Nevynxxx's SFS PbP

Game Master Nevynxxx

Starfinder Society Games run by me!


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Wayfinders

Male Shirren F+1 R+1 W+6 SP 7/7 HP 6/12 RP 5/5 Spells 1st 2/3

Korskal at some point finds Tofana away from other crew members. Though he rarely speaks, preferring telepathy, the android has noticed that he only speaks to her and then rarely. Something might be bothering him, but it is hard to read a bug’s features...

After a long moment of silence, he finally speaks. ”Tofana, I am sorry my thought speech bothered you as we found the Eoxian and fought the men-at-arms it had hired. I did not know it would offend you. Would it help to know I cannot read minds? I can only hear what you want me to hear.” He pauses as the familiar buzzing he makes when he is thinking fills the moment.

”I can continue to use talk speech if you prefer, but you know I meant no insult?”


Latheera Brightstar wrote:
"So ... who's in charge of the sensors on this crate? Can we do a scan or something - short range and long range?"

The science officer of the Loreseeker should attempt a Computers check, applying the +2 modifier from the Loreseeker’s sensors.

GM:
1d20 + 7 ⇒ (16) + 7 = 23

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Tofana regards Korskal impassively for a few seconds. Her response is clinically detached, "For a long time my thoughts were all I had. You -- surprised me. "

"It does help to know that you can not read my mind, and I can not deny the tactical advantage of mental communication. I acknowledge that you meant no insult. You may use telepathy."

Apparently done, she turns her attention back to a monitor. After another few seconds, she looks back at the Shirren. "Thank you, Korskal. This has been a useful communication."

Wayfinders

Male Shirren F+1 R+1 W+6 SP 7/7 HP 6/12 RP 5/5 Spells 1st 2/3
Venture-Captain Arvin wrote:
The science officer of the Loreseeker should attempt a Computers check, applying the +2 modifier from the Loreseeker’s sensors.

Computers: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14

Tofana

Korskal bows, the humming lowering in intensity. Telepathically, "I thank you. I will leave you to your meditations."

With a second bow, he backs away and heads to the bridge.


After a short while of scanning, Korskal detects the Eoxian ship. It would appear that it has listed along through the Drift a little way. Another couple of hours travel brings you to it.

The Eoxian freighter is a massive vessel made of bone and steel. The front of the ship is a single enormous red lens, appearing as a sullen, bloody eye. The ship bristles with bone protrusions, as though it were some horned, skeletal beast. Some of the bones are charred and broken, indicating past battle damage. Laser cannons protrude from the front and sides of the freighter; but its rear weapon mounts are a twisted wreck. Gaps between the bones show the ship’s interior, but this is not from battle damage—this ship was never intended to accommodate living creatures.

Distance: 3d6 + 5 ⇒ (6, 1, 1) + 5 = 13

I'll try to have a map up shortly...


Map

It's not the easiest thing in the world to see, but I'm struggling to work out a decent way of doing a hex map that's clear....

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

The map is clear enough except for the overly spangled and bedazzled background. The hexes look fine.

Tofana regards the Threnody from her seat at the helm.

"How do you neutralize something like that? You've got to take the whole thing apart, but one bolt through our hull and we could all be space walking home."

She tightens the straps that hold her in her chair.

What's the plan, guys?


Tofana wrote:
The map is clear enough except for the overly spangled and bedazzled background. The hexes look fine.

It's hi res deep space image from Huble. I shall endevour to fade it out a bit relative to the rest.

As you close with the Eoxian ship, it becomes obvious that they knew you were coming, they must have picked up your sensor sweep...

Engineering Phase 1 Any actions?

Divert:
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check(DC = 10 + 2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to theengines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round ashaving rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296 of the Starfinder Core Rulebook), up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).

Hold it together:
You can hold one system together by constantly modifying and patching it. If you succeed at an Engineering check (DC = 15 + 2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.

Patch:
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324 of the Starfinder Core Rulebook. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round (but only once per round per engineer), and this check is not modified by any critical damage to the core.[

Dataphiles

Android Mechanic 1

"Wayf here, I'm in Engineering..... well, I'm right next to the power core. I don't know if any of you have managed to find it yet. Not many of you seem to have worked out where it is. Anyway, do we have any expected increased power demands?"

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

We should have asked VC Arvin ...

"Korskal does the computer have any data on armament for Threnody's class? Gunners, Captain, How close do you want to get?"

Tofana's fingers wait poised above the controls, ready to drive the ship forward.

Of course Tofana knows where the core is. In three weeks she would have explored every inch of the ship, even if it wasn't a technological temple to Triune in the Drift, the triple god's own domain.

Nevynxxx, how large is Threnody.


Korskal:
The computer reports the ship to be a Large heavy freighter, so likely able to attack from most directions, with multiple weapons at once.

