
Spacefarer Redelia |

Scan results:
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 10
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Turret) coilgun (4d4)
Enemy pilot roll for initiative: 1d20 + 7 ⇒ (20) + 7 = 27
I need your pilot to do a piloting check for initiative. In future turns I will do this roll for you to keep things moving, but I want you to do the first one.

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Pushing on the thrusters and a small turn of the direction controls allowing the ship to slide just enough to make it harder to hit and Evade any possible incoming fire.
Evade 10 +1.5 X 2 = 13 if I did the math right and reading the stunt correct
Pilot Evade: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.
Ok I think I did it right please tell me if not.
Try and catch us sucker.
Ready for a broad side hit everyone.

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Kalkan hits the com button, his raspy voice echoing through the turret's speakers. "You got this! He lined it up for ya!" Just to top things off, he places a target over the enemy hull.
Encourage, DC 10: 1d20 + 3 ⇒ (11) + 3 = 14 Plus 2 to turret attack rolls!

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K'Klacklun, hoping they won't be necessary, nevertheless attempts to divert power to the weapons.
Engineering: 1d20 + 11 ⇒ (14) + 11 = 25

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Relinquishing the computers time for the pilot and gunners, Compucast continues scanning the enemy ship trying to see if there is anything else he can determine about it.
scan: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

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Balloonboy prepares to fire as soon as he can, his body swiveling to prepare to fire as soon as they can take the shot.
(just giving you the roll now to save on time.)
Turrent: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 4d4 ⇒ (2, 4, 4, 3) = 13

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Probably best to permanently assign a +1 from the computer to that turret as well.

Spacefarer Redelia |

The enemy ship moves forward.
enemy actions:
captain:
taunt Deloran: 1d20 + 10 ⇒ (3) + 10 = 13
"You hairless ape, you have no idea how to fly a ship!"
The enemy ship does not fire at you. You get the impression it probably tried to do something with the turret guns on the asteroids you disabled.
Balloonboy's shot clearly goes through the shields and hits the enemy ship.
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 47; DT —; CT 10 (next at 45)
Shields basic 15 (forward 0, port 5, starboard 5, aft 5)
***round 2***
enemy engineer divert to weapons: 1d20 + 6 ⇒ (4) + 6 = 10
enemy init pilot: 1d20 + 7 ⇒ (19) + 7 = 26
your init pilot: 1d20 + 9 ⇒ (6) + 9 = 15
enemy ship has moved.
enemy science, rebalance shields: 1d20 + 6 ⇒ (11) + 6 = 17
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 47; DT —; CT 10 (next at 45)
Shields basic 15 (forward 6, port 3, starboard 3, aft 3)
You may take all your actions for round 2.

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Sorry I haven't done PbP starship yet. I was thinking we'd get a callout when we were supposed to take crew actions for round 1 and thought EVERYONE ELSE was jumping the gun haha. Should I have had an attack in round 1? I'll make 2 now, with my difference-making +0 attack. Ignore the first if it's not supposed to be.
Round 1 Attack, light laser: 1d20 ⇒ 1
Round 1 Damage, light laser: 2d4 ⇒ (1, 4) = 5
Round 2 Attack, light laser: 1d20 ⇒ 1
Round 2 Damage, light laser: 2d4 ⇒ (4, 2) = 6
Two 1's... Or just ignore the post entirely and GArven will go back to being irrelevant in space

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"I believe that I can coax additional thrust from the engines, if you would like." K'Klacklun informs the crew over the comm system.

K'Klacklun's B.U.G. |

Don't forget the +2 from engineering like you need it.
The diverted power from engineering turns damage rolls of a 1 to a 2, but unfortunately does not provide any bonus to attack rolls. (CRB, pg. 323)

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Balloonboy twists the guns for another barrage.
attack: 1d20 + 9 ⇒ (5) + 9 = 14-2 if not encouraged to shoot by captain
damage: 4d4 ⇒ (1, 1, 2, 3) = 7If power diverted, 1s become 2 for 9.

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Thanks for the speed, lets see what happens when I put us at his tail pipe
DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.
Captian do you want me to stay close enough to board her?
On map: Red arrows are normal, Blue is the extra

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Kalkan's face gets closer to the speaker. "Balloon-y! Do it again! C'mon!" A small amount of spittle hits the speaker, but the point gets across.
Encourage Turret, DC 10: 1d20 + 3 ⇒ (20) + 3 = 23

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Compucast continuines the scan the enemy ship, as there seems little additional need for him at the moment.
scan: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
"They have rebalanced their shields after that shot from the turret!" he calls out over the intercom.

