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@GM- The Missile Launcher is on a turret platform on the Tier 4 Drake (Link)
Ruuk's ability to swivel the turret seems to be better than usual as he swings around to face the strange alien craft once again. "Like who it belongs to!?" He calls out.
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 4d4 ⇒ (1, 3, 2, 1) = 7

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I'm happy to switch, but I did assume the turret would cover all areas. That said, if it's still behind us, can I get to the aft gun and use that this turn? (Or do all the attack rolls get done from the same computer; not sure if we're more Millennium Falcon or Enterprise here)
"Keep it up, Ruuk!" Obozaya calls. "They're almost done!"
Targeting (aft coilgun), computers: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 4d4 ⇒ (3, 4, 1, 1) = 9
If I have to use Missile 4, attack roll is the same, but damage roll is different:
Damage: 4d8 ⇒ (6, 1, 7, 2) = 16

GM Skeemo |

@GM- The Missile Launcher is on a turret platform on the Tier 4 Drake (Link)
Okay, thanks for the heads up. I thought it was in the forward arc.

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blindly punching buttons for ship info: 1d20 + 9 ⇒ (20) + 9 = 29 not sure if the +1 for aid counts
In near frustrations she punches the computer console while near hissing at it and threatening to tear it from it's console socket and throw it into space "oh... Ehm... Seems like we might have some data and information..."

GM Skeemo |

After much frustration, Pilgrim finally gets the sensors to scan the ship, revealing a breadth of detail about it.
Basic Info: Medium transport(?), Speed 4, Maneuverability average (turn 2), Compliment 6. The frame does not resemble any known Pact Worlds starship model, but it is closest in size and shape to a transport class starship.
Current Defenses: AC 17, TL 17; Shields and Hull Points (FS/PS/SS/AS/HP): 14/0/10/10/69; PCU 130
Highest PCU Weapon: twin laser (forward arc, direct fire, long range, 5d8)
2nd Highest PCU Weapon: 1d2 ⇒ 1 vandal rocket (forward arc, tracking weapon, long range, speed 12, 4d8; if it damages the hull, the shrapnel animates into drones that continue rending the hull for 1d4 damage per successive gunnery phase unless removed by an engineer action or shaken off with a successful flyby, flip and burn, or barrel roll stunt)

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After skimming over the note sent by Pilgrim, 701 is not slightly amused, in fact he is a little more cautious now.
"Captain, we may be a bit out of our depth here, our shields won't be able to keep up with the enemy's blasts!
Buzz, port-side shields are down, do not leave that side open to attacks.
Pilgrim, that vandal rocket reads like it packs a serious punch, but what did they hit us with?? They took down our port shields AND scratched the brand new Starfinder Society emblem, with only one... BOOOM!" The professional orator fails to find a word to describe the transport ship damage output.
After the barrage of words from the android, he begins getting the port shields up and running. Seeing as the Drake's trajectory will leave that side facing the unknown vessel.
Engineering (Divert to Shields) vs DC 16, +1 from computer if still available.: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
If he is successful, port shields will go up to 87 (701 can't do math, apparently).

GM Skeemo |

Turret Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Turret Damage: 8d4 ⇒ (3, 4, 4, 1, 4, 3, 2, 1) = 22
Round 5
Drake FS/PS/SS/AS/HP: 20/0/15/20/65. Engines are glitching (-2 pilot actions).
Buzz Initiative: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25
Enemy FS/PS/SS/AS/HP: 14/0/10/10/46. Power Core malfunctioning (-4 engineer actions except hold it together and patch, -2 all other checks).
Enemy Initiative: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16
Enemy Captain (demand engineer, DC 21): 1d20 + 7 ⇒ (4) + 7 = 11
Enemy Engineer (patch, DC 21): 1d20 + 10 ⇒ (18) + 10 = 28 1/2 actions complete
Enemy Science Officer (target power core, DC 15): 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Enemy Pilot (flip and burn, DC 21, +2 bonus): 1d20 + 17 + 2 - 2 ⇒ (18) + 17 + 2 - 2 = 35
A series of massive explosions ripple out from the core of the ship, but it manages to flip around again and face you.
PCs win initiative! Enemy ship has moved, you may take all your actions ending with gunners.

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"Great shots guys, keep at it! I'm not a religious 'droid, but this where they usually start praying, right? I'll try to keep the the systems running for you Buzz. Please remember, in layman terms, keep them away form our left side." And suddenly it makes sense, why an android, (since they are usually the quieter type, as they are not the most charismatic of the bunch) decided to be an orator, this one just won't shut his mouth closed. A couple of wires on his head must've been crossed to a halfingish setting.
Engineering (Hold Engines Together) vs DC 21: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Not trying to push anyone's buttons here, I'm just trying to push as many words as I can into the mouth of 701.

