[PBP Gameday VII - SFS] GM Poblano's Scoured Stars Incident (Tier 3-4) (Inactive)

Game Master Gary Pepper

Scoured Stars Incident Maps and Handouts

One time Use Benefits Earned:

Zigvigix's Granted Benefit
Once during the adventure, the party gains a +2 bonus to all starship combat attack rolls for one round, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Venture-Captain Arvin's Granted Benefit
Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks and attack rolls for 1 round.
Bonus: In place of the reward above, once during the adventure, when the table uses an Aid Token, you gain two benefits instead of one, but you cannot choose the same effect twice.

Historia-7's Granted Benefit
You have a priority code that allows your team to divert CPU power from a carrier to your starship, granting a +4 bonus to any one Computers check during starship combat. Alternatively, you can use this code on a ground mission, allowing someong to count as being trained in Computers for one check.
Bonus: In place of the reward above, when a PC fails a Computers check, they may activate the reward to reroll the check with a +4 bonus.
Enhanced!: When someone uses either of the rewards above, they can roll twice on the Computers check, take the better result, and add a +4 bonus to it.


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Honorbound Emissaries

Ah! Sorry, I did misread that one. That damage will be applied to orange. Thanks, Huckle!

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

Hudathan spins in the turret, a big grin on his face. Ah, now this is fun! He focuses on the closer turret, knowing he has a short range.

Plasma Cannon: 1d20 + 8 - 2 - 1 ⇒ (15) + 8 - 2 - 1 = 20
Boomboom: 2d12 ⇒ (3, 9) = 12

As he pulls the trigger, he calls over to Bugface. "Hey, how are those missiles working for you?"

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn takes in the battlefield through the Drake's viewscreen and puffs out her cheeks in cutesy show of righteous indignation. "Those jinsuls are way too cruel, going after our transports like that! We're trying to leave like they said, but its not enough for them any more. They're trying to hunt us down... We've got to help that transport get out of there!"

Jumping into action, she scans the nearer of the two jinsul ships, trying to analyze their loadout.
Science Officer; Scan action vs purple: 1d20 + 11 ⇒ (12) + 11 = 23

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle then looks over at Hudathan Alright, let's keep up the teamwork. If I have a clear shot at the boss ship and those small ones don't grant it enough cover, I'm taking it. I'll try not to fire at the extremly close targets to save you some, knowing you are working with a short ranged weapon. Pilot if you can get us with 10-15 hexes of the boss, I can start firing at him right away, after I clear out part of his cover of course. Yes I know, in character you wouldn't say 10-15 hexes, you'd say something like 2 kilometers. Can't remember how long a hex is worth, so pretend I mentioned distance

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

Hudathan frowns. "I appreciate the gumption. But that ship looks a bit much for our little guns. Never mind the fleet of bodyguards." He frowns. Don't want to sound cowardly. Just cautious.

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

{Hmmmmm... Not too good so far,} Bugface replies to Hudathan.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 4d8 ⇒ (8, 2, 2, 4) = 16

I've never fired a tracking weapon before. If I'm not mistaken I can try to guide it to the ship again next round?

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

Sort of. It no longer takes any of your actions, but you have to roll for it every turn. BUT, I don't think that applies if you miss.

Tracking Weapons:

A tracking weapon’s projectile has a listed speed; once fired, it moves that number of hexes toward its target. Each subsequent round during the gunnery phase, it must succeed at a gunnery check against the target’s TL to continue to move its speed toward its target. On a failure, the projectile is lost. If the projectile reaches the target’s hex, it deals the listed damage.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none
Hudathan Swarmbait wrote:
Hudathan frowns. "I appreciate the gumption. But that ship looks a bit much for our little guns. Never mind the fleet of bodyguards." He frowns. Don't want to sound cowardly. Just cautious.

Arratoi, agreeing with Hudathan, says, "Hudathan's right. Our current mission is to help get this transport back to our carrier by engaging the pink and orange ships attacking our transport. Let's get that done first and see what our next set of orders are before we start engaging that massive destroyer."


Honorbound Emissaries

@Huckle - your teammates are correct. Your current mission is just to escort the transport back to your carrier. You have specific orders not to engage the capital ship at this time. But perhaps soon?
@Bugface - I think Hudathan is right. In order to continue guiding the missile to its target, you'd have to succeed at the first check to get an initial target lock. Unfortunately, the first shot missed.

