Rando's Starfinder 2018 - Zothune (Inactive)

Game Master rando1000

Exsilium


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Before you on the display screen is a very large (Gargantuan, technically), intimidating looking vessel.

Checks in Engineering, Cultures, and Pilot will give you, potentially, more information.

Azlanti Ranseur


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

Yeah, that's certainly intimidating. Roll all, or just choose one?


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

James send giddy... Ranseur... Beauty!

I'm gonna fly that thing. Just get me to the bridge, boys!

Culture: 1d20 + 10 ⇒ (11) + 10 = 21
Engineering: 1d20 + 17 ⇒ (19) + 17 = 36
Pilot: 1d20 + 13 ⇒ (13) + 13 = 26


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Eshenvral Kothiavus wrote:
Yeah, that's certainly intimidating. Roll all, or just choose one?

Any or all.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

"May be best plan," Sharlavaka considered after a moment. "Too powerful to fight ship to ship. Too great a chance Morgrym will be killed in an attempt to disable. Board, cripple and take him back would be more likely to succeed." The chance would still be catastrophically low but at least it wouldn't be 'zero'.


Tamrat's eyes widen at the spaceship, "My gods. That is...something else. Boarding and crippling it would certainly be the best idea. Though the Exsilium is no slouch, that thing could turn us into slag quicker than the foundries of Daevabad."


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

Engineering: 1d20 + 15 ⇒ (15) + 15 = 30
Piloting: 1d20 + 13 ⇒ (16) + 13 = 29
Culture: 1d20 + 15 ⇒ (12) + 15 = 27

"Could prove problematic." He said neutrally, taking in the size and scope of such a craft.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

As Joyride deduced, and Esh confirms, the starship in question is an Azlanti Ranseur. In game terms, Tier 12, AC 26, TL 26, 500 HP, 100 points of shields per arc, multiple radiant cannons, railguns and a bank of 10 nuclear missiles.
Crew of 200.

Esh's Cultures check gleans a some less tactical, but still useful, information. Until recently, it was the premier flashship class vessel for the Azlanti. Only 20 are known to exist. It's replacement, which is only rumored, is the Sovereign Vindicator. Thankfully, you don't have that one to deal with.

With those rolls, I can give you a little more information if you have specific questions.


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'

Known computer security protocols? <evil grin>
Physical Security/Marine Complement? (Number of people likely to be onboard but not keeping the ship functioning.)
Internal docking bays?


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

Thalin has some good ideas. I'd go with whatever of that feels the most appropriate to you Rando.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

As far as computer security, in game terms, you're probably looking at a hacking DC somewhere in the low-to-mid 30s. The ship almost certainly has a gate generator for direct travel to/from the surface.

Of the 200 crew, approximately 40 are dedicated security personnel of probably inferior skill level to the soldiers you have already faced.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Is it large enough that the Exsilium or any ship/shuttle would dock in its hangar bay(s)? Based on the Engineering roll, does James know where any weaknesses (that can be potentially exploited) are?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

No on weaknesses, unless he could find a way to reverse-hack the gate to take them up to the ship (a significant difficulty given James' previous experience with Azlanti gates). A medium vessel like the Exsilium would dock externally on this guy, not land in the bay.


As the ship lifts out of the immediate battle area, the team gathers on the bridge.

"What's the plan?"


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

"Dock with enemy craft. For preference without enemy detection. Steal Morgrym back. Plant high explosives on critical systems. Escape before detonation. Profit." The Vesk shrugged. Maybe there would be less of a need for a superweapon if the attacking command ship mildly exploded.


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'

"Ah'd settle fer sum key malfuncshions, but uh couple o' big bangs'ld be good, too." He stops for a secon, looking confused, before continuing. "Oh. Yeah. 'N' gittin' Morgrym back."


Female Human Envoy 5

Irina examines the crew, healing any true injuries (HP damage) that had happened in the battle en route to the other battle occurring above Zothune.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The skies above Vul Faldihr were alight with battle, and Joyride, in his new role as pilot, found it a challenge to avoid engagement and concentrate on the mission.