Spacefarer Redelia |

Balloonboy again gets through the shields and hits the enemy ship.
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 43; DT —; CT 10 (next at 45)
Shields basic 12 (forward 6, port 3, starboard 3, aft 0)
critical: 1d100 ⇒ 32 weapons are glitching
arc: 1d4 ⇒ 3
enemy engineer, divert to weapons: 1d20 + 6 ⇒ (5) + 6 = 11 nope
enemy init: 1d20 + 7 ⇒ (5) + 7 = 12
your init: 1d20 + 9 ⇒ (9) + 9 = 18
enemy science officer, rebalance shields: 1d20 + 6 ⇒ (9) + 6 = 15 nope.
Players are up. Gunners, please wait until after the pilot moves the ship; other than that, you may post in any order.

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"Shall I continue to add to our speed?" K'Klacklun asks the crew over the comm system.

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"See if you can stay around the back, they have lowered their rear shields to reinforce the front." calls out Compucast.
He continues to scan the rogue pirate.
computers: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

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"I will endeavor to continue to 'speed us up', so to speak," K'Klacklun notes, "but may I suggest that we may also be able to 'slow them down'. Though I abhor violence, a targeted shot or two to our opponent's engines will make it easy enough for us to proceed to our destination without being further inhibited."
@ Compucast - Should you so choose, you could use the Science station to target the opponent's engines as the gunners are doing a pretty good job of getting through and inflicting critical damage. We've already damaged their weapons so that may be an even better area to target.

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Kalkan patches into the Turret again. "You got this, champ! Listen to that Compucast! He's a smart one! Shoot 'em good!" He rubs his smaller arms together, gleeful at the future fall of the pirate.
Encourage Turret, DC 10: 1d20 + 3 ⇒ (10) + 3 = 13

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"You got it captain. You scum can't run from me."
"K'Klacklun, I don't need any more speed make the guns hot."
DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
of course now I get a 20
"For I am a leaf on the wind, watch me soar"

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"Rodger, I'll target their engines next. Just want to make sure there are no other surprises out there first." affirms Compucast.

Spacefarer Redelia |

Balloonboy's shot goes wide, but Garvin hits the back of the enemy ship where it has no shields.
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 38; DT —; CT 10 (next at 35)
Shields basic 12 (forward 6, port 3, starboard 3, aft 0)
rear weapons glitching
enemy engineer, patch: 1d20 + 6 ⇒ (15) + 6 = 21
enemy init: 1d20 + 7 ⇒ (8) + 7 = 15
your init: 1d20 + 9 ⇒ (9) + 9 = 18
enemy science officer, rebalance shields: 1d20 + 6 ⇒ (4) + 6 = 10
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 38; DT —; CT 10 (next at 35)
Shields basic 12 (forward 6, port 3, starboard 3, aft 0)
enemy pilot, flip and burn: 1d20 + 7 ⇒ (20) + 7 = 27
Players are up. Gunners, please wait until after the pilot moves the ship; other than that, you may post in any order.

Spacefarer Redelia |

Garven is unable to hit the enemy, but Balloonboy does hit. The enemy's shield absorb some damage, but some gets through to the ship.
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 26; DT —; CT 10 (next at 25)
Shields basic 12 (forward 0, port 3, starboard 3, aft 0)
Evidently the enemy ship has realized that you disabled the turret traps, because they begin to shoot at you.
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 4d4 ⇒ (2, 3, 1, 2) = 8
Your shields absorb the hit, but you don't have much shield left in the front.
your ship status after this turn:
AC 12; TL 12
HP 55; DT —; CT 11
Shields: forward 2, port 10, starboard 10, aft 10

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Wow, fast round!
Kalkan swiftly leaves the captain chair and rushes to the turret. He hovers over Balloonboy's "shoulder" and watches intently.
Encourage Turret, DC 10: 1d20 + 3 ⇒ (9) + 3 = 12 Success, not that you needed it.
---
New round.
Kalkan whispers into Balloonboy's ear?, his grating voice only inches away from the blue flesh. "Do it again..."
Encourage Turret, DC 10: 1d20 + 3 ⇒ (8) + 3 = 11 Success.

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Round before ship is hit (I am a little confused, but it appears that I did not post that round-if I did, then ignore).
K'Klacklun attempts to divert power to the weapons to make the "guns hot", as suggested.
Engineering, divert to weapons: 1d20 + 11 ⇒ (13) + 11 = 24
Round after ship was hit.
"By the Forever Queen! They are shooting at us." K'Klacklun cries. "This is hardly the friendly reception I would have liked. I will do my best to restore the shields, but may I suggest that we avoid getting hit again in the future?"
The shirren attempts to divert power to the shields in an effort to restore the forward shields.
Engineering, divert to shields: 1d20 + 11 ⇒ (3) + 11 = 14

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Indeed, as the ships lights flicker as the shields aborb the other ships weaponry, Compucast does his best to lock weapons onto the other ships engines and help make the fight finish faster.
computers, ship, computer: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
My timezone is quite different from others, if you are waiting on me for a post, feel free to make the roll for me. By the way, can I suggest that our pilot and turret gunner take the computer nodes and each get +1 to their rolls.