Botting Kess

Kess takes advantage of the jinsul ships' focus on the transport by bringing the Drake into the port side of both vessels. No piloting maneuvers this time, just moving the ship's speed closer

A barrage of laser fire and plasma cannons rock both ships as you open fire on them, though your missile careens off into the vastness of space. Huckle's expertly aimed shot opens up the further ship's port shields and blasts a hole in its hull, creating issues with its weapons and port thrusters. Hudathan also manages to blow apart the nearer ship's shields and does some damage to the hull as well!

While the boys are at play shooting at the jinsul, Lynn works hard to get an idea of what you are facing with these assault ships. Her work is not in vain. The computer gives her a readout of the enemy ship:

JINSUL ASSAULT CRAFT
Medium transport
Speed 4; Maneuverability average (turn 2); Drift 1
AC 14; TL 12
HP 58/60
Shields basic 40 (forward 10, starboard 10, port 0/10, aft 10)
Attack (forward) vandal rocket (4d6 plus drones)
Power Core Pulse Gray (100 PCU)
Complement 6

Combat Status
Starfinder Drake: No damage!
Jinsul Assault Craft (pink): -2hp, port shields down
Jinsul Assault Craft (orange): -13hp, port shields down, port weapons glitching, engines glitching


Honorbound Emissaries

With help finally in view, the Starfinder transport continues to hobble back toward the carrier.

GM Rolls:
Orange engineer - patch engines: 1d20 + 7 ⇒ (18) + 7 = 25
Pink engineer - boost engines: 1d20 + 7 ⇒ (12) + 7 = 19

The engineers aboard both jinsul craft work on their engines, the orange to patch the damage done by your ship in the past few moments, the pink to give the pilot more maneuverability and speed. Both succeed at their work, and the ships begin to maneuver around the field of battle.

Orange Piloting (initiative): 1d20 + 12 ⇒ (14) + 12 = 26
Pink Piloting (initiative): 1d20 + 12 ⇒ (3) + 12 = 15

Pilot roll for initiative
Helm and Engineering may post

The pink ship uses its extra speed to pull away and gain some cover behind the fleeing transport, while the orange ship seems as if it's ready for you to make a move first.

Will wait for initiative roll to figure out whether orange goes first or second.

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Hmm, does Lynn have a sense for what the 'vandal rocket' that deals damage and has a 'plus drones' effect would do?

"Oh wow! These things are so slow. We could fly loops around them! Oh, and their only weapon is in the front, so if we can stay to their side we can stay safe!"

Though the two ships look similar externally, Lynn runs a quick scan of the second ship (orange) to make sure it doesn't have any surprises in store.
Science Officer; Scan action vs. orange: 1d20 + 11 ⇒ (7) + 11 = 18

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Arratoi swipes away the captain's controls from his console and loads up the gunner controls.

Arratoi switches to gunnery for the next round.


Honorbound Emissaries

Yup, since you scanned the ship successfully, I'll say you can get details on that specific bit of info. The vandal rockets functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. Each successive gunnery phase, the target starship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
Also, just a note, but your scan doesn't tell you about all the starship's weapons automatically, just one at a time. If you want to learn about more of its weapons, you have to do more scans.

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

Hehehe I remember those drones from a different game. This could be fun.

Hudathan gasps as the enemy's description appears. They are much harder than anticipated. Noted. He fires again.

Plasma Cannon: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Boomboom: 2d12 ⇒ (9, 12) = 21

No range modifiers on there yet. Not sure until after we move. If I don't specify, please target closest.

Dataphiles

EAC 16; KAC 17 Fort +1; Ref +5; Will +3 Defensive Abilities evasion Kess Female human outlaw operative 3 N Medium humanoid (human) Init +4; Perception +8 Defense SP 0/18 HP 17/22 RP 3

Thanks for the bot GM. I'll keep a closer eye on this thread.

Kess sends the Drake after the ships keeping out of the range of the fleet.

Pilot: 1d20 + 10 ⇒ (11) + 10 = 21

If she wins Initiative:
She'll move to keep the forward and port arcs on the port side of the enemy ships.

If she loses Initiative:
She'll put herself between the enemy ships and the transport ship.


Honorbound Emissaries

No problem, Kess!
As for this round's initiative, you did beat Pink, and I've already moved that ship based on a guess that you'd beat his poor initiative roll. You lost initiative to orange, though. If you're able, please move the ship where you'd like. IF you're not able to do that in the next few hours, I'll move the ship according to your instructions and try to keep you between the enemy ships and the transport, though that might change depending on where the orange ship moves after you.

