1, 2, 5, 8, 8, 7) = 36
Sorami
|
Particle Beam: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
damage: 8d6 ⇒ (4, 1, 3, 5, 2, 3, 4, 1) = 23
| GM Hmm |
Round Two, continued!
It’s another dazzing round!
Neon Ten frantically shifts the shields around to protect the Drake’s vulnerable Starboard side, while Ivok frantically patches your weapons!
Al does a very tricky flyby, allowing the Drake to fire from more than one quadrant as it slides just over the Orange Jinsul ship!
★ --- ★ --- ★ --- ★
1d20 ⇒ 6
1d20 ⇒ 11
1d20 ⇒ 10
They’re not used to losing, and they’re so dejected I’m not even bothering to write these out this round! Poor bugs that are about to be squashed!
Jinsul Pew-Pew
Purple Gunnery Turret Gun: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Purple’s gunner is so stunned by that tricky flying that it does not even fire in the correct quadrant of space!
Orange Gunnery Turret Gun: 1d20 + 9 ⇒ (9) + 9 = 18
Orange also misses with its big turret gun, surprised by your audacity!
★ --- ★ --- ★ --- ★
Sev misses with his coil gun!
Antoine’s Turret Gun fires into the Aft of Orange! Twenty of his hit evaporates the Aft shields, while the remaining 16 go straight through to Orange’s hull!
Sorami shoots the Particle Beam right through Orange’s voided Starboard shield for 23 damage.
Orange Jinsul Damage Counter: 20 + 16 + 23 = 59
This also triggers two critical thresholds!
Crit (What’s Glitching?): 1d100 ⇒ 52
Which Arc?: 1d4 ⇒ 2
Crit (What’s Glitching?): 1d100 ⇒ 40
Which Arc?: 1d4 ⇒ 4
Orange’s Starboard and Port Arc weapons are glitching!
| GM Hmm |
ROUND THREE
STATUS:
Orange (no Aft Shields, no Starboard Shields, -59 HP, glitching power core, Starboard and Port Arc weapons)
Purple (-2 to gunnery, Intact)
Drake (Shields: Front 0 / Starboard 20 / Port 25 / Rear 5, -1 HP)
★ --- ★ --- ★ --- ★
Piloting Roll-Off!
Al: 1d20 + 15 ⇒ (4) + 15 = 19
Jinsul: 1d20 + 15 ⇒ (4) + 15 = 19
Al: 1d20 + 15 ⇒ (10) + 15 = 25
Jinsul: 1d20 + 15 ⇒ (15) + 15 = 30
★ --- ★ --- ★ --- ★
Uh-oh. You move first!
Ivok Dracusk
|
"Systems are clearing up here! Ship is running at full power again!
Lets get ready for their next volley!"
Attempting to divert power to the shields
Engineering: 1d20 + 9 ⇒ (18) + 9 = 27
Putting all 10 points into the rear shields
"Shields are still warming up! Keep them clear of our forward arc!"
I'm open to different suggestions for placing those shields.
Neon Ten
|
“If we turn to port as tightly as we can, both would be striking a full shield,”
“This is going to hurt. I would suggest evasive maneuvers.”
“Do you want me to balance the shields or provide enhanced targeting data for Orange?”
I can move around shields or give +2 to hit against Orange.
Al 2O3
|
Al continues to focus on flying, but tasks their exocortex AI, Ruby, to tap into the ship's systems, finding auxiliary power she can access to add to the expert work Ivok is doing at the engineering controls.
As part of this round, Al spends 1 Resolve Point to activate Enhanced Shield Regeneration:
Once per starship combat, you can spend 1 Resolve Point to push your starship’s shields to the limit. The starship regains a number of Shield Points (SP) equal to the starship tier × your current Wayfinder Reputation Tier. You can assign these SP to any facing, or divide them among any number of facings. A starship can only benefit from this boon once per starship combat encounter.
Ruby will put 18 points into our forward shields.
Next, Al will try to put the Verde into the vulnerable spot behind the jinsul capital ship while also flying evasively!
Piloting - Evade: 1d20 + 15 ⇒ (5) + 15 = 20 (DC 19)
(My dice kinda suck lately, but that's still a success!)
Current AC: 23
Current TL: 22
Neon Ten
|
Neon Ten runs predictive algorithms in order to enhance the targeting systems.
Lock On. +2 to all attacks on Orange,
Science Officer: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Plus spend a resolve.
Antoine Desilets
|
Antoine continues to shoot at his target. The orange.
torpedo: 8d8 ⇒ (2, 2, 2, 3, 6, 7, 6, 6) = 34
| GM Hmm |
Orange Pilot flip & burn roll: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
The Orange pilot flips and burns, preparing to go after you! Magenta just starts traveling back down towards you.