Need a Piloting check from Joyride.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

James was a cool as could be, given the circumstances... His hands move across controls and panels.

Absently he ordered, Maybe we take one of their ships, slip right through the perimeter defenses, dock and cause some mayhem. Just sayin'.

Not used to a ship this big, gonna take some time to adjust.

pilot, sky jockey +1 ship speed: 1d20 + 13 ⇒ (5) + 13 = 18


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

It would appear you've attracted the attention of a couple of Azlanti fighters. Please make a 2nd Piloting check to determine Initiative.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

"Well, let's hope we don't too make too much noise dealing with these small-fry. Wouldn't want to get blasted before we get anyway close enough to pull off a plan of any sort." The elf says dryly, already plugging himself into his console for high speed reactive measures.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Looks like we've got company, gentlemen...

pilot, sky jockey +1 ship speed: 1d20 + 13 ⇒ (4) + 13 = 17


Tamrat lounges in his captain’s chair, a mug of thin, bitter ReCaf in the cupholder. ”Hmph. It can never be easy.”


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Sharlavaka grunted and headed to man his gun.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Enemy Fighters 1d20 + 11 ⇒ (11) + 11 = 22

In the Engineering Phase, Otis tries to divert additional power to the Engines.

1d20 + 18 ⇒ (12) + 18 = 30 Success. Speed increased by 2.

Time for Helm Phase. Based on our house rule, the fighters can choose move first, but opt out. Right now, they're about 10 hexes away from you to your Aft-Port (and slightly below). You're in the upper levels of the stratosphere and heading outward.

I need a rough direction (continue forward, angled away Port, angled away Starboard, etc). Also any special maneuvers you want to make and the relevant piloting check.

Also, if anyone else has an action that would happen in either Engineering or Helm Phase, go ahead and act.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Can the Captain boost our actions? With Joyride's Sky Jockey feat, does that mean Exilium is at +3 Speed? And, of course... I'd like to loop de loop and come up behind them... pull up for a vertical circle. Too cinematic?
Maybe given my sucky rolls!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yes on the Speed, +3 total.

The loop de loop won't work if they have initiative. They'll get a move after you move but before you shoot, so they'll just get out of the way. In general, though, it would be possible as a stunt, I would think (It's not listed, but say, DC 25).

The Captain can Encourage one crew member for +2 as an action, should he choose.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

How about, getting into position so that one fighter provides cover from the other... Position ourselves such that one of them is between Exsilium and the other? Mining settlement, are there mountains? Head towards them... cliff face.


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'

Again, they will move after you, so you can only guess where they are going to go and try to get to the most beneficial place you think is there, and wait to see what they actually do . . .. This is part of why I like big long-range weapons. When you lose init you can simply try to increase the distance and reduce the weapons they can bring to bear, and when you win, you can better select your firing arcs.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

You're already way high in the atmosphere, you'd have to dive toward mountains. Which you can do, if you wish, but you won't reach them this turn.

Something similar you could do is try to fly into another dogfight on your way out toward the Ranseur. It would provide more ships For that sort of thing. If you succeed at a DC 24 Pilot check, I'd allow you to raise your AC and TL by +2.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

I'm not sure this is going to be a good day... But, let's see what we can make happen! Ready weapons and stay loose, it's going to be a wild ride...

...one way or another!

pilot: 1d20 + 13 ⇒ (4) + 13 = 17 yeah, ehem...


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Joyride's having a lot of trouble getting used to the controls on the larger vessel. That proves troublesome as he drives into a dogfight on the way into the upper atmosphere.

The two fighters pull into line right behind the Exsilium, sticking with you at every turn.

On to Gunnery Phase
Both fire their particle beams at your aft section.