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Target enemy core: 1d20 + 9 ⇒ (9) + 9 = 18 [ooc]science action, target enemy ship[/dice]
With all the information given and the weaponry available she starts to punch some buttons. "See if you can target the enemy core, I have, hopefully, a lock on it!"

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The blast to their engine rocks Ruuk in his seat. His console screen flickers and shuts down as he loses sight of the enemy ship. "S&*&!" He slams his fist into the console. "I just lost power!"
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage: 4d4 ⇒ (1, 4, 1, 3) = 9

GM Skeemo |

Botting Obozaya to move things along.
Obozaya fires the turret's final missile at the enemy ship.
Gunnery (turret, missile launcher): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 4d8 ⇒ (6, 3, 5, 4) = 18
Turret Damage: 8d4 ⇒ (3, 1, 4, 1, 2, 4, 2, 1) = 18
Ruuk's attack misses, but the last missile lands a hit on the starboard side, breaking through their shields and damaging their hull. Their turret fires off harmlessly into space.
Round 6
Drake FS/PS/SS/AS/HP: 20/0/15/20/65. Engines are glitching (-2 pilot actions). All turret missiles fired.
Buzz Initiative: 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28
Enemy Initiative: 1d20 + 17 ⇒ (20) + 17 = 37
Enemy Captain (demand engineer, DC 21): 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Enemy Engineer (patch, DC 21): 1d20 + 10 ⇒ (17) + 10 = 27 Power Core Patched
Enemy Science Officer (target power core, DC 15): 1d20 + 12 ⇒ (3) + 12 = 15
Enemy wins initiative! Please make your engineering and helm phase actions and move your ship.

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"Buzz, thanks the break to the engines! I can't seem to patch them up as fast as they shoot at us. I'll divert power to weapons again, averyone ready to go on the offensive? Just say the word Capt'n."
Engineering (Divert to Weapons) vs DC 16: 1d20 + 9 ⇒ (15) + 9 = 24

GM Skeemo |

"Offensive is what I do!" Obozaya exclaims, launching another missile directly into the opposing the ship.
1d20+7+1
4d8Last post from me for a few days.
You're all out of missiles, so I'll apply this attack roll to the highest damage weapon in the relevant arc and reroll the damage.

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Ruuk's terminal remains as black as the space surrounding the ship. "I am dead in the water over here."
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage: 4d4 ⇒ (4, 4, 1, 2) = 11

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seeing the team struggeling she once more tries to calibrate the weapons on the enemies energy core. "try to hit the energy core! hopefully that will do the trick!"
Assisting gunners: 1d20 + 9 ⇒ (20) + 9 = 29

GM Skeemo |

@Pilgrim: I'm assuming your check to assist was as science officer to target the power core.
Turret Damage: 8d4 ⇒ (1, 4, 1, 4, 1, 2, 1, 1) = 15
Missile Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Missile Damage: 4d8 ⇒ (2, 4, 5, 4) = 15
Round 7
Drake FS/PS/SS/AS/HP: 20/0/15/20/65. Engines are glitching (-2 pilot actions). All turret missiles fired.
Buzz Initiative: 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17
Enemy Initiative: 1d20 + 17 ⇒ (17) + 17 = 34
Enemy Captain (encourage engineer, DC 21): 1d20 + 4 ⇒ (1) + 4 = 5
Enemy Engineer (power weapons, DC 16): 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Enemy Science Officer (target power core, DC 15): 1d20 + 12 ⇒ (1) + 12 = 13
Enemy wins initiative! Please take all of your actions, with gunnery and the enemy's move resolving after your move. We'll pick things up again on Tuesday, so please post by then.

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Ruuk's screen suddenly begins to flicker back on. "Damned cheaply made human equipment."
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 4d4 ⇒ (2, 3, 3, 2) = 10

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Yeah science officer assist check
Once more down the fray and hopefully assisting the gunners once more with the firing arcs and targets she pulls up some more details of the enemy energy core and assisting the gunners to score a better hit
target enemy core: 1d20 + 9 ⇒ (15) + 9 = 24

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"Come on, Pilgrim, we need more power!" Obozaya hollers as she hopes they'll have the aft tailgun in position. Not sure it will be after all the movement, but maybe?
Gunnery (aft coilgun), 2nd computer check: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
4d4 ⇒ (1, 3, 3, 1) = 8

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I can only hope to bring those shields back...
Engineering (Divert to Shields) vs DC 16: 1d20 + 9 ⇒ (3) + 9 = 12
"Captain, engines are starting to glitch, they may be interfering with our shield regeneration."