Second Seekers (Luwazi Elsebo)

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Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

A suggestion. These things go faster if we let the GM roll all initiatives and then either move the enemies or tell us to go first.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Alright, I can now post. I'm feeling inspired by Star War the Last Jedi, I'm going to pull a Poe Damon
We have a chance to take down a Dreadnot Imperial Ship.
not entirely sure if that is in the firing arc, because the example has you facing a hex directly instead of between two hexes. I might get some in character backlash, but that is all part of roleplaying. Plus we ahead
Huckle takes to the rear coil gun to fire at the Imperial Ship Which I counted 14 hexes. If the Imperial ship is out of firing arc, I can definitely hit the one bodyguards
hit: 1d20 - 2 + 6 + 1 ⇒ (20) - 2 + 6 + 1 = 25 modifiers, +6 to my hit, +1 to hit as the Drake allows +1 to any three checks once per round, and -2 distance penalty. I did not factor in cover since I don't know how much it has
dmg: 4d4 ⇒ (2, 4, 2, 1) = 9


Honorbound Emissaries

That's actually a really good suggestion and something I hadn't encountered before. I think I'll do that for us moving forward. For the present round, I'll go ahead and complete the enemy's movement in the losing scenario since I started them that way already.
I'm also going to bot Kess for the movement this round. Then next round she'll have the initiative roll out of the way and can proceed with movement.

The remaining jinsul assault ship moves with less speed, but equal determination as it turns to bring both your ship and the transport into its deadly forward arc.

Kess Piloting - Evade: 1d20 + 10 ⇒ (3) + 10 = 13

Kess is well-prepared for the move, though, and she easily maneuvers the ship to keep on the orange ship's port side while staying well out of range of the capital ship. She tries to throw in some moves to evade any oncoming fire, but she finds herself between two enemies throughout her flight, and is unsure how best to keep out of harm's way.

Lynn runs another scan, this time on the orange ship. With her systems already attuned to the assault crafts, she is able to uncover more details and finds out that, in addition to the vandal rockets, the assault ships also have a heavy laser cannon mounted in their forward arcs, as well as coilguns on their turrets.

Gunners (Huckle, Arratoi and Bugface) may fire!

Hudathan lays a shot from his plasma cannon squarely in the exposed port side of the orange ship, wreaking havoc with their systems yet again!

Crit effect: 1d100 ⇒ 4 Life Support glitching: -2 to all Captain actions!

The pink assault ship continues to fire on the transport ship desperately making its way back to the Starfinder carrier, but the captain of the orange ship decides enough is enough, and directs the gunners to fire on your vessel. He demands for his gunners to hit you with everything they can, though it has little effect.

Captain - Demand (glitching): 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Turret Coilgun (glitching): 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 Damage: 4d4 ⇒ (1, 3, 2, 3) = 9


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Honorbound Emissaries

Huckle ignores the commands issued by First Seeker Luwazi Elsebo, as well as the arguments of his crewmates, and fires at the jinsul capital ship. The shot flies true, but the low-tier firepower of the coilgun barely creates a spark in the enormous ship's powerful shields.

Wasted shot, I'm afraid.

By the way, here are the rules for the Aid Token!
PCs can use an Aid Token to fire the damaged transport’s weapons (the gunnery check bonus is +10) during the gunnery phase. On a success, the target enemy vessel takes 2d8 damage per tier of the PCs’ starship (so a total of 8d8 for your tier 4 ship!). Basically gives you an extra attack once in the course of the fight.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

I suggest we use the token now to have the transport fire in pink's port side.

Bugface should fire the other turret weapon since he's a better gunner. That leaves Arratoi with no gun to shoot this round as no targets are, unfortunately, in the forward arc, so he kicks back and has a sip of coffee.


Honorbound Emissaries

Orange is actually on the edge of the forward arc if you follow the line in the "northeasterly" direction. Fire at will, Arratoi!

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

I thought orange is just edged over into the port arc but here are the dice rolls for the heavy laser cannon!

In between coffee sips, Arratoi looks up and says, "Oh. My mistake... Maybe I can hit that one after all?" And he hits the fire button.

Gunnery: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 8d8 ⇒ (3, 3, 3, 2, 7, 7, 3, 4) = 32

And while I'm at it, here's also a roll for the transport ship using the aid token. Please pass the token along to the next table!
Gunnery: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 8d8 ⇒ (4, 1, 7, 4, 1, 4, 8, 5) = 34

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Ooooh, that damage is nuts.

