[SFS - PbP Gameday VII] 1-99 The Scoured Stars Invasion - GM bigboom (Inactive)

Game Master bigboom

Maps & Slides
Starship Role Sheets
Chase Sequence Cheatsheet

Currently in Part 4, ending Sept 28


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Second Seekers (Luwazi Elsebo)

Halfling Envoy 1 - Stam 6/6 HP 8/8 Res 4/5 | EAC 13, KAC 14 | Fort +1, Reflex +4, Will +3 | Init +1, Percep +6
Active Effects:
None.

So Zac can continue to focus on the weapons, Odo will balance the Shields.

Computers (Balance Shields) DC13: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15


Starship Actions ; Live Exploration Extreme!

I assume the balance shields action will be to evenly balance the shields across all quadrants rather than shifting from one quadrant to the front.

Second Seekers (Luwazi Elsebo)

Halfling Envoy 1 - Stam 6/6 HP 8/8 Res 4/5 | EAC 13, KAC 14 | Fort +1, Reflex +4, Will +3 | Init +1, Percep +6
Active Effects:
None.
GM bigboom wrote:
I assume the balance shields action will be to evenly balance the shields across all quadrants rather than shifting from one quadrant to the front.

Yes, balance evenly. Sorry for not clarifying.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Big Boom:

p. 43 wrote:
On a success, the target enemy vessel takes 2d8 damage per tier of the PCs' starship.

That Pegasus did 8d8 worth of damage, not 4d8! Give them another 4d8!

Extra Damage: 4d8 ⇒ (7, 8, 1, 4) = 20

Hugs!!!


Starship Actions ; Live Exploration Extreme!

Question for Hmm:
Thanks but did I read something incorrectly? PC's starship is tier 2. So 2x2=4 which is 4d8 of damage, right? Please let me know if I got this wrong! Would be happy to apply more damage!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Bigboom:

Oh, drat. I thought y’all were Tier 3-4. My bad.

I IS DUMB.

Have a good battle!


Starship Actions ; Live Exploration Extreme!

I'm off to the airport so may not have enough time to bot Zac and Twik and post the round results before my flight. If I can, I will but otherwise, just FYI, my next post will be about half a day later than usual.

Hmm:
No worries! Is all good!

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

Safe travels


Starship Actions ; Live Exploration Extreme!

Botting Zac and Twik in the results post below!

Round 3 Results

Engineering Phase:

  • Engineering, Divert DC14: 1d20 + 12 ⇒ (2) + 12 = 14 ; Zac again successfully juices up the guns!!
  • Orange Engineering Action: 1d20 + 5 ⇒ (16) + 5 = 21
  • Magenta Engineering Action: 1d20 + 5 ⇒ (13) + 5 = 18

    Helm Phase:

  • Odo successfully balances the ship's shields, setting them to 8 shield points in all arcs!
  • Orange Science Action: 1d20 + 5 ⇒ (8) + 5 = 13
  • Magenta Science Action: 1d20 + 5 ⇒ (5) + 5 = 10
  • Kato with continues to exhibit superb control as he engages evasive maneuvers!
  • Orange Piloting Action: 1d20 + 12 ⇒ (16) + 12 = 28 ; The orange jinsul ship goes evasive!
  • Magenta Piloting Action: 1d20 + 12 ⇒ (20) + 12 = 32 ; The magenta jinsul ship goes evasive!

    Last Magenta Jinsul Scan Results:
    Medium transport
    Speed 4; Maneuverability average (turn 2)
    AC 11; TL 11
    HP 31/45
    Attack (forward) light torpedo launcher (2d8) *GLITCHING!*
    Shields None
    Power Core Pulse Gray (100 PCU); Complement 6

    Gunnery Phase:

  • Aldane's words are not quite understood this time... Don't breathe?
  • Sharmain shoots at the orange ship but it moves too fast and she misses!!
  • Coil gun (Comp): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 ; Damage: 4d4 ⇒ (4, 4, 3, 2) = 13 ; 1d100 ⇒ 26 ; Twik's shot hits the magenta ship and it takes 13 points!
  • Orange torpedo: 1d20 + 4 ⇒ (7) + 4 = 11 ; 2d8 ⇒ (8, 4) = 12
  • Orange laser: 1d20 + 4 ⇒ (14) + 4 = 18 ; 4d4 ⇒ (4, 1, 1, 1) = 7
  • Magenta torpedo: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 ; 2d8 ⇒ (7, 8) = 15
  • Both ships now are opening fire on your Pegasus!
  • The orange ship launches a torpedo which fails to track you but a laser beam hits you for 7+1+1+1=10 points!! 2 points penetrate your fore shields and hits your hull!
  • The magenta ship ceases to fire with its laser but fires a torpedo which fails to track you!

