Rando's Starfinder 2018 - Zothune

Game Master rando1000

Exsilium


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Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Exoskeleton and shoulder mounted... Hubba-Bubba! :)


Vesk Soldier (Guard) 7 | SP: 62/62; HP: 54/54; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +7, Ref: +6, Will: +7 | CMAC: 31 | Init: +4 | Perception: +10; LowLight, Darkvision |

I was planning to loot it, but if it's too bulky I'll let someone else play with it.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Hey. I have surgery in the morning. Pretty minor, but it IS surgery. Outpatient, with a normal "don't work" period of 2 days, and a "no exertion" period of like 6 weeks.

I should be giving all my games another pass this evening, but I make no promises for the next day or two.

What is it? An umbilical hernia repair. Surgeon says I have multiple hernias right there together. All I know for sure is the general practitioner who referred em to the surgeon had it right when he said it looks like I'm going to give birth to a Titleist.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Yuck! good luck. no worries, I haven't had a chance to work on anything for the game yet anyway, so you're pretty much in the clear here.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Was at the hospital from about 0730 till about 1615. Home. reasonably awake, and medicated. The entire area over the hernia and belly button is under s bandage I'm not supposed to touch until Saturday, so all I know is I have some ugly looking injuries from where the laparoscopic entry points were on my left side. Not as limited in my movements this morning as I thought I would be, which is good. Abdominal muscles are a little tight, though. Don't think I can blame them. I figured they would be a LOT more mad than they seem to be.


Vesk Soldier (Guard) 7 | SP: 62/62; HP: 54/54; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +7, Ref: +6, Will: +7 | CMAC: 31 | Init: +4 | Perception: +10; LowLight, Darkvision |

Sounds like things went reasonably well, then. Hope your recovery speedy and your pain meds strong.


Good to hear you're doing alright! My brother recently went through almost the exact same procedure, and strong pain meds definitely were a saving grace in that.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Anyone start work on updating the ship yet? It will factor into the next adventure.


Male Elf Technomancer (Scholar) 7 | SP: 39/39; HP: 39/39; RP: 8/8 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +7 | CMAC: 23 | Init: +3 | Perception: +12+2(HeiAwa); LowLight, Darkvision |

Alright, let's be frank and open about who's working on it rather then silently hoping someone else is doing the work. I don't have a great grasp of the shop construction rules as some of you did, thus my efforts have been null. Who here knows them enough to work on building the ship?


Vesk Soldier (Guard) 7 | SP: 62/62; HP: 54/54; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +7, Ref: +6, Will: +7 | CMAC: 31 | Init: +4 | Perception: +10; LowLight, Darkvision |

I have a rough idea how it works, but I'm far from perfect.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

I know zippo, but happy to read up as needed.

I guess it's the fast/powerful/inexpensive triad. And then compromises... because you can never have all three.

I would think speed and stealth, with shields coming second a main big gun or two and some smaller ones. Too vague, but conceptually... How does that sound?


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Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Been doing the drugged recovery thing. Sorry.

I can look at it again this weekend?

Stealth isn't really a ship option, sadly.

The current configuration is a combination of optional working spaces, offense and defenses. It is a bit of a non-specialized ship, but that's exactly what the group wanted.

I think my intent was to look at increasing the defenses for a single level bump.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Any option to improve speed or streamline it a bit?

Can a Mechanic/Crafting/Engineering modify/customize a ship build (I don't mean the engineering phase/action).

Muchos gracias!


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

You guys night know this resource already... In Volume I, check out GRYPHON (merc) & GRENDEL (trader). Both Tier 7.

I'm just thinking we could leverage The specs/build points into our frame if we're not too picky about customization.

>>> SHIPS LINK <<<


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
James "Joyride" Maxwell wrote:


Can a Mechanic/Crafting/Engineering modify/customize a ship build (I don't mean the engineering phase/action).

Not sure what customization you're asking for here. Can you elucidate a bit? Do you mean like cosmetic stuff, or swapping out previous upgrades for different ones, or creating entirely different upgrades?


