Jaxen Styar XIV
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Over internal comms, Jaxen will relate his findings and also his suggestions: "We can either negotiate or strike, as we have one of their number captive they may be open to an exchange of data for prisoner, and even if they aren't open to that, their back has taken enough damage that lighting them up should be child's play."
GM zebeev
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As you all are discussing what your next should be, an indicator blinks on Jaxen's comms panel, followed by a voice notification. <<SHIP SCAN DETECTED>> drones the Loreseeker's on-board computer VI.
The information readout for the Threnody also notes that they are powering up their weapons and impulse engines.
What do you do?
Ian Kilmister
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Ian immediately takes the communicator and tries an approach.
"Endless Threnody, this is Loreseeker trying a friendly approach. We don't want to open fire., I repeat, we don't want a confrontation. We have something you want and you have something we want, we only want to exchange. Don't open fire, please."
After saying that, Ian takes a communicating device to Exegara.
"Say hello to your crew."
He really hopes her voice helps calm the weapon crew of the Threnody.
GM zebeev
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Exegara regards the communicator, and speaks in a tepid manner. "Endless Threnody, this is Ensign First-Class Exegara, callsign Long-Tongue. I am loathe to report that I have failed in my mission, and have been apprehended by agents of the Starfinder Society. Whether mercy or pity, they have taken me as captive, hoping to barter with you for the co-ordinates of the Starfinder vessel we investigated before the attack."
She looks at you all, with a slight look of concern or worry in her eyes. "They... they have been fair and just with me, I suffer no dire injury or abuse at their hands. They have been honourable, above all things. They merely wish to recover what remains of their comrades' vessel. Surely we can come to some sort of an accord?" With her manacled hands, Exegara waves the communicator away, and slumps in her restraints.
On the other end of the transmission, a voice responds in an icy, imperious tone from the Corpse Fleet vessel. “Tsk tsk, Exegara... dealing with the living? How low and desperate you've must think we've fallen."
"You have betrayed the Prima Imperitum; the Song of Silence does not tolerate collusion with the filth of the living. But worry not, my child; for in the end, your perceived failure has still delivered unto us the skulls we need for our repairs. Perhaps we'll add yours to the pile."
The transmission ends, and the Threnody begins it's slow course correction.
Endless Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (1) + 8 = 9
Loreseeker Piloting Check (Initiative): 1d20 + 7 ⇒ (13) + 7 = 20
Engineering
Threnody Engineering Check (Divert: Weapons) DC 14: 1d20 + 11 ⇒ (2) + 11 = 13
Helm
Threnody Piloting Check (No stunt declared) vs. Tier 2 DCs:: 1d20 + 8 ⇒ (17) + 8 = 25
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (2) + 6 = 8
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (16) + 7 = 23
Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (1) + 7 = 8
If a hit via front arc: 4d8 ⇒ (2, 4, 7, 6) = 19
If a hit via side arc: 2d4 ⇒ (1, 2) = 3
The Threnody turns around in a slow, lumbering turn and brings its fore to bear, its bejewelled red eye of a cockpit staring at you directly.
Jason/Raia:
As the Threnody rolled lower on the opposed Piloting checks for initiative, it will move first, allowing Raia to react to its movement. I've moved the Threnody on the map, and you can do the same, or let me know what you wish to do.
We'll resolve your actions in the following order:
1) Engineering
2) Helm: Pilot and Science Officers
3) Gunnery
-) Captains can take their turn at any point.
Note that you don't have to wait on someone else, or post in order - let me know what you want to do on your turn (unless something like ship movement will dictate your action), and I'll resolve actions in their proper phase order.
Korskal The Thunderer
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Korskal will take a risk and fire at will, unless the pilot swings the ship weapons away from their opponent.
I hid them since Gunner is the last phase. Any captain or engineer bonus would be appreciated, a divert power action would probably up the damage a fair bit. I also stole the computer bonuses, hope no one objects. I'll try not to do it too frequently but hitting hard and hitting fast could be pretty helpful. If there's a choice, as there is with some captain bonuses I'd prefer to add them to the coilgun turret since that's the most powerful.
Korskal The Thunderer
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Glancing over at Exegara Korskal ask "I don't suppose you'd like to help us save your unlife, tell us how to best fight the Threnody? Or even save your crew mates by telling me where to hit to disable your ship without blowing it up? If you do and we can get the information we came here for we don't have much of a reason to fight them. Maybe we can even take you back to Absalon station, let you free to bring what supplies you can back here on your own." Noting how upset the Threnody seems to be at her presence. "Or not if you don't think they'll have you back at this point.