GM Skeemo |

Turret Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Turret Damage: 8d4 ⇒ (2, 2, 4, 4, 4, 3, 1, 2) = 22
Missile Attack: 1d20 + 9 ⇒ (17) + 9 = 26 3 missiles remaining
Missile Damage: 4d8 ⇒ (4, 5, 5, 2) = 16
Round 8
Drake FS/PS/SS/AS/HP: 20/0/0/20/64. Engines are glitching (-2 pilot actions). All turret missiles fired. Vandal rocket drone active.
Buzz Initiative: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34
Enemy Initiative: 1d20 + 17 ⇒ (17) + 17 = 34
Enemy Captain (encourage turret, DC 15): 1d20 + 4 ⇒ (4) + 4 = 8
Enemy Engineer (power weapons, DC 16): 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Enemy Science Officer (target power core, DC 15): 1d20 + 12 ⇒ (3) + 12 = 15
Enemy wins initiative! Please take all of your actions, with gunnery and the enemy's move resolving after your move.

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"Captain Omen Seeker that clockwork crab is tearing at our hull, shields won't protect us from it... Pilgrim! Where's that brief you sent us?
HERE IT IS, I'll paraphrase,
The drone will eat away at the hull, until it's shaken off by the pilot or blown away by an engineer.
Since I don't feel our Drake moving, shields be damned, if that thing breaks through NONE OF YOU will survive the cold vacuum of space! And I don't feel like losing any more teammates to the stars, I'd rather redirect some power to the crab's sector, Besmara willing it will be blown to pieces!
It's your call Capt'n."
I'll leave my roll here, with both options, I don't know the DC to disengage the drone. And I'll use one bonus from the trinode computer. IF we go for shields, it'll be 7 to PS, because we don't know where the enemy ship will shoot at.
Engineering, shields DC 16 OR crab DC XX, +1 trinode: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

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And I'll assume there's nothing I can do to help, so will fire the aft turret guns if for some reason a target presents itself.
"That's why we have space suits," Obozaya yells back. "Maybe we should go take that thing hand-to-hand!"
Despite her tough words, she waits for a chance to fire again.
Gunnery, computer check: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
4d4 ⇒ (3, 3, 4, 2) = 12

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Ruuk's screen continues to flicker and reset to the side, offset a small bit. Pulling the switch he continues to fire into the alien craft.
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 4d4 ⇒ (3, 3, 1, 2) = 9

GM Skeemo |

Pilgrim-Bot: Pilgrim tries to rebalance the shields to the starboard arc.
Computers, DC 16: 1d20 + 9 ⇒ (11) + 9 = 20 Now 20/0/16/4/64.
Turret Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Turret Damage: 8d4 ⇒ (2, 3, 1, 1, 4, 4, 2, 3) = 20 1s become 2s, total 22
Laser Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Laser Damage: 5d8 ⇒ (4, 6, 6, 4, 1) = 21 1s become 2s, total 22
Drone Damage: 1d4 ⇒ 4
The enemy ship remains stationary in the Drake's blind starboard arc. 701 tries to forcibly remove the drone using a mechanical surface arm, but it skitters around and avoids capture, tearing a strip along your flank. Furthermore, Ruuk misses his shot while the Drake gets pummeled by attacks from the enemy's turret coilguns and a point-blank twin laser beam, punching through the newly restored shields and causing large sparks to fly from your power core! Furthermore, three hollow tubes extend out toward your ship, their perimeters ringed with micrograpples and fast-acting foam!
Round 9
Drake FS/PS/SS/AS/HP: 20/0/0/4/32. Engines are glitching (-2 pilot actions), power core is malfunctioning (-4 engineer actions except hold it together and patch, -2 all other checks). All turret missiles fired. Vandal rocket drone active.
Buzz Initiative: 1d20 + 17 - 2 - 2 ⇒ (12) + 17 - 2 - 2 = 25
Enemy Initiative: 1d20 + 17 ⇒ (4) + 17 = 21
Enemy Captain (encourage turret, DC 15): 1d20 + 4 ⇒ (13) + 4 = 17
Enemy Engineer (power weapons, DC 16): 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Enemy Science Officer (balance shields, DC 16): 1d20 + 12 ⇒ (16) + 12 = 28 Now 13/0/0/1/38
Pilot (turn in place)
The ship rounds its port side toward you, the tubes reaching closer!
PCs win initiative! You may take all your actions, ending with gunners. If the crew has preferred actions for Pilgrim, say so and I'll bot her while Psyblade is traveling.