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Okay, 180 BP is an additional 25. We have 6 Power Points in excess right now if we keep everything online all the time.

Defenses, so, if we increase the armor at all, we make it easier to get a target lock on us, so let's look at making a Target Lock harder, first.

Defensive Countermeasures Mk 8 cost an additional 6 power (maxing us out with everything online at the same time) and 12 Build Points to add 4 to our TL (leaving 13 build points on hand).

Armor bump to Mk 6 will cost 12 BP and 1 TL, increasing our AC by 2, our TL by 3, and leaving 1 BP to play with.

This puts the ship's AC at 16+Pilot's ranks in piloting (so, 23?).

It puts the ship's TL at 17+Pilot's ranks in piloting (so, 24?).

edit: Putting those target numbers in perspective, our primary gunner, with a computer bonus to his attack roll, has a +12. /edit

That's the quick, defense-focused bump.

We could use the 1 remaining BP to (none change the power point consumption):
- mount an anti-personnel (Tech 1) longarm covering the entrance
- "upgrade" the sensors to budget long-range sensors. They see further, but we lose the +2 bump from the equipment
- replace the Laser Net defensive weapon with a Light Particle Beam offensive one.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

We have the biggest thrusters allowed for our size ship. We can't get faster without house-ruling options onto the system.

A drift engine upgrade would reduce our time spent in a jump, but that's really expensive for reducing off-camera downtime duration.

And I don't really have a 1 BP modification preference, I just saw that those 3 options both exist and don't create a cascade of modifications in order to accomplish them.


Vesk Soldier (Guard) 7 | SP: 62/62; HP: 54/54; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +7, Ref: +6, Will: +7 | CMAC: 31 | Init: +4 | Perception: +10; LowLight, Darkvision |

I would vote for mounting the longarm.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3
rando1000 wrote:
James "Joyride" Maxwell wrote:


Can a Mechanic/Crafting/Engineering modify/customize a ship build (I don't mean the engineering phase/action).
Not sure what customization you're asking for here. Can you elucidate a bit? Do you mean like cosmetic stuff, or swapping out previous upgrades for different ones, or creating entirely different upgrades?

I think reading up on ship building, cured me of my delusions.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Knowing the direction the next adventure is going, Thalin's modifications seem quite sound. If everyone else is okay with them, can someone take on the task of making an updated ship sheet so I can link it for easy access?

Once that's done, I'll be ready to get started.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Hey fellas, I'm cool with it... Thanks, Thalin!


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

This looks cool, although I don't know what to do with it!!!

:)

>>> Interactive & Intergalactic <<<

It's a Starfinder Starship Sheet.

Hope someone is more familiar. Might not be perfect.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Used the calculator linked above, I got very close, but not exactly, where Thalin's calculations were.

Calc Page 1

Calc Page 2 (weapons)

Can anyone tell me what I've missed? If not, we'll call it close enough and I'll post a new summary PDF based on this. Hopefully we can start playing again late this week.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

I'm not going to try to work through someone else's worksheets to try to track down the math.

My original calculations for the Tier 6 ship are earlier in this very thread, with each item's costs identified specifically, and the running total identified as well. They are all very clear and very simple. Visible addition and subtraction, instead of hidden behind an interface, let's you verify every step of the process.

Then the numbers for the defensive upgrade are also in this very thread, though I admit I used the ship's sheet linked above instead of my notes to identify what was available.

It will be easy enough for you to compare on your own, if you really want to.

The things I remember being discussed as things not included in the pricing until I got involved included additional hardpoints and hardpoint upgrades, not paying fully for both weapons and then the link between them, etc. I also seem to remember you waved a wand at one of the costs, so looking back through this thread would be the only way to find that.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

According to the linked ship sheet, the laser net is in the turret, nto the aft.

The computer provides 2 +2 bonuses, not 3.

I don't see your custom pricing for a battery recharging station represented on the worksheet.