    Cumulative Damage Dealt to Magenta: 40
    Cumulative Damage Dealt to Orange: 8
    Cumulative Damage Dealt to Starfinder transport: 49

    Pegasus Status:
    HP: 53/55
    Shields (F/P/S/A): 0/8/8/8

    Round 4 initiative:
    Kato's Piloting: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
    Jinsul's Piloting: 1d20 + 10 + 2 - 2 ⇒ (11) + 10 + 2 - 2 = 21

    Kato wins initiative! The jinsul move first and I've moved them on the map. I've also moved the transport. Everyone may declare your actions and take your rolls!

  • Wayfinders

    Male NG Human operative (explorer) 2 | SP 10/12 HP 13/20 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
    Bot:
    [dice=Trick Attack]1d20+13[/dice][occ]DC20+CR[/ooc] [dice=Attack, Force Baton, Get 'em]1d20+4+1[/dice] [dice=Damage]1d4[/dice] [dice=Trick Attack Damage]1d4[/dice]

    We have to keep attracting their fire. We can't let them hit the transport! Unless someone has a better idea. I'll keep us in their forward arc. Please take out the magenta. I don't know how much longer I can dodge 2 ship's attacks!

    Piloting(evasion): 1d20 + 8 ⇒ (20) + 8 = 28 vs DC 14

    Twik and Sharmaine you can fire with the forward and starboard guns at the orange once magenta is disabled!

    Wayfinders

    M Kasathas human / scholar / solarian / 6 | LN | SP 16/48 HP 46/46 RP 5/5 | EAC 20; KAC 24, | Fort +6; Ref +4; Will +5; | Init:+2, Percep:+7

    "Twik great aiming, just aim like that. "

    diplomacy DC 15: 1d20 + 5 ⇒ (10) + 5 = 15

    +2 to gunner Twik

    Wayfinders

    Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

    Knowing how important this is Sharmain times her shot to compliment Twik's greater firepower. She is in awe of Kato's flying, holding off two enemy ships to protect the transport is no easy feat.

    I am among the stars who are my friends, I can feel their energy supporting me...

    Gunnery round 4
    gunnery check: 1d20 + 2 ⇒ (14) + 2 = 16
    damage from light laser cannon: 2d4 ⇒ (3, 2) = 5

    Second Seekers (Luwazi Elsebo)

    Halfling Envoy 1 - Stam 6/6 HP 8/8 Res 4/5 | EAC 13, KAC 14 | Fort +1, Reflex +4, Will +3 | Init +1, Percep +6
    Active Effects:
    None.

    Odo taps away at the computer and redirects the ship's rear shields to the front.

    Computers (Balance Shields DC13): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

    Wayfinders

    Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

    Zac diverts power to the shields to restore shield power.

    Engineering Divert to Shields DC14: 1d20 + 12 ⇒ (15) + 12 = 27

    "OK, I've got some of the shields back."


    Starship Actions ; Live Exploration Extreme!

    Botting Twik in the results post below! I'll have him take both computer modifiers as no one else used them.

    Round 4 Results

    Engineering Phase:

  • I assume Zac puts the restored shields to the front arc. Zac restores 7 points to the front shields! (7/8/8/8)
  • Orange Engineering Action: 1d20 + 5 ⇒ (6) + 5 = 11
  • Magenta Engineering Action: 1d20 + 5 ⇒ (3) + 5 = 8

    Helm Phase:

  • Odo successfully balances the ship's shields, moving the maximum amount he can from the rear shields to the front! (12/8/8/3)
  • Orange Science Action: 1d20 + 5 ⇒ (14) + 5 = 19
  • Magenta Science Action: 1d20 + 5 ⇒ (17) + 5 = 22
  • Kato is again able to execute evasive maneuvers!
  • Orange Piloting Action: 1d20 + 12 ⇒ (15) + 12 = 27 ; The orange jinsul ship goes evasive!
  • Magenta Piloting Action: 1d20 + 12 ⇒ (9) + 12 = 21 ; The magenta jinsul ship goes evasive!