GM zebeev
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Jaxen's scan reveals a solid amount of information about the Threnody, which he sends to your respective infoscreens.
1. Endless Threnody - Large heavy freighter
Crew compliment 10 (maximum)
Speed 6, Maneuverability average (turn 2)2. AC 11; TL 11
HP 75/100
Shields none
Power Core 150 PCU3. Weapon (forward) heavy laser cannon (4d8)
I'll address your posts as well as any others made in about ~5 hours' time, when I can get on my compy at home, Korskal.
| SFPREGEN |
So would she have to use her pilot skill to dodge whatever might be fired at them? I need to read that section in the book
Korskal The Thunderer
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You can move the ship forward up to 10, her speed, making turns as dictated by her maneuverability. You can make that move without a roll (fly action)or you can attempt a stunt. The one you want if you're trying to be dodgy is evade, DC 14 pilot check for a +2 AC. We probably want to close with the Threnody, ideally sticking in her rear facing since she's likely to be less heavily armed there. We also need to keep our front or sides to her, since we too are less heavily armed there.
Ian Kilmister
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After the failed attempt to negotiate, Ian backs Korskai's words to Exegara.
"Aye, if I were you, I would think carefully about my options. Help us or die here at the hands of your own crew."
Immediately, Ian gets ready to attend his assignment at the ship.
Ok, so I'm lost after so many changes. What am I supposed to do? Pilot? Computers?
GM zebeev
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"... or not if you don't think they'll have you back at this point."
It takes a good moment before Exegara can even look at Korskal. "I'm nothing but dust to them. You want to get out of this alive? Well, I want nothing more than to get the hell away from all of this. I was promised immortality, and I'm not going to throw that away because of stubborn bigotry. I'm a pilot, and flying is the only thing I know. You give me the helm, I can fly circles around that freighter."
Captain: Ian - __________
Engineering: (vacant)
Science Officer: Jaxen - Scanning!
Pilot: Raia - __________
Gunner: Korskal - Armed and Ready!
Quite the proposition, there. What do you say?
Ian Kilmister
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Ian doubts just one second, then he frees Exegara.
"I'm trusting you. Fly like you've never did before."
He picks the intercomm and, before giving orders to anyone, adds to Exegara "But I'll be watching you anyways."
Immediately after he pushes the button to open a chat channel with the crew.
"Gunner! Get this cannons firing and hammering the enemy ship, let them know what they're up against!"
Encourage roll: Gunnery DC 10 1d20 + 4 ⇒ (16) + 4 = 20
Gunner receives a +2 to hit bonus
Veraziea
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Altronus, Kasatha Solarian
Altronus waited too long to speak up, but now he had to.
"I'm sorry to have to admit this, but i'm not sure how I can help in ship to ship combat." He announced nervously.
Still sitting strapped into his chair, he kept an eye on Exegara as she was allowed to move to the piloting chair.
GM zebeev
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Oof, yeah. Altronus isn't really equipped for space combat, having looked at his sheet.
You could be a backup gunner, which will lessen the load on Korskal. If he's firing at will, his +5 becomes +1, so if you let him man the coilgun turret, and you man the laser turrets, +1/+1 will become +5/+2.
Exegara closes and opens her fists, bones and sinews popping and snapping after having been freed from the manacles. She sits in a seat next to Raia, and grabs the yoke and throttle.
"I know it will be hard, but trust me."
Not sure how you want to play this, but Exegara has a +10 to piloting. Coupled with the +1 bonus from the ship, that brings it up to +11. I don't think I should be controlling her at this point, so decide amongst yourselves who should take the pilot role. Raia could go engineering and that would leave Exegara as pilot, which fills all starship roles. Ultimately your choice, so I will leave that up to you. As it is, we're waiting on the pilot phase in Round 1.
Korskal The Thunderer
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I'm all for a backup gunner. Zedeev's points are on the nose. I'd much rather not have to take the fire at will action, I only did because we need all the firepower we can get and the numbers mean I still have a chance if not a great one. Plus if we take too much damage I could become unable to do so as it's a push action. Welcome to shooting stuff. Just roll Dex mod plus BAB and you too can decimate our foes.
If no one else wants to I can guide the ship, I'm familiar with the space combat rules. But I understand if someone else wants to instead. Though I'm not sure hot to create the line you did that shows the ship's path. I can try and figure it out if it's important.