It's classified as "Large heavy freighter", which should give you some idea from the ship building rules. It's a bigger ship than yours,
quite a bit bigger.

Wayfinders

"Their rear weapon mounts are badly damaged," observes Latheera, looking at the sensor display. "And with some luck that battle damage may also impact their ability to turn. I want to try to fly around behind them - give them a wide berth, they've got plenty of guns front and sides! Wayf, divert power to the engines, give us a boost ... Tofana, get ready to fly around, not too close until we get behind them or see what they can do. Oh, and can someone open me a comms line to the ship? Maybe I'll dish up some verbal b+!!$ slapping on those undead pricks ..."

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

But in space no one can hear you dish up some verbal b~%#% slapping.

Wayfinders

Male Shirren F+1 R+1 W+6 SP 7/7 HP 6/12 RP 5/5 Spells 1st 2/3

Korskal reports telepathically to Latheera.

Latheera:
Records indicate Threnody is a large heavy freighter and should be able to attack in most directions with multiple weapons when undamaged. I believe approaching from the rear is wise, but diplomacy first may make combat unnecessary.

Dataphiles

Android Mechanic 1

"I'm diverting power from our auxiliary recharge systems into the engines. Flux capacitance will be increasing to 87% granting us additional speed. Hold on to your seats!"

Engineering to boost speed: 1d20 + 11 ⇒ (14) + 11 = 25

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Thanks, Doc Brown!

"Guns stand ready."

Tofana engages the drive with a push of the throttle. Her fingers dance across the controls and the Eoxian ship dances in the veiwport as Loreseeker responds by corkscrewing toward Endless Threnody.

SPeed 12 with Wayf's check. I can't tell facing on Threnody, so I'll trust our gracious DM to place us as close to her rear arc as possible.

Pilot check to evade as we close: 1d20 + 9 ⇒ (9) + 9 = 18

Edit: and add +1 for the ship's piloting mod!


GM:
1d20 + 8 ⇒ (6) + 8 = 14

Map updated and a bit easier to make out.

The Eoxian ship suddenly moves towards you, they are currently in your rear-arc.

Hmmm Co-ordinates on a hex map isn't easy.....Lets say you can move "Up", "Down, "UL", "UR", "DL", and "DR".[ooc]

Someone opens a comms channel for Captain Latheera, there is eerie quiet over it, and you have no idea of anyone is listening, or will respond to your hail.....[ooc]Speak....

Helm Phase you are up.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

OK. New map is really clear. Thanks. Looks like the skinny end of the cornucopia is their aft end.

Loreseeker stats

Last post still holds up. Our move will be. UL, U, 5X UR, DR,UR,DR,UR,DR

I think that leaves us at range 5 with the foe in our front arc.

Wayfinders

Korskal via telepathy:
If they are Corpse Fleet they’re unlikely to be open to negotiations …

“Do the active sensors pick up any turrets on that thing? Magnus, I’ll leave attacking and choice of weapons in your capable hands, but I suggest we don’t fire until either they fire on us or we’re behind them.”

Wayfinders

I think both pilot and science officer act in this Helm phase. The captain is happy to give her officers discretion on what to do, but possibly scanning them to try to find out about their weapons might be a good idea? Or improving our countermeasures ...


Korskal?

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Tofana does a quick count. "We're going to want more gunners."

Wayfinders

Male Shirren F+1 R+1 W+6 SP 7/7 HP 6/12 RP 5/5 Spells 1st 2/3

My ignorance of my options is preventing me from making an intelligent post here. I hoped to have time this weekend to remedy my lack, but more important matters prevented it. Based on Latheera’s post, Korskal will scan the opposing ship for data relevant to the potential battle. If that’s appropriate, what skill should I use with the roll?

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

It's all about the computer checks

Science Officer actions:
Science Officer Actions
As a science officer, you can take any of the following actions,
depending on your ranks in the Computers skill. These actions
can be taken only during the helm phase.
Balance (Helm Phase)
You can balance the shields, redirecting power from one quadrant
to protect another. With a successful Computers check (DC = 15 +
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.

Scan (Helm Phase)
You can scan a starship with your sensors to learn information
about it. This action requires your starship to have sensors (see
page 300). You must attempt a Computers check, applying
any modifiers from the starship’s sensors. You can attempt
this check untrained. The DC for this check is equal to 10 + the
tier of the starship being scanned + its bonus from defensive
countermeasures (see page 298). If you succeed at this check,
you learn the first unknown piece of information on the following
list. For every 5 by which you exceed the check, you learn another
unknown piece of information. Subsequent checks reveal new
pieces of information, continuing down this list.
1. Basic Information: Living crew complement and ship
classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and
current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing
arc and the damage it deals, starting with the weapon that
uses the most PCU. Repeat this entry until all the starship’s
weapons are revealed.
4. Load: Information about how the starship’s expansion bays
are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.