Fighter 1
1d20 + 3 ⇒ (19) + 3 = 22
3d6 ⇒ (5, 5, 1) = 11

Fighter 2
1d20 + 3 ⇒ (11) + 3 = 14
3d6 ⇒ (6, 5, 2) = 13

Sharlavaka and Thalin gunnery actions. The two ships are about 12 hexes aft of you.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Sharlavaka moved to the aft gun, arming the coilgun mounted there and leaving the twin laser in the turret to Thalin.

To Hit: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 4d4 ⇒ (1, 2, 4, 2) = 9


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

While the Azlanti had one near-miss against the Exsilium at best, Sharlavaka managed a solid hit against one fighter, almost downing his front shield. A second hit could be bad for him.


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'

Claiming 1 of the 3 +2 bonuses from the computer for this round.

Thalin takes a second to check the twin lasers before pointing and clicking, trying to follow-up through the weakened opponent . . ..

Gunnery w/ Computer: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Damage: 5d8 ⇒ (6, 4, 5, 8, 1) = 24


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Is this where I tell you I was kiting them and leading then right into your like of fire?

Appreciate the help while I'm getting used to these controls, fellas.

You're making me look good. Big thanks to you, too... Otis.

Joyride is abruptly silent, then... If I can just figure out what this knob-thingy does. You OK Six-Pack?


”Sharlavaka, give them Hell!”

Inspiring Shar, auto-succeed the check.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Tamrat ul-Khedim wrote:
Inspiring Shar, auto-succeed the check.

Since he's already acted, I'll apply this to the next check.

Six-Pack chirps an affirmative a response to Joyride.

Thalin's hit takes down the meager remains of the fighter's forward shield and rips into the metal. The fighter shutters a bit as the pilot struggles for control, then prepares to turn his ship to exit the battle.

Top of Round 2
Engineering phase. Otis continues the speed diversion.
1d20 + 18 ⇒ (4) + 18 = 22 Unfortunately not successful; the ship loses some steam.

Esh did not act last round, so can take 2 actions this round.
Tamrat can take an action this round in addition to giving Sharlavaka +2 from Encourage.

Piloting check for Initiative


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

pilot for init: 1d20 + 13 ⇒ (6) + 13 = 19


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

1d20 + 11 ⇒ (2) + 11 = 13

This time Joyride has the jump on the fighter pilots. You're roughly in the middle of the larger dogfight now. If you take your full movement in a straight line, you'll exit it. Or you could choose some other movement.

However, the default by RAW is to allow them to move first; after which you may move and then fire, like they did to you last round.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Let's keep it RAW, Boss!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Very well. Holding here to allow anyone else acting in the helm phase, (such as Captain or Science Officer) to act in round 2, before sorting out movement.


”Joyride, gun it!”

Inspiring Joyride.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

"Uploading targeting vectors now. Please show these humans their place." Eshenvral commented, as he deftly weaved the sensor data into their own computers. No kill like overkill, not even when it came to that damaged fighter.

Computers: Target System (Engines): 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35
Computers: Lock On: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The undamaged vessel closes on the Exsilium. The damaged fighter peels off and heads toward the ground.

Joyride, state your movement.

Esh, since you see the fighter peeling off, I'll allow you to reroute your checks to the undamaged vessel if you want. Both checks were successful.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Does anything indicate we should stick around and help in the fight, would we make a difference (barring bad rolls)? Or is or primary objective to flee/escape?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Not as much difference as you stand to make rescuing Morgrym.


Human Mech (Data Jockey) 7/ Operative 1 | SP 62/62 HP 52/52 RP 7/7 | EAC 20 KAC 20 CMAC 28 | F +8 R +9 W +3

Joyride hauls as--teroids, trying to give gunners a clean shot at the remaining tail as the Exsilium breaks away from the conflict.

Morgrym the cross-dressing dwarf is the primary objective.

pilot, bug out: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

Thought we'd snag a chance to end the fighter before it became a problem later, but I'll take GM advice and switch targets.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Gunnery phase. You have +2 vs the remaining fighter, and critical on 19 or 20, which will be an engine hit.

You are, of course, free to take a pot-shot at the departing fighter if you wish.

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