Veraziea
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Altronus, Kasatha Solarian
Back up gunner works for me.
Korskal, i'm fine with you controlling her and the ship.
"I'll take control of the Laser Cannon, if noone minds. Lets kick some tail." Unbuckling and standing, Altronus makes his way to one of the lasers to prepare to attack.
Laser Cannon: 1d20 + 2 ⇒ (9) + 2 = 112d4 ⇒ (1, 2) = 3
GM zebeev
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@Korskal: It's the Polyline tool, though it doesn't appear to work on mobile browsers. You can just move, and I can always take a look at the revision history if I need to. Just let me know when the ship has moved, and we'll proceed with the next phase.
@Jason/Raia: Since the ship is undamaged, Raia's only action in Engineering would be to Divert power to a subsystem. A successful DC 14 Engineering would allow you to do one of the following:
Engines - +2 speed this round
Science - Science officers get +2 bonus to their crew actions this round.
Weapons - treat each damage die that rolls a 1 this round as having rolled a 2 instead.
Shields - Restore an amount of Shield Points equal to 5% of the PCU rating of the Starship’s power core, up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
Captain: Ian - Encouraging the Gunners!
Engineering: Raia - ___________Science Officer: Jaxen - Scanning!
Pilot: Exegara - __________
Gunnery: Korskal & Altronus - Armed and Ready!
GM zebeev
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@Jaxen: Also good points. Next round of combat, everyone can play musical chairs until they're where they want to be. :P
I've plotted your various skill bonuses to their relevant stations in regards to starship combat to a Google Sheet. Perhaps this will make any choices easier. (LINK)
Korskal The Thunderer
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Knowing the beating that the Threnody has taken Exegara presses forward trying to get close enough that she can use the Lorekeeper's greater maneuverability to control the fight. Prefering to keep herself intact she weaves and dives, using what she knows of her new enemy's tactics.
Taking the evade maneuver(succeed on a 3, and even a 1 only means movement without the bonus) and moving 10
Piloting DC 14: 1d20 + 11 ⇒ (1) + 11 = 12
I just realized I couldn't edit the map, I've requested permission now. My plan is to just move forward 10 for now. Please just remove the -4 from my attack roll and add a +1 to Altronus' for the computer aid as we shoot together instead of just me. Thank you.
GM zebeev
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@Jason/Raia: Since the ship is undamaged, Raia's only action in Engineering would be to Divert power to a subsystem. A successful DC 14 Engineering would allow you to do one of the following:
Engines - +2 speed this round
Science - Science officers get +2 bonus to their crew actions this round.
Weapons - treat each damage die that rolls a 1 this round as having rolled a 2 instead.
Shields - Restore an amount of Shield Points equal to 5% of the PCU rating of the Starship’s power core, up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
See the above post - Engineering is the only phase that didn't have an action this round, so that would be the most useful.
@Korskal: My bad, I forgot to set the editing privileges to public. It should be fine to edit now. I've moved the Loreseeker for this round.
Round 1-1: Engineering Phase
Once Raia elects to make an Engineering check, we can proceed.
GM zebeev
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Okay, for everyone's sake, I'm going ahead and botting Raia.
Round 1-1: Engineering Phase
Engineering > Divert (Weapons), DC 14: 1d20 + 7 ⇒ (19) + 7 = 26
Raia runs her fingers over the touch screen of her station, and finds an override for an excess power supply. "Hotshotting weapons; output now at 125%!"
Round 1-2: Helm Phase
Jaxen scans the Threnody, giving the crew extra information to work with.
Exegara deftly flies the Loreseeker to engage the Threnody, taking care to avoid the heavy laser cannon in the nose of the Eoxian freighter.
Ian orders the gunners to fire, giving them a surge of inspiration.
Round 1-3: Gunnery Phase
Korskal and Altronus inspired by Ian, open fire once in range, with both weapons scoring direct hits.
Laser Cannon: 1d20 + 2 ⇒ (9) + 2 = 11 (is now 1d20+2+2 ⇒ (9)+2+2 = 13)
2d4 ⇒ (1, 2) = 3 (is now 2,2 = 4 dmg)
Coilgun: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10 (is now 1d20+5+2 ⇒ (9) +5+2 = 16)
4d4 ⇒ (1, 2, 3, 1) = 7 (is now 2,2,3,2 = 9 dmg)
The Threnody returns fire from it's port side, but the beam fires wide of the Loreseeker, and off into the vast expanse of the Drift.