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

{Let's try this again,} Bugface says, pulling the trigger.

{Oh! Much better! Bugface hasn't caused this much destruction before. That is one satisfying explosion.}

Attack + Node: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 4d8 ⇒ (6, 2, 5, 6) = 19

I'm going to use one of the floating modifiers, we may as well use them. I think Aratoi's damage was supposed to be 4d4.

Dataphiles

EAC 16; KAC 17 Fort +1; Ref +5; Will +3 Defensive Abilities evasion Kess Female human outlaw operative 3 N Medium humanoid (human) Init +4; Perception +8 Defense SP 0/18 HP 17/22 RP 3

"Yay!! Our gunners are the best." Her fingers fly over the holographic controls of the ship.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none
Bugface wrote:
I'm going to use one of the floating modifiers, we may as well use them. I think Aratoi's damage was supposed to be 4d4.

That's right. The first roll was supposed to be 4d8 for 11 points, not 32! Thanks for the catch!!


Honorbound Emissaries

Hudathan and Arratoi both lay down some heavy fire on the orange ship. Seeing that one of its pursuers is on its last legs, the transport fires its weapons back toward the orange ship as well, and destroy it!

With one target out of the way, Bugface adjusts his targeting system to lock on to the pink jinsul ship. After launching his missile, he expertly guides it to strike right through the exposed port side of the ship, dealing incredible damage and causing some of their systems to go faulty.

Crit Effect (pink): 1d100 ⇒ 50 Weapons Array
Affected Arc 1=Foreward, 2=Starboard, 3=Aft, 4=Port: 1d4 ⇒ 4 Port arc! The jinsul ship's turret is glitching

GM Rolls:
Enemy Engineering - patch weaopns: 1d20 + 7 ⇒ (4) + 7 = 11
Enemy Science - Target weapons: 1d20 + 7 ⇒ (12) + 7 = 19

Aboard the enemy ship, the engineer works hard to counteract the damage done to the turret systems, typing away furiously at the guidance computer to correct the error. It would seem, however, that the error is mechanical, and he fails to address the issue.

The science officer, knowing that you are a serious threat now, directs his systems to targeting your weapons array and manages to get a good lock. He call out to the ship's gunners that they should focus all fire on your forward arc!

Enemy Initiative: 1d20 + 12 ⇒ (8) + 12 = 20
Starfinder Initiative: 1d20 + 10 ⇒ (5) + 10 = 15

Engineering and Helm may post!
Starfinder ship moves first

Dataphiles

EAC 16; KAC 17 Fort +1; Ref +5; Will +3 Defensive Abilities evasion Kess Female human outlaw operative 3 N Medium humanoid (human) Init +4; Perception +8 Defense SP 0/18 HP 17/22 RP 3

Kess moves the ship closer to the transport. "This could be bad. Hold on everyone. I didn't get to move as well as I'd like."


Honorbound Emissaries
Kess* wrote:

Kess moves the ship closer to the transport. "This could be bad. Hold on everyone. I didn't get to move as well as I'd like."

Did you want to attempt any maneuvers?

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

"We've gotta make sure they can't hurt anyone else! Let me..." Lynn quickly taps away at the console, scanning the weapons systems on the remaining ship for any weaknesses.

Science Officer; Target System (weapons): 1d20 + 11 ⇒ (14) + 11 = 25

"Alright! Buggy, Hudathan, Huckle! Fresh new data coming your way on the weak points of their weapons. Let's see if we can disable them!"

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]
GM Mjolbeard wrote:
Kess* wrote:

Kess moves the ship closer to the transport. "This could be bad. Hold on everyone. I didn't get to move as well as I'd like."

Did you want to attempt any maneuvers?

Evade is always a solid one if you didn't want to do anything special.


Honorbound Emissaries

If Kess wants to add in any maneuvers, we can plug that in later. For now, I'd like to note that I made a mistake and should have moved the transport ship at the beginning of the round. I have done so now and have adjusted Kess's movement to the same relative position. Shouldn't make a huge difference unless Kess would have just run an interception course against the final jinsul ship at the original position.
Kess, let me know if that would have been the case. Otherwise, we'll proceed at our current positions.

The remaining assault ship chases after the transport, but finds its way barred by your ship. In fury at your interference, the gunners open fire on you!