★ --- ★ --- ★ --- ★
Neither Orange nor Purple is facing you, so they both use their turret guns against you.
Turret, Orange: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 8d4 ⇒ (3, 1, 1, 1, 4, 1, 2, 1) = 14
Turret, Purple: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Orange takes fourteen points off your Starboard shield!
★ --- ★ --- ★ --- ★
Meanwhile, you shoot back — hitting Orange’s unprotected Starboard side.
BOOM! — CRACKLE! — POP!
In space, no one can hear you explode. But the Drake’s helpful computers edit in sound effects for Orange as it pops into a dazzling display of fireworks.
★ --- ★ --- ★ --- ★
Is Sorami doing anything special this turn?
| GM Hmm |
ROUND FOUR
STATUS:
Orange (ooh, fireworks — DEAD)
Purple (Intact)
Jinsul Capitol Ship (Intact)
Drake (Shields: Front 18 / Starboard 6 / Port 25 / Rear 15, -1 HP)
★ --- ★ --- ★ --- ★
Piloting Roll-Off!
Al: 1d20 + 15 ⇒ (3) + 15 = 18
Jinsul: 1d20 + 15 ⇒ (8) + 15 = 23
★ --- ★ --- ★ --- ★
You move first!
Neon Ten
|
If Ivok manages to restore the forward shield, Neon Ten will maintain the Lock On.
If the shield isn’t at full, he will divert 7 power from Port to Forward Shield.
Science Officer: 1d20 + 17 + 1 + 2 ⇒ (14) + 17 + 1 + 2 = 34
Antoine Desilets
|
Hit this you alien! (node token)
Antoine uses all of his energy against the capital ship. [Broadside:turret and forward]
1d20 + 11 - 2 + 2 + 2 ⇒ (20) + 11 - 2 + 2 + 2 = 33
torpodo: 8d8 ⇒ (6, 2, 5, 4, 5, 3, 4, 8) = 37
1d20 + 11 - 2 + 2 ⇒ (10) + 11 - 2 + 2 = 21
capital beam: 8d6 ⇒ (3, 2, 3, 2, 1, 6, 4, 3) = 24
1d20 + 11 - 2 + 2 ⇒ (2) + 11 - 2 + 2 = 13
coilgun: 4d4 ⇒ (3, 2, 4, 3) = 12
Ivok Dracusk
|
With the initial burst of energy and with The Verde's systems returning to a stable pattern Ivok calms himself to try to maintain his energy for the longer fight, but fails to restore full power to the shields.
Attempting to divert power to shields.
Engineering: 1d20 + 9 ⇒ (3) + 9 = 12
So Neon will need to sped his turn diverting shield points rather than lock on.
| GM Hmm |
Purple continues to slowly move towards you.
Neon helps guns lock on! Al rotates the ship! Sorami demands a top-notch performance from Antoine!
★ --- ★ --- ★ --- ★
Then Purple shoots at you...
Turret Gun: 1d20 + 9 ⇒ (7) + 9 = 16
...and misses!
Sev tries to shoot the Purple Escort, but it is out of its arc!
Meanwhile Antoine puts everything he has into shooting that Capitol ship! With Sorami’s demand, all of his shots hit!
Capitol Ship Damage: 37 + 24 + 12 = 73
BOOMITY-BOOM-BOOM!!!
| GM Hmm |
With the Capitol ship down, you easily use your speed and mobility to evade the escorts.
SUCCESS!
I will let Cellion take you into the next encounter — when your ship gets boarded and you have to repel invaders!
| GM Cellion |
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Fresh from your success in taking down an enemy capitol ship, you return to the nearest Starfinder carrier to the chorus of excited whoops and cheers. But even with one enemy capitol ship down, the jinsul assault fleet is unrelenting! Soon the cheers you were hearing over comms return to desperate exchanges of information as more jinsul attackers are identified!
Soon after you dock to the nearest carrier, a massive explosion rocks the entire ship, triggering a wave of sirens and flashing red lights. Your comms pop and crackle for a moment before you hear First Seeker Jadnura's voice cut through the static. "Starfinders, our sensors show your carrier is in the midst of a jinsul boarding action. There’s likely to be fighting in every part of the ship, but it is important that you defend Deck 13. That area contains the ship’s bridge and all the most critical systems. Do not let them take over the bridge! Defend it at all costs!"