Spacefarer Redelia |

The enemy's engines are now glitching.
***round 5*****
enemy engineer, patch engines: 1d20 + 6 ⇒ (6) + 6 = 12
K'Klacklun diverts power to the shields, which restores 8 shield points.
your ship status:
AC 12; TL 12
HP 55; DT —; CT 11
Shields: forward 4, port 12, starboard 12, aft 12
enemy init: 1d20 + 7 ⇒ (8) + 7 = 15
your init:: 1d20 + 9 ⇒ (11) + 9 = 20
enemy science officer, rebalance shields: 1d20 + 6 ⇒ (2) + 6 = 8
The enemy pilot chooses not to move.
Kalkan encourages Balloonboy.
OK, we need Deloran to act, and then Balloonboy and Garven can shoot. Compucast can go anywhere in the sequence.

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Compucast continues to keep weapons locked on the enemy starship's engines.
"They can't keep taking this damage."
computers,ship: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

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DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.
Putting our starboard side shields and weapons to the enemy, fire when ready.

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Garven flips over his targetting screen to the starboard side. "We're in space, isn't every side the starboard side?"
attack: 1d20 ⇒ 7
damage: 2d4 ⇒ (2, 1) = 3

Spacefarer Redelia |

I believe BalloonBoy and Garven forgot the +1's from the ship, so I'll add that in.
enemy attack: 1d20 + 6 ⇒ (3) + 6 = 9
The enemy is unable to hit your ship, but BalloonBoy gets in a solid hit. The ship is clearly badly damaged.
1d100 ⇒ 95
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 15; DT —; CT 10 (next at 5)
Shields basic 12 (forward 0, port 3, starboard 3, aft 0)
engines malfunctioning, power core glitching
****round 6****
enemy engineer, patch: 1d20 + 6 ⇒ (11) + 6 = 17
enemy init: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
your init: 1d20 + 9 ⇒ (18) + 9 = 27
The enemy ship chooses not to move.
enemy science, rebalance shields: 1d20 + 6 ⇒ (19) + 6 = 25
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 15; DT —; CT 10 (next at 5)
Shields basic 12 (forward 3, port 1, starboard 1, aft 1)
engines malfunctioning (half patched), power core glitching

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DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.
Captain do you thing that the enemy will surrender yet? They are just sitting there.
Then Deloran get on the intercom
The guns in the asteroids are they able to tun them on again?

Spacefarer Redelia |

Compucast diverts power to the engines (this seems a reasonable assumption, since you know the enemy is badly hurt at this point)
Since we're so close to done, I'm also going to bot Garven.
attack: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 2d4 ⇒ (2, 1) = 3 (actually 4 due to divert)
Balloonboy's damage was actually 10 due to divert.
1d100 ⇒ 54

Spacefarer Redelia |

Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 4
Shields basic 3 (forward 0, port 1, starboard 1, aft 1)
engines malfunctioning (half patched), power core glitching, weapons glitching
enemy attack: 1d20 + 6 ⇒ (5) + 6 = 11
nope.
**** round 7 ****
enemy engineer, patch: 1d20 + 6 ⇒ (4) + 6 = 10 nope
enemy init: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
your init: 1d20 + 9 ⇒ (16) + 9 = 25
The enemy ship chooses not to move.
enemy science, rebalance shields:: 1d20 + 6 ⇒ (3) + 6 = 9
enemy attack, turret: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
OK, you're all up. The enemy ship is clearly very badly damaged, let's get it!

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I'll just skip the round we botted through. This is for now.
Kalkan, very helpfully, points at Balloonboy's HUD. "Look! A weak spot! "
Encourage Turret: 1d20 + 3 ⇒ (18) + 3 = 21 Success

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DC 13
Pilot Evade: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Die roll + Pilot skill + ship bonus: to gain +2 circumstance bonus to its AC and TL until the start of the next round.
Flying around and around like a shark that is about to make the kill.

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Balloonboy lines up his shot.
Coilgun: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 4d4 ⇒ (4, 2, 1, 2) = 9
Doh!
As Kalkan points out the weakspot, Balloonboy shifts to make room, sending his shot completely wide.
Oh dear. This one will have to recalibrate.