    Last Magenta Jinsul Scan Results:
    Medium transport
    Speed 4; Maneuverability average (turn 2)
    AC 11; TL 11
    HP 31/45
    Attack (forward) light torpedo launcher (2d8) *GLITCHING!*
    Shields None
    Power Core Pulse Gray (100 PCU); Complement 6

    Gunnery Phase:

  • Aldane's gets through to Twik, giving Twik a bit of a boost!
  • Sharmain shoots at the forward laser at magenta, scores a hit and magenta is disabled, drifting lifelessly!!
  • Coil gun (Comp, Encourage, FAW): 1d20 + 7 + 1 + 2 - 4 ⇒ (10) + 7 + 1 + 2 - 4 = 16 ; Damage: 4d4 ⇒ (3, 2, 1, 2) = 8 ; 1d100 ⇒ 53 ; 1d4 ⇒ 4 ; Twik's coil gun attack hits the orange ship and it takes 8 points!
  • Light laser cannon (Comp, Encourage, FAW): 7 + 1 + 2 - 4 = 6 ; Damage: 2d4 ⇒ (1, 3) = 4 ; 1d100 ⇒ 42 ; Twik's laser cannon shot misses!
  • Orange torpedo: 1d20 + 4 ⇒ (14) + 4 = 18 ; 2d8 ⇒ (4, 6) = 10
  • Orange laser: 1d20 + 4 ⇒ (4) + 4 = 8 ; 4d4 ⇒ (3, 3, 3, 1) = 10
  • Magenta torpedo: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 ; 2d8 ⇒ (3, 5) = 8
  • The orange ship fires a laser at you that misses!
  • However, both the orange and magenta ships launch a torpedo and they both hit causing 18 points of damage to your front arc! This takes down 12 shield points and inflicts 6 points of hull damage!

    Cumulative Damage Dealt to Magenta: disabled, removed from combat
    Cumulative Damage Dealt to Orange: 16
    Cumulative Damage Dealt to Starfinder transport: 49

    Pegasus Status:
    HP: 47/55
    Shields (F/P/S/A): 0/8/8/3

    Round 4 initiative:
    Kato's Piloting: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
    Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

    Jinsul Maneuver: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

    Kato wins initiative! The jinsul move first! The jinsul pilot, displaying a great show of skill pulls off some extremely tight maneuvers and places their ship directly in front of yours!
    This counts as the jinsul's pilot action, so the jinsul will not be able to evade this round. And because your ship will have to fly through the jinsul ship's hex, you'll need to successfully execute a flyby stunt or take an attack of opportunity from the jinsul ship.

    I've also moved the transport. Everyone may declare your actions and take your rolls!


  • Starship Actions ; Live Exploration Extreme!

    That was excellent teamwork getting those front shields up as high as you can to take the brunt of those vicious torpedo attacks!!

    Wayfinders

    Male CG Halfling Corporate Agent Operative (Spy) 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 19 KAC 19 | Fort +2; Ref +10(Ev); Will +5, +2 vs Fear | Init: +7 | Perc: +11, SM: +9 | Speed 40ft | Active conditions: None.

    We could try the Back Off or Slide stunts. And if successful then we would not pass through the jinsul ship. Or we could just stay still and not perform a stunt action.

    Twik cheers when one of the enemy ships is disable and dances a small jig in his oversize (for him) chair. He opens fire with the coilgun once more...

    Fire the guns (Don't look until you made your rolls):

    Fire!: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 +possible Captain Aid?
    Damage: 4d4 ⇒ (2, 1, 3, 3) = 9


    Starship Actions ; Live Exploration Extreme!

    Oh, Twik is absolutely correct! Those are additional options I didn't even think of! And yes, you could just stay still and not move but I think you can still evade even if you don't move hexes.

    Those are excellent points, Twik!!

    Wayfinders

    M Kasathas human / scholar / solarian / 6 | LN | SP 16/48 HP 46/46 RP 5/5 | EAC 20; KAC 24, | Fort +6; Ref +4; Will +5; | Init:+2, Percep:+7

    "Twik, I will recommend you for a medal. "

    diplomacy DC 15: 1d20 + 5 ⇒ (4) + 5 = 9


    Starship Actions ; Live Exploration Extreme!

    Aldane, I really feel for you. Seems like the dice are not showing you much love during this scenario! Hang in there!!

    And per the discussion thread, our table has received another token! Unfortunately, it can't be used until after this current starship combat is finished. So you can keep the token and use it in the next encounter or boost it now and pass it on to another table. I do believe this current encounter will finish up soon though!

    Wayfinders

    Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

    Sharmain silently mourns the loss of life, any life, but has no regrets.
    We did not ask for this fight. We only wish to leave peacefully.