Target System (Helm Phase, Push)
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.

Lock On (Helm Phase, Push)
If you have at least 6 ranks in Computers, you can lock your
starship’s targeting system on to one enemy vessel. You must
spend 1 Resolve Point and attempt a Computers check. The DC
equals 15 + the tier of the target starship + its bonus from defensive
countermeasures (see page 298). If you succeed, your starship’s
gunners gain a +2 bonus to gunnery checks against the target for
the rest of the round. This action can be taken only once per round.

Improve Countermeasures (Helm Phase)
If you have at least 12 ranks in Computers, you can try to foil
enemy targeting arrays and incoming projectiles by spending
1 Resolve Point and attempting a Computers check. The DC
equals 10 + 2 × the tier of the target starship + its bonus from
defensive countermeasures (see page 298). If you’re successful,
gunners aboard the target starship roll twice and take the worse
result for gunnery checks during this round (including checks for
tracking weapons).


Yep, roll some dice and we'll see what you get....

Wayfinders

Male Shirren F+1 R+1 W+6 SP 7/7 HP 6/12 RP 5/5 Spells 1st 2/3

Computers, scan check: 1d20 + 2 ⇒ (19) + 2 = 21


Korskal, your scan indicates the following information:

ENDLESS THRENODY TIER 2
Large heavy freighter
Speed 6; Maneuverability average (turn 2); Drift
AC 11; TL 11
HP 100; DT —; [b]CT 20

Gunnary phase.... Not sure how up to date map is, but you have moved such that your front quadrant is pointed at the Endless' rear quadrant.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

The map that I see is dated 6 Nov. It has not been updated for the move I posted later that day.

"Suppose you were stuck in the Drift. Would you engage in some odd ritual involving skulls? Or would you try to lure a ship with a working Drift drive close enough to take that drive?"

Kill'em Aubrey!


OK, I'm not too sure what my modifiers are, but I understand I'm rolling as a minimum BAB plus DEX bonus, which is +5. What range are we at? Can I use the coil gun turret at this range?

Anyway, here's the roll to hit 1d20 + 5 ⇒ (17) + 5 = 22 We can work out damage once I know what gun I'm actually firing. My preference is the coilgun, otherwise I'll use what's in the front quadrant (assuming its range is sufficient).

Magnus' VR helmet draws targeting icons on the stricken freighter as the Starfinder ship manoeuvers around it. Magnus aligns his weapon to fire into the Eoxian ship's stern.

"Eat vacuum, punk!" snarls the ysoki as he thumbs the firing button.

Magnus has a few issues.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Don't have access to rules right now, but I think the coilgun is longer range than the light laser cannons.

"That look like a hit!"

At least I hope so, or we're in for a long fight.


Tofana wrote:
"Suppose you were stuck in the Drift. Would you engage in some odd ritual involving skulls? Or would you try to lure a ship with a working Drift drive close enough to take that drive?"

Well, I suppose that depends on how much your drift engine relies on technology, and how much it relies on necromancy.....

Magnus Norvegicus wrote:

OK, I'm not too sure what my modifiers are, but I understand I'm rolling as a minimum BAB plus DEX bonus, which is +5. What range are we at? Can I use the coil gun turret at this range?

Anyway, here's the roll to hit 1d20+5 We can work out damage once I know what gun I'm actually firing. My preference is the coilgun, otherwise I'll use what's in the front quadrant (assuming its range is sufficient).

As above, map isn't that up to date, assume you are within range. Roll damage..,..


From memory, a coilgun is 4d4 ⇒ (4, 3, 1, 4) = 12 damage.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Pretty good roll, Aubs. Based on my rules post in the discussion thread, coilgun is in the first range increment. And I should have left us a hex farther away to try to take a little sting out of their light cannon. Next time.

Acquisitives

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Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5
Venture-Captain Arvin wrote:

....

Well, I suppose that depends on how much your drift engine relies on technology, and how much it relies on necromancy.....

...

Infidels! Profaning the technological orthodoxy of Triune in its own holy space.


Really sorry for the delay folks.

Your coilgun fires off with no discernible shields interfering with it's course. As the shot lands chunks of bone fly off into space.

GM:
1d20 + 6 ⇒ (7) + 6 = 134d8 ⇒ (8, 4, 1, 1) = 14

I'm assuming your shield points are evenly distributed!

From the front of the bone ship, a shot of laser fire comes directly at you, totally depleting the shield on that arc and causing damage to your hull.

Back to the top with the engineering phase...

Dataphiles

Android Mechanic 1

Wayf leaps from one control console to another, checking readings.
"Great work everybody."
There is then a pause as the eco-cortex implant interfaces with the power core.