---
You rush to Deck 13 to find it damaged, but not yet under direct assault. Just as you reach the bridge, another impact hits the ship... a Jinsul Boarding Tube must have pierced the hull! From the sounds coming from down the hall, the assault force is nearby!
Map notes: This map is rather square and doesn't fit well on the slides without making the squares very small. As a result, it hangs partially off the edges. Let me know if that creates a problem for you guys.
Computers, containers, ships, and other obstacles provide cover. All stairs count as difficult terrain. All doors are open. Due to combat damage, the elevators on this floor are no longer operational. Your team starts in the area of the bridge: Its all over if the jinsuls sabotage this location!
---
Antoine Desilets: 1d20 + 5 ⇒ (9) + 5 = 14
Ivok Dracusk: 1d20 + 2 ⇒ (5) + 2 = 7
Neon Ten: 1d20 + 3 ⇒ (4) + 3 = 7
Sev: 1d20 + 2 ⇒ (16) + 2 = 18
Sorami: 1d20 + 7 ⇒ (17) + 7 = 24
---
Jinsuls: 1d20 + 3 ⇒ (16) + 3 = 19
★ --- ★ --- ★ --- ★
Round 1
Active conditions: None
Sorami
Al 203
================================
Jinsul Green
Jinsul Red
Jinsul Purple
================================
Sev
Antoine
Ivok
Neon
================================
Bold are up!
Al 2O3
|
Al activates their energy shield then moves to take a position where they can fire at the attackers when they get closer (assuming we know their position on the map).
| GM Cellion |
Yep! You can hear the direction they're coming from.
| GM Cellion |
1d10 + 5 ⇒ (9) + 5 = 14
2d4 + 2 ⇒ (2, 2) + 2 = 6
Botting Sorami for round 1 just so we can get everyone into the action!
Sorami draws a weapon (of her choice) and heads out into the hallway to back Al up.
---
The jinsul boarding party comes around the corner in a skittering rush! Of the three jinsuls you see, the one with a red-marked carapace seems heavily armored and totes around a large plasma rifle, the one with a green-marked carapace is lightly armored and weak looking, and the one with a purple-carapace is wreathed in dark wisps of energy.
The red jinsul raises his plasma rifle and fires without hesitation at Al, landing a stream of plasma that burns away at the mechanic's energy shield! (Dealing 14 damage, reduced to 3 by your energy shield) Meanwhile, the green jinsul raises two bladed legs and waves them back and forth in the air, calling forth two bolts of magical force that streak towards Al! (Magic missile for 6 points of force damage)
Unlike its allies, the purple jinsul pauses for a moment. With a sudden shiver, the shadowy energy swirling around its body condenses into glistening black armor that seems to bend light around it. (Activated dark matter revelation)
★ --- ★ --- ★ --- ★
Round 1+2
Active conditions: None
Sorami
Al 203 (-9)
================================
Jinsul Green
Jinsul Red
Jinsul Purple
================================
Sev
Antoine
Ivok
Neon
================================
Bold are up!
Sorami
|
Sorami moves up and trick attacks red.
Trick Attack: 1d20 + 21 ⇒ (11) + 21 = 32
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 versus FF EAC with Sonic Pistol.
Damage: 1d8 + 3d8 + 2 ⇒ (5) + (7, 2, 4) + 2 = 20
Ivok Dracusk
|
Ivok rushes out and tosses a grenade at the Jinsul as it explodes into movement inhibiting foam.
"If you are to make it through, you will need to break though us first!"
Stickybomb Grendade I vs AC 5 Intersection: 1d20 + 10 ⇒ (18) + 10 = 28
Entanged Duration: 2d4 ⇒ (4, 1) = 5
Everything within 10 feet of the explosion Purple and Red will need to make a DC 12 Reflex save or be entangled for the duration.
Hold Pike in one hand as swift, Move drawing grenade, throw stickybomb grenade I behind red as standard.
Al 2O3
|
Al reels a bit from the shots and magic that blows past their shielding, but holds their ground against the boarding party. They activate combat tracking on the Red jinsul, then open fire!
Hutchket Rifle: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 vs. KAC
Piercing Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Sev+
|
Sev enters the corridor, following the sounds of battle. Upon spying the nearest intruder, he casts caustic conversion and flings magical nanites at the newcomer (red).
Ranged touch (caustic conversion)v. EAC: 1d20 + 7 ⇒ (2) + 7 = 9
Damage (acid): 4d4 ⇒ (2, 1, 2, 1) = 6
If successful, target takes additional 5 acid damage at end of its turn for 3 rounds.
Neon Ten
|
Neon Ten starts summoning.
Summon Monster 2, most likely for robots. I will get the template all set up.