But I really don't want to spend time defending something you guys all spent weeks tearing apart and rebuilding once already.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

That may be it; the battery station. Either way, it's close enough for me if it's close enough for you guys. I just wanted to make sure I hadn't missed something major. And since it fits in the math, I'll leave you with the trinary computer for 3 +2 bonuses.

We'll call that good and I'll post the more readable non-math version later.

I'm planning on posting the intro post Thursday.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Exsilium link updated to Tier 7


Male Human Starving Artist 12, Freeloader 2

Before I toss out a spell to bypass the crowd, are we heading straight into the combat zone or are we being moved to it via the ship? Or are we loading into the ship and heading into the spacebattle?


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Your goal is to make it to the ship, but you are uncertain whether you will have to do some combat first or not. It is likely there will be at least some combat required to get to the ship.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Realized that in all the excitement, never sealed out Six-Pack's weapons (rebuilt)... nearly there same, just with a grenade launcher, instead of a pistol.

Any suggestions for the grenades? They can all be different, up to 8 at one loading.


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Only recommendation I would make is a few different types of damage, to be more ready for varying situations.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Thanks! Any other requests?


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Nope. Nothing specific from me.

Annoyed. I thought I posted last night, but I don't see it? Must have just hit preview and closed the window?


Vesk Soldier (Guard) 7 | SP: 62/62; HP: 54/54; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +7, Ref: +6, Will: +7 | CMAC: 31 | Init: +4 | Perception: +10; LowLight, Darkvision |

Paizo also eats sweet, delicious posts occasionally too.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Grenade Launcher had range of 60', let me know what round Six-Pack can start to make it rain (from the rooftops). He's targeting an intersection for AC 5. Medium Range 120' is -2 to hit?


Male Human Starving Artist 12, Freeloader 2

Careful you don't hit civies and allies that way if you do.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3
Uret Jet wrote:
Careful you don't hit cities and allies that way if you do.

Yep, James instructed the drone, no Dwarf casualties... guess it's rabbit season, and you other guys might be rabbits!


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

We see 3 Azlanti only, or are there more behind them?


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Yes, sorry. There are several more behind them. He can easily target them NEXT round, if you want to be safe about it.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Six-Pack had climbing claws, he can perch on some crevasse. Next round is fine.


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Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Happy Thanksgiving!


Male Elf Technomancer (Scholar) 7 | SP: 39/39; HP: 39/39; RP: 8/8 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +7 | CMAC: 23 | Init: +3 | Perception: +12+2(HeiAwa); LowLight, Darkvision |

Uh, is anything Esh doing making any difference? I created the hologram to give the azlanti dummy targets, and just shot a line of lightibg though a dozen-ish...


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Eshenvral Kothiavus wrote:
Uh, is anything Esh doing making any difference? I created the hologram to give the azlanti dummy targets, and just shot a line of lightibg though a dozen-ish...

Some of them have been shooting at your illusions; sorry I didn't make that clear.

I did, in fact, miss the very effective line of arcane energy. I apologize. I will post its effects shortly and try to be more attentive.


Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

I'm distracting him with Radar O'Reilly... communication antics!


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Male Elf Technomancer (Scholar) 7 | SP: 39/39; HP: 39/39; RP: 8/8 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +7 | CMAC: 23 | Init: +3 | Perception: +12+2(HeiAwa); LowLight, Darkvision |

Hey, nice! 2000th post there Rando, nice one. Here's to 2,000 more? Hahah!


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Human Mechanic (Data Jockey) 7 | SP 56/56 HP 46/46 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Very cool! I haven't been here the whole time, but... It's an awesome milestone, actually a testament to a caring GM!


Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Thanks guys. I've been blessed with some really dedicated players over the years on these forums. It's you guys that keep it going as much as me.


Vesk Soldier (Guard) 7 | SP: 62/62; HP: 54/54; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +7, Ref: +6, Will: +7 | CMAC: 31 | Init: +4 | Perception: +10; LowLight, Darkvision |

Jon is Eternal!

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