"We've got shields down but I can divert some of that additional power now that we have closed. We don't need additional speed at this point. Looks like they don't have any shields or much in the way of speed. No understanding of the benefits of tech out here. Anyway things are getting rebalanced so nobody panic. I'm on it."

Restore Shield points Engineering: 1d20 + 11 ⇒ (15) + 11 = 26

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Loreseeker stats

"Wayf, how strong are the front shields? Do I need to keep them pointed away from the enemy?"

Piloting for ship initiative: 1d20 + 9 ⇒ (12) + 9 = 21

Just checking my understanding here. Under the divert power engineering action, if we send more power to the shields, we get back 5% of our PCU rating. That would be 3 points. It's supposed to be evenly distributed with excess going to the forward shield. Because we've damage only on the forward shield will it all go there? Then do the shields rebalance? I'm not sure. Do we have 3 shield points on the front arc and 10 on the others, or 9 points forward and 8 on the others? Or am I wrong all together?

And how much hull damage did we take?

And can we get a current map?


Good questions.... For the question about changing roles above:

Core Rule Book p322 wrote:

Changing Roles

You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).

I read the PCU as 150, so 10% would be 15, and 5% would be 7, not three..... I totally agree that the wording is unclear, so I'm going to assume that they are added to the shields you lost first.... I'm also going to assume that they only last for this round unless you keep shunting aux power.... We can have a debate about that in the discussion thread if you feel that doesn't make sense.

You lost 4 hull points. I've updated the wiki page to reflect the current stats.

GM:
1d20 + 7 ⇒ (12) + 7 = 19

I'm going to abandon the map. It's taking me too long to sort at the moment. Assume you are 4 units to the port of the Endless Threnody with your forward pointing at their Port side.

That should end the engineering round, unless your piolet wants to make an action that can occur any time....

With the sort of quick thinking and movement only an android is capable of, WayF redirects energy throughout the ship, shoring up the forward shields almost to their previous level. The engine strains under the pressure, but keeps running.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

No immediate action by Tofana. Can't the captain jump in at any time too? I am most interested in whether we or Threnody go first?

Dataphiles

Android Mechanic 1

I believe the captain can jump in at any time.

Wayf excitedly chatters away.
"Well I wouldn't want us to face a constant barrage. Can we determine what weapons they have or if they have any weaknesses. There was this one time I was on a transport ship moving through an asteroid field. Pirates attacked and we didn't have any weapons. We ended up towing an asteroid behind us and using it to swipe at them. But we are doing fine. Everything is holding."

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

"I'll try to keep them off a side shield."


Tofana wrote:
No immediate action by Tofana. Can't the captain jump in at any time too? I am most interested in whether we or Threnody go first?

Yes.

The Piloting check from each side determines who goes first, going second is considered better as you can line yourself up for a shot knowing they wont move out of the way.....

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

I got a 21 for us. What does Threnody roll?

Dataphiles

Android Mechanic 1
Venture-Captain Arvin wrote:
Tofana wrote:
No immediate action by Tofana. Can't the captain jump in at any time too? I am most interested in whether we or Threnody go first?

Yes.

The Piloting check from each side determines who goes first, going second is considered better as you can line yourself up for a shot knowing they wont move out of the way.....

Yeah, winning the initiative with the piloting roll means the opponent moves first so you can then move into the more advantageous position. But the gunnery phase happens simultaneously.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

[url= https://www.flickr.com/photos/kenner_tim/24924227248/in/dateposted-public/] Map, start of round 2 [/url

Not 100% sure of the facing of the Threnody.


Tofana wrote:

Map, start of round 2

Not 100% sure of the facing of the Threnody.

Yep, facing is the bit I'm struggling with representing the most.

GM:
1d20 + 8 ⇒ (12) + 8 = 20

The Threnody continues to move through space, attempting to move aroudn you and find a glitch in your shields.

Moving from behind you to along your port side, or 6 spaces TL on that map.

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Map with arrows.

Should have figured if I was having trouble with facing, you were too. I have added arrows next to the ships showing 'forward'. Also showed your proposed position for Threnody and her track from her spot at the beginning of the turn. Let me know if I got it right.


Close enough.... Thank You!

Acquisitives

Outlaw Android Operative // Init +6 Percept +6 SenseMotive +5 darkvision (60'), low-light vision;// F 2 R 7 W 3, (+2 v disease, mind-affecting effects, poison and sleep) // KAC 18 EAC 18 ; Stamina 21/21 HP 22/22 Resolve 3/5

Tofana counters by slipping left before rolling into a sweeping right turn.

Map after round 2 moves.

Loreseeker stats

Short version. We're 6 hexes out. Solidly in their aft arc and they're in out right arc.


Gunnery Phase!

As the Loreseker sweeps aroudn behind the Threnody, the attcks from that vessel cease.....

You are up, fire your weapons!

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