ROUND 2!
Endless Threnody Condition:
HP: 66/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: None
Engineering
Threnody Engineering Check (Divert: Engines): 1d20 + 11 ⇒ (8) + 11 = 19
Helm
Threnody Captain (Encourage: Gunners): 1d20 + 6 ⇒ (10) + 6 = 16
Threnody Science Officer (Target System: Life Support ): 1d20 + 7 ⇒ (9) + 7 = 16
Threnody Piloting Check (Stunt: Evade) vs. Tier 2 DCs:: 1d20 + 8 ⇒ (20) + 8 = 28
Gunnery
Threnody Gunnery Check: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
If a hit via front arc: 4d8 ⇒ (7, 5, 8, 2) = 22
If a hit via side arc: 2d4 ⇒ (4, 4) = 8
Threnody Piloting Check (Initiative): 1d20 + 8 ⇒ (20) + 8 = 28
Loreseeker Piloting Check (Initiative): 1d20 + 11 ⇒ (5) + 11 = 16
As the lower roll, the Loreseeker is first to move. Everyone can queue up their actions now. If you would prefer to wait until the result of a phase (to give bonuses, etc) let me know.
Korskal The Thunderer
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Pilot phase: Exegara presses forward, closing to give chase without letting the Threnody close into their own blind spot. She realizes too late that's she's using flight patterns well known to her old crew. But that doesn't make them bad, simply predictable. She continues to try and evade any incoming fire.
Moved forward and turned once. I could have flown into their rear arc but they could have then moved behind us since we had to move first.
piloting evade DC 14: 1d20 + 11 ⇒ (1) + 11 = 12
Gunnery Phase: Korskal reaches over to clasp hands with Altronus over the successful barrage. Finding himself spoiled for a choice of hands he picks one a bit sheepishly and turns back to the guns. "Nice, lets show them a few more like that! Can we get some extra juice to the guns again?" Grinning Korskal focuses on on the ship's weapons. "You got to love a big explosion."
Coilgun: 1d20 + 5 ⇒ (11) + 5 = 164d4 ⇒ (3, 2, 2, 1) = 8
I snagged a +1 from the computer again.
Ian Kilmister
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Ian nods as he checks how their cannons damage the Threnody.
"Good job, crew! Keep on the teamwork! Exegara! Those maneuvers are awesome!"
Encourage roll: Piloting DC 10 1d20 + 3 ⇒ (1) + 3 = 4
GM zebeev
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As Exegara banks the Loreseeker towards the Threnody, she is aghast when she looks at her viewscreen, seeing that the Eoxian vessel is turning in place. Electing to fire its maneuvering thrusters in a hard 180 turn spinwards, the lumbering freighter brings its heavy laser cannon to bear on the Starfinder vessel.
A glow emits from the barrel, and then the main viewfinder aboard the Lorefinder goes grey with static for a split second. A subsystem lets out a warning siren; The massive beam missed, and just barely.
Korskal returns fire.
Critical Damage Effect: 1d100 ⇒ 47
31–60: Weapons Array - Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)
Weapons Arc Affected: 1d4 ⇒ 1
1 - forward arc
Targeting the heat signature from the laser cannon, Korskal's coilgun sends another ferroelectric ceramic slug barreling through the box of bone and steel at high velocity, and scoring a direct hit on the nose-mounted laser cannon itself!
Just awaiting Altronus' second shot, I'll bot if we don't see him within 24 hours
Veraziea
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Altronus, Kasatha Solarian
"Keep up the good work, guys.' Altronus called out, right before he shot the Laser Cannon again.
Laser Cannon: 1d20 + 2 ⇒ (2) + 2 = 42d4 ⇒ (1, 4) = 5
GM zebeev
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Altronus follows up with an errant snap shot of the fore light laser cannon, but the beam is off target.
ROUND 3!