    "Great job everyone!"

    The stars are life...

    Gunnery round 5
    gunnery check: 1d20 + 2 ⇒ (5) + 2 = 7
    damage from light laser cannon: 2d4 ⇒ (4, 4) = 8

    I have to learn to keep my mouth shut and stay focused! Desna, I appeal to you, help me past my shortcomings.

    Wayfinders

    Male NG Human operative (explorer) 2 | SP 10/12 HP 13/20 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
    Bot:
    [dice=Trick Attack]1d20+13[/dice][occ]DC20+CR[/ooc] [dice=Attack, Force Baton, Get 'em]1d20+4+1[/dice] [dice=Damage]1d4[/dice] [dice=Trick Attack Damage]1d4[/dice]

    Maybe I'm missing something, but I think you forgot to roll for twik's laser attack. It just added up the bonuses. Equalling a 6.

    Listening to Twik, Kato will remain in place and attempt to dodge any incoming attacks without advancing his ship.

    Piloting: 1d20 + 8 ⇒ (1) + 8 = 9 vs DC 13
    In the wording of the evade action it states, The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next
    round.
    I'm not sure how you see it. The question is does moving 0 spaces still count as moving. If not then Kato will slide behind the ship and use the above pilot check vs DC 18


    Starship Actions ; Live Exploration Extreme!

    Oh yes, you're right! Thanks for the catch regarding Twik's laser attack! The round summaries are a lot of text and I'll make mistakes occasionally. I appreciate the correction. Here's a d20 roll: 1d20 ⇒ 5
    Unfortunately, 5+6=11, which will still miss due to the jinsul ship evading.

    As for the wording of evade, I was looking more at the 'up to its speed' part and ignored the rest. But now that you point it out, I think you and Twik are both correct that the ship does need to move, so at least 1 hex would be required. Thanks for highlighting this - it definitely helps give me a better understanding of the rules, which is always appreciated!

    So instead, you'll attempt to slide but fail, resulting in the Pegasus moving straight ahead up to 5 hexes. Go ahead and move the Pegasus token as far as you like up to 5 hexes.

    Wayfinders

    Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

    Zac again diverts power to the shields.

    Engineering Divert DC14: 1d20 + 12 ⇒ (2) + 12 = 14

    "I got the front shield up again!"

    Wayfinders

    Male NG Human operative (explorer) 2 | SP 10/12 HP 13/20 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
    Bot:
    [dice=Trick Attack]1d20+13[/dice][occ]DC20+CR[/ooc] [dice=Attack, Force Baton, Get 'em]1d20+4+1[/dice] [dice=Damage]1d4[/dice] [dice=Trick Attack Damage]1d4[/dice]

    That was my feeling with the evasion. It’s hard to evade is the ship doesn’t move. I moved the ship.

    Second Seekers (Luwazi Elsebo)

    Halfling Envoy 1 - Stam 6/6 HP 8/8 Res 4/5 | EAC 13, KAC 14 | Fort +1, Reflex +4, Will +3 | Init +1, Percep +6
    Active Effects:
    None.

    Odo sees that the aft is now exposed and attempts to shift the shields from the front to the rear.

    Computers (Balance Shields DC13): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

    He curses as the battery in his wireless mouse goes out at just the wrong time.


    Starship Actions ; Live Exploration Extreme!

    Round 5 Results

    Engineering Phase:

  • Zac restores 7 points to the front shields! (7/8/8/3)
  • Orange Engineering Action: 1d20 + 5 ⇒ (15) + 5 = 20

    Helm Phase:

  • Odo fails to balance the shields as he desperately searches for a couple AA-sized batteries!!
  • Orange Science Action: 1d20 + 5 ⇒ (7) + 5 = 12
  • The orange ship pulls some tight maneuvers placing it in the Pegasus' path!
  • Kato attempts to slide right behind the jinsul ship but doesn't quite manage to pull it off, exposing the Pegaus to an attack of opportunity!
  • Orange laser: 1d20 + 4 ⇒ (4) + 4 = 8 ; 4d4 ⇒ (4, 3, 3, 2) = 12 ; But the jinsul ship wastes a prime opportunity as it misses the Pegasus!