Vandal Rockets vs TL: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 4d8 ⇒ (6, 5, 6, 7) = 24
Coilgun, turret glitching: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 Damage: 4d4 ⇒ (3, 3, 4, 3) = 13

Starboard shields are down and your hull has sustained 22 points of damage!

The vandal rocket bursts upon your shields, weakening them enough for the shapnel to pierce through and latch into the hull of your ship! Directly after the sharps begin to rend your ship, a shot from the ship's glitching turret-mounted coilgun blasts your exposed hull.

Crit effect: 1d100 ⇒ 80 Engines glitching: -2 to all Pilot actions


Honorbound Emissaries

Gunners (2 people on turret only) may post! Get 'em, folks!

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Since I'm currently on the turret I'll shoot this round and switch to engineer next round. That's legal yes?

{Hold on baby, Bugface will fix you soon.} Bugface caresses the ship while speaking.

{How dare you damage such a fine ship!} Bugface retaliates in anger.

Attack + Node: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 4d8 ⇒ (5, 2, 3, 7) = 17

Apparently I should've switched instead.


Honorbound Emissaries

Yup. That’s fine Bugface.

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

Well...that leaves Huckle and I on the one other gun that can see...

Hudathan watches Bugface shoot the main turret excitedly and shoot into space. He shakes his head and mutters under his breath.

Vesk:

"Dirty squishies can't do a stinkin' thing right. Just point and click. Point and click."

He looks at Huckle, the other targeting board pulled up on his screen. The vesk walks over and stares him right in the face. "Don't do anything stupid. Follow your orders. Finish the mission. Shoot the ship we're here for." He shakes his head and stalks off.

Huckle doesn't have engineering. Good thing I do.

He ends up at the engineering bay. Want something done right, you gotta do it yourself.

Engineering, Divert Power to Shields, DC 16: 1d20 + 3 ⇒ (13) + 3 = 16 Success. 7 points restored to the shields.

Hudathan gets on Bugface's direct com. "Nerd! Get down here. My wrench only turns so hard. The engine needs your smarts. And the gun needs my sweet fingers."

I know we're no longer in the right phase. But at a live table we would have seen where the ships moved and moved a gunner to engineering to compensate. Please let me know if that logic is wrong.

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

I don't see a Captain's roll for this round. Arratoi, do you want to aid Huckle?

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none
GM Mjolbeard wrote:
Gunners (2 people on turret only) may post! Get 'em, folks!

Turrets only? I thought Hudathan and Bugface were each on a turret whereas Huckle and Arratoi were on other weapons - in this case, the two forward weapons? Unless I've got my rounds mixed up? If the firing of forward weapons are allowed, here is Arratoi's roll, leaving the heavy laser cannon for Huckle:

Gunnery, forward: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 4d4 ⇒ (2, 4, 3, 1) = 10

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

aid Arratoi: 1d20 + 6 ⇒ (17) + 6 = 23 I was told to aid by Hudathan, or rather I'd be aided, but Arratoi already rolled so I aided him, and I assume the regular weapons are out of reach for now, or the arc can't get them?

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Technically, we can only change stations prior to the start of the round before the engineering phase, which gets a little tricky for PBP. I figure in PBP, that means we'd have to declare it the round before, like what Bugface did this round saying he'll switch to engineering next round.

As for Arratoi, I already switched him over to guns last round and didn't switch him back to the captain's station for this round, figuring he'd fire guns again this round. So for this round, Arratoi is unable to aid as a captain - he can only fire guns this round. Happy to switch him back to captain next round though!

Huckle, by the same token, you're still at a gunner station this round, so you can't aid as a captain, but maybe you can aid another gunner as a gunner if GM Mjolbeard allows it? I think that's gray area. However, since you and Hudathan are the primary gunners, you should probably shoot rather than aid.

I think the same applies to Hudathan where he cannot switch over to engineering during the gunnery phase. At a live table, we all have to declare which station we're manning before the engineering phase, which also means before our ships have moved. So with four of us on guns, there's a chance that some of us cannot shoot if the helm phase goes doesn't go well but if it goes our way, we get to shoot a lot. That's a risk we take by stacking ourselves with a lot of gunners before the round starts.

As for the current round's positioning, unless I'm missing something, on the slide, I see only one enemy ship left that is three hexes directly in front of us. So aren't we able to fire two turrets and two forward weapons on the target?