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The power core malfunctioning is physically affecting Ruuk's aim. "Get this ship together and back online or we are all dead..."
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 - 2 ⇒ (7) + 7 + 1 - 2 = 13
Damage: 4d4 ⇒ (4, 3, 1, 2) = 10

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I'm not an expert on starship combat, but I'd say try to get this power core problem fixed if she can.
Obozaya rushes to the front guns and lets loose a barrage.
"Better!" she calls out. "Keep us behind that thing! And hold it steady; I can't get a good shot!"
Forward heavy laser cannon (computer check 2): 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12
4d8 ⇒ (1, 8, 4, 3) = 16
Why does dice bot hate me so much? Five of my 8 rolls have been single digits (and one of the others was a 10)!

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"When did that happen? It was that crab, not the blasts.... On it Capt'n, I'll try to hold our power core together.
If a keep at it for the rest of this dogfight, I won't be able to bring the shields back...
Engineering (Hold it together, DC 19) +2 encourage +1 trinode: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26
Because Engineering is before anyone else, I think this will lift the penalties to the crew, right?
Suddenly, a yellow light emits from 701's forehead... "Sorry, that's my bright idea light, I had it installed for moments like this! Pilgrim, can you shoot? From our current position, we have two forward mounted weapons and one still active turret, that can be trained to the enemy vessel. Want to go full aggro Capt'n? I'd also suggest that if they can take the full blast of our Drake and survive, Buzz can follow up either with a flyby or a flip and burn, to leave our weapons locked to the target! Maybe we can blast them to the infinite...

GM Skeemo |

Pilgrim follows 701's request and fires the forward coilgun.
Coilgun Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Coilgun Damage: 4d4 ⇒ (1, 3, 2, 1) = 7
Turret Damage: 8d4 ⇒ (3, 1, 3, 4, 1, 1, 2, 2) = 17 1s become 2s, total to 21
Drone Damage: 1d4 ⇒ 1
Enemy Critical Damage: 1d100 ⇒ 91
Round 10
Drake FS/PS/SS/AS/HP: 0/0/0/4/30. Engines are glitching (-2 pilot actions), power core is malfunctioning (-4 engineer actions except hold it together and patch, -2 all other checks). All turret missiles fired. Vandal rocket drone active.
Buzz Initiative: 1d20 + 17 - 2 - 2 ⇒ (15) + 17 - 2 - 2 = 28
Enemy Initiative: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20
Enemy Captain (encourage engineer, DC 15): 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
Enemy Engineer (hold it together - power core, DC 21): 1d20 + 10 ⇒ (9) + 10 = 19
Enemy Science Officer (target power core, DC 15): 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
Enemy Pilot (flip and burn, +2 bonus): 1d2 + 17 - 4 + 2 ⇒ (1) + 17 - 4 + 2 = 16
The enemy ship sputters forward without changing heading, arcs of electricity coursing from its visibly wrecked power core!
PCs with initiative! Please take all your actions, ending with gunnery.

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"Captain Seeker, power core is still... leaking power... We need to do something about the drone, there's no time to restore our shields, and we are taking a beating here!"
Engineering (Hold it together, DC 19) +1 trinode: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
EDIT: I deleted the encourage bonus, but if Omen Encourage's 701 and succeeds, 701 will make the check to 'control' the power core another round.

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The power core seems to send out one last bit of energy as Ruuk lines his coilgun up for the perfect shot.
Using 1 of the Computers checks.
Turret Coilgun Gunnery; Computers: 1d20 + 7 + 1 - 2 ⇒ (20) + 7 + 1 - 2 = 26
Damage: 4d4 ⇒ (4, 3, 3, 4) = 14

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@Ruuk: Well, this time I *know* you critted :-)
Buzz gamely tries to still firmly fixed to the other ship's rear arc.
Piloting (Evade): 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29.

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"Hold the ship steady!" Obozaya shouts out and she tasks the computers to help her aim, "and keep us behind her!"
Forward heavy laser cannon (computer check 2): 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10 Ignore the -2 if 701 succeeds
4d8 ⇒ (1, 7, 3, 7) = 18
Sigh

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@701: I think the DC to hold together a system on a Tier 4 starship is 21, no? 15+(4 x 1.5 = 6)=21
Yes, you are absolutely correct, the mistake was irrelevant the first time, but I can't reach the DC this time around, 701 is still bad at math xD
On another note, should we bot Pilgrim's attack? Only if she's attacking, though.