Endless Threnody Condition:
HP: 54/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Weapons in fore arc: Glitching, (CURRENTLY PATCHED)
Engineering
Threnody Captain (Demand: Engineering, DC 19): 1d20 + 6 ⇒ (2) + 6 = 8 FAIL
Threnody Engineering Check (Patch: Fore Weapons, DC 14): 1d20 + 11 ⇒ (4) + 11 = 15 SUCCESS
Helm
Threnody Piloting Check (Stunt: Back Off, DC 14): 1d20 + 8 ⇒ (19) + 8 = 27 SUCCESS
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (1) + 7 = 8 FAIL
Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (12) + 7 = 19 SUCCESS
If a hit via front arc: 4d8 ⇒ (3, 6, 1, 4) = 14
If a hit via side arc: 2d4 ⇒ (2, 3) = 5
Threnody Initiative Check (Piloting): 1d20 + 8 ⇒ (12) + 8 = 20 - goes first
Loreseeker Initiative Check (Piloting): 1d20 + 11 ⇒ (14) + 11 = 25 - goes second
The Threnody begins firing up its reverse maneuvering thrusters, in an attempt to line up another shot from the deadly
You may queue up your actions now. Three rounds in, and no damage sustained yet, good work so far! (Yes, that's me trying to jinx your dice with my GM voodoo... :P)
Korskal The Thunderer
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Pilot phase: Using her greater speed Exegara moves to dart around the Threnody popping around their side and arriving at their vulnerable back. As she darts behind them right as they re-engage their main engine she cries out "Hit em now!"
Moved forward and around the enemy to place them in our side arc.
Gunnery Phase: Korskal continues to enjoy his passion of firing large weapons as he lets loose another burst of fire this time into the shattered armor of the Threnody's aft.
Coilgun: 1d20 + 5 ⇒ (13) + 5 = 184d4 ⇒ (3, 3, 1, 3) = 10
Still claiming a +1 from the computer. From what I've seen of space combat the most important thing is that initial piloting roll. Particularly since they give us ship/opponents with a particularly strong or weak arc, so most of the fight is the ship's darting around to find the best place to be. And might I suggest, unless there's a reason that we can't go off the map, or that just outside the boundaries the drift is any different than it is inside, that you might reposition us towards the center? Space being pretty empty, and given that otherwise were likely to bump into the wall next round as we try and get behind them again.
Ian Kilmister
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"Damn, that was pretty close!" Ian braces himself against one of the seats. "Good job, Exegara. Gunner! Keep firing and calculate our cyclic moves!"
Encouraging (Gunner) DC 10 1d20 + 4 ⇒ (6) + 4 = 10
GM zebeev
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Round 3-1: Engineering Phase
Engineering > Divert (Weapons), DC 14: 1d20 + 7 ⇒ (20) + 7 = 27
Raia taps her touchscreen, and continues to boost the output of the weapon emplacements. Ian directs the gunners to continue their assault, once the Loreseeker is in position for a positive fire solution.
Round 3-2: Helm Phase
Jaxen targets the Threnody's weapon systems, painting a large target for the gunners to hit.
Exegara brings the Loreseeker around in a wide arc to catch the Threnody's aft, leaving the Eoxian freighter wide open to attack.
Round 3-3: Gunnery Phase
Korskal fires the coilgun turret, and his round finds its target, ripping through the hull again with the greatest of ease. (3,3,2,3 = 11 damage)
Critical Damage: 1d100 ⇒ 67
Engines: Glitching (-2 to all pilot actions)
One of the Threnody's engines is left sputtering in the wake of the shot.
Altronus, you can make your follow up shot at any point, even at the same time as your Round 4 attack - we'll retcon it in.
Endless Threnody Condition:
HP: 43/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Glitching: Weapons (fore *patched*), Engines
Engineering
Threnody Engineering Check (Patch: Engines): 1d20 + 11 ⇒ (1) + 11 = 12 FAIL
Helm
Threnody Piloting Check (Stunt: Flip and Burn, DC 19): 1d20 + 8 + 2 - 2 ⇒ (1) + 8 + 2 - 2 = 9 FAIL
Threnody Captain (Encourage: Pilot): 1d20 + 6 ⇒ (18) + 6 = 24 SUCCESS
Threnody Science Officer (Target: Life Support): 1d20 + 7 ⇒ (16) + 7 = 23 SUCCESS
Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (14) + 7 = 21
If a hit via front arc: 4d8 ⇒ (4, 4, 1, 4) = 13
If a hit via side arc: 2d4 ⇒ (2, 2) = 4
Threnody Initiative (Piloting): 1d20 + 8 ⇒ (14) + 8 = 22 goes first
Loreseeker Initiative (Piloting): 1d20 + 11 ⇒ (19) + 11 = 30 goes last
The Threnody attempts to perform a flipping maneuver, but it's rotational thrusters appear to be damaged by that last hit from the Loreseeker's coilgun. Instead, it limps forward, aft completely exposed.
You're up again!
Ian Kilmister
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"Oh, my... it seems we're actually winning!"