But of course, at the end of the day, whatever GM Mjolbeard says, goes!! :)

Dataphiles

EAC 16; KAC 17 Fort +1; Ref +5; Will +3 Defensive Abilities evasion Kess Female human outlaw operative 3 N Medium humanoid (human) Init +4; Perception +8 Defense SP 0/18 HP 17/22 RP 3

Kess does her best to evade the attacks. She whoops with joy as it's successful.

Evade: 1d20 + 10 ⇒ (17) + 10 = 27


#6-00 ACTUAL MAP

If you want to fire with all your guns you need to make a flyby maneuver DC20+1.5(starship tier).
You also can't aid another gunner, only the Captain can do that.

Anyway, as its PbP I will accept that one of you switch position for this round only.


#6-00 ACTUAL MAP

The chase continues between your ship and the Jinsul.

Aratoi is the only one able to land a hit on the enemy's vessel while both of their weapons hit hard on the Starfinder ship!

Enemy Initiative: 1d20 + 12 ⇒ (20) + 12 = 32
Starfinder Initiative: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21

Again, the enemy pilot outperforms Kess and she must to her best to keep up.

you move first

Engineer
Captain (if one)
Gunners
Pilot (maneuver)
Science Officer

Combat Status
Starfinder Drake: -22hp, Starboard shields down, engines glitching, turret glitching
Jinsul Assault Craft (pink): -12hp, port shields down, turret glitching
Jinsul Assault Craft (orange): destroyed

If I miss something, don't hesitate to tell me

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

For this round, Arratoi will switch back to the captain's chair. I assume Bugface heads to engineering and Huckle & Hudathan return to gunnery?

Exo-Guardians

Hudathan Swarmbait Male LN Vesk Spacefarer Soldier 4 | SP 34/36 HP 34/34 | RP 6/6 |EAC 18 KAC 19| | Speed 30ft | Fort +5; Ref +7; Will +4 | Init: +5 | Perc: +0, SM: +0
BOT ME:
[dice=Corona Laser@]1d20+11[/dice] [dice=DMG@EAC]2d8+4[/dice]

Yepp, taking back the turret.

Hudathan marches back to the turret from wherever he was last round and sets up camp. He shoots at the pink ship viciously.

Light laser: 1d20 + 8 + 1 - 1 ⇒ (20) + 8 + 1 - 1 = 28 Crit! If it goes through their shields that adds another critical threshold.
Damage: 2d12 ⇒ (12, 10) = 22

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn will also be taking an engineering chair this round to shake off the drones while Bugface tackles restoring the shields (presumably)

"Owww! Looks like... the Drake is still holding up, but we've got some mean visitors scratching away at the hull! Maybe I can cycle the exhaust ports to shake them off? I bet it'd work! You know, sometimes you have to be a bit firm if a fan is getting too close!" Lynn smiles impishly as she switches to shaking the drones free.

Engineering; remove drones: 1d20 + 10 ⇒ (18) + 10 = 28

Second Seekers (Luwazi Elsebo)

Host Shirren Scholar Exocortex Mechanic 8 | SP 64/64 HP 54/54 RP 7/8 | EAC 25 KAC 29| F +8 R +12 W +3 | Init +6 | Speed 30 feet | Ammo: fork 13/20, Cannon: 90/100 | Preferred pronouns: Bugface or if you must, they

Bugface rushes over to Engineering. Once there Bugface calls to Hudathan {What have you done!? You can't cross these wires! Bugface can overlook rude comments about Bugfacee, even if you vertebrates are far squishier than Bugface's exoskeleton, but please keep your hands on the guns.}

Engineering to restore more shields: 1d20 + 11 ⇒ (10) + 11 = 21

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Laser cannon hit: 6 + 1 + 1d20 ⇒ 6 + 1 + (11) = 18 Using the ships +1 to any three checks modifier
dmg: 4d8 ⇒ (3, 6, 1, 7) = 17 against the pink ship, not firing at anything else for the moment.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Arratoi opens a comm channel on every band, every frequency directed at the jinsul ship, then in a mocking voice says, "You six-legged multi-eyed peach-fuzzed hideous loose-tongued spit-weasels can't hit a target if it was tied to your dribbling two-bit moss-bearded screw-eyed abomination of a stomach!"

Arratoi flips the comm channel off then sheepishly looks to his fellow teammates and says, "Whaddaya think? Too much?"

Taunt (Intimidate): 1d20 + 10 ⇒ (20) + 10 = 30

Attempting to taunt the jinsul ship during the gunnery phase.

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