Not wanting to let the tides turn, Ian keeps giving orders. Seeing Exegara does quite well as a pilot and the rest of the crew doesn't fall behind, he decides to focus on the gunning to try to disable the Threnody ASAP.
"Good job with those cannons, folks! Keep up the fire, don't let them breath!"
Encourage (Gunner) DC 10 1d20 + 4 ⇒ (3) + 4 = 7
Korskal The Thunderer
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Pilot phase: Using Only a fraction of the ship's speed Exegara moves in a small circle to stay in the rear of the Threnody as they drift forward.
Moved forward just a bit turning as we did so.
Gunnery Phase: Korskal raises one finger at Ian's comment. "Umm, they're undead. They never breathe." A moment after he says it though it his hands have darted back to the controls the entire matter seemingly forgotten to more important things like peppering the drift with more debris.
Coilgun: 1d20 + 5 ⇒ (18) + 5 = 234d4 ⇒ (2, 2, 4, 1) = 9
Still claiming a +1 from the computer. It's mine, all mine. ;)
Veraziea
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Altronus, Kasatha Solarian
"Dang, I missed." Shaking his head, Altronus goes to shoot again.
"Ha, breathe.." Laughing, he shoots the laser cannon agian.
rd 3 Laser Cannon: 1d20 + 2 ⇒ (14) + 2 = 162d4 ⇒ (2, 3) = 5
rd 4 Laser Cannon: 1d20 + 2 ⇒ (11) + 2 = 132d4 ⇒ (2, 1) = 3
Sorry, i'm usually only able to post in the mornings.
GM zebeev
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@Jaxen:
If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your Starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal.
Any critical damage that the Threnody has sustained so far has not been due to rolling a critical, it has been for damage exceeding the ship's critical threshold.
(Cont'd) Round 3-3: Gunnery Phase
Altronus's laser cannon shot connects, dealing 5 damage.
Round 4-1: Engineering Phase
Engineering > Divert (Weapons), DC 14: 1d20 + 7 ⇒ (3) + 7 = 10
A spike in the power plant requires Raia's attention, and as such, she is unable to maintain the boosted power to the gunnery crew.
Ian, having to help her with the problem, is also unable to help the gun crew.
Round 4-2: Helm Phase
Jaxen again targets the Threnody's weapon systems, painting a large target for the gunners to hit.
Exegara moves in a small circle to stay on target.
Round 4-3: Gunnery Phase
Korskal again fires the coilgun turret, and once more hits the Threnody, dealing 9 damage.
Altronus follows it up with a beam from the laser cannon, dealing an additional 3 damage.
Round 5!
Endless Threnody Condition:
HP: 43 - 12 damage = 31/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Glitching: Weapons (fore *patched*), Engines (*patched*)
Engineering
Threnody Engineering Check (Patch: Engines): 1d20 + 11 ⇒ (20) + 11 = 31
Helm
Threnody Piloting Check (Stunt: Flip and Burn, DC 19): 1d20 + 8 ⇒ (19) + 8 = 27
Threnody Captain (Encourage: Piloting): 1d20 + 6 ⇒ (11) + 6 = 17
Threnody Science Officer (Target System: Life Support ): 1d20 + 7 ⇒ (1) + 7 = 8
Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (11) + 7 = 18
If a hit via front arc: 4d8 ⇒ (3, 3, 5, 5) = 16
If a hit via side arc: 2d4 ⇒ (2, 3) = 5
Threnody Init. (Piloting) : 1d20 + 8 ⇒ (13) + 8 = 21 goes last!
Loreseeker Init. (Piloting) : 1d20 + 11 ⇒ (7) + 11 = 18 goes first!
The undead pilot seems to be getting a handle on Exegara's movements... queue your actions now. :)
Korskal The Thunderer
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Pilot phase: Unable to keep out of the Threnody's main firing arc Exegara settles for keeping it out of her own unarmed rear arc.
piloting slide DC 14: 1d20 + 11 ⇒ (12) + 11 = 23
Depending on the roll I'll either slide six hexes to our right/down, or on a fail drift forward a single hex.
Gunnery Phase: as he lets loose another shot Korskal cries out "How tough is this thing? I'm putting in for better guns when we get back, I doubt we'll get them but some nice missiles would really spruce this thing up."
Coilgun: 1d20 + 5 ⇒ (19) + 5 = 244d4 ⇒ (1, 4, 3, 4) = 12
Still claiming a +1 from the computer. There's another one out there if people need it at some point.