    Last Magenta Jinsul Scan Results:
    Medium transport
    Speed 4; Maneuverability average (turn 2)
    AC 11; TL 11
    HP 31/45
    Attack (forward) light torpedo launcher (2d8) *GLITCHING!*
    Shields None
    Power Core Pulse Gray (100 PCU); Complement 6

    Gunnery Phase:

  • Aldane's offer of a medal is lost on Twik. Twik would perhaps prefer some cold, hard cash?
  • Sharmain takes aim at the jinsul ship and lets loose a powerful beam of destructive laser fire....but it misses.
  • Twik's coil gun attack, however, hits for 9 points! ; 1d100 ⇒ 67
  • Orange laser: 1d20 + 4 ⇒ (9) + 4 = 13 ; 4d4 ⇒ (1, 1, 4, 2) = 8 ; The jinsul ship returns fire, hitting the Pegaus' rear arc, removing 3 shield points and doing 5 hull points of damage! The laser attack seems to have been directed straight at your engines and you hear a clanking noise as the engine begins glitching!

    Cumulative Damage Dealt to Magenta: disabled, removed from combat
    Cumulative Damage Dealt to Orange: 25
    Cumulative Damage Dealt to Starfinder transport: 49

    Pegasus Status:
    HP: 42/55
    Shields (F/P/S/A): 7/8/8/0
    Engines glitching

    Next round, the transport safely reaches the carrier which completes your mission! Because the transport is now out of the jinsul ship's reach, you disengage from the much slower jinsul ship and return to your carrier as well. The jinsul ship knows better than to pursue you to your carrier as it would be torn to shreds by the Starfinder's capital ship's weaponry.

    Starship Combat Concluded!!!

    Congratulations! You've won this encounter! Sharmain expressed a slight preference to continue on with starship combat in the next encounter rather than normal shipboard combat. But Aldane and Twik may not yet have had a chance to express an opinion. I'll go ahead and get us set up for starship combat now but if either Aldane or Twik wishes to switch to normal combat and do battle with jinsul boarding parties instead, then I'll switch us over to normal combat at that time.

  • Wayfinders

    M Kasathas human / scholar / solarian / 6 | LN | SP 16/48 HP 46/46 RP 5/5 | EAC 20; KAC 24, | Fort +6; Ref +4; Will +5; | Init:+2, Percep:+7

    Aldane is ok with starship combat


    1 person marked this as a favorite.
    Starship Actions ; Live Exploration Extreme!

    For the intro to this encounter, I like to imagine the following text as scrolling across the screen with outer space in the background, Star Wars style. Then once the text finishes scrolling, the camera pans down to your ship flying towards the enemy capital ship!

    Another GM found this a while ago but I'm not sure if this will work for you guys. Try it out BEFORE you read the spoilered text below and please let me know if it works for you. Enjoy!!! INTRO VIDEO

    -----------------------------------------------------------

    Intro:
    Part IV, Mission II: Counterattack!!!

    Having escorted the last transport ships back to the carriers, the Starfinder fleet is almost ready to leave the Scoured Stars. However, an enemy capital ship with enough firepower to destroy a carrier is dangerously close to the Starfinder fleet, and First Seeker Luwazi Elsebo has no choice but to launch a counterattack to destroy or at least delay the capital ship.

    A group of ragtag Starfinders (that's you guys) have been assigned the daring mission of attacking the jinsul capital ship’s aft - the enemy ship’s only weak spot - and deal enough damage to cripple the ship, giving the Starfinder carrier an opportunity to escape. But as this band of heros streak towards their target, two enemy assault craft move to intercept...

    -----------------------------------------------------------

    Your objective this encounter is to deal 50 points of damage to the jinsul capital ship's aft arc. You do not need to destroy the two jinsul craft attacking you. During this encounter, only your ship and those two attack craft are active. The other tokens on the map represent jinsul and starfinder ships that are actively engaged in combat with other ships. And the jinsul capital ship will not fire upon your ship as it is busy focusing its fire on the Starfinder carrier.

    Also, you start with a brand new Pegasus with no damage!

    Aid tokens have additional functions during this encounter, which I'll put in the discussion thread for easier reference. As explained there, you have the ability to use aid tokens multiple times during this encounter so the sooner you use it, the sooner you have a chance of getting another one.

    Starship Combat Initiated!!!

    Round 1 initiative:
    Kato's Piloting: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
    Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

    Jinsul have won initiative. Kato moves first. Everyone may declare your actions and take your rolls!

    Wayfinders

    Male NG Human operative (explorer) 2 | SP 10/12 HP 13/20 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
    Bot:
    [dice=Trick Attack]1d20+13[/dice][occ]DC20+CR[/ooc] [dice=Attack, Force Baton, Get 'em]1d20+4+1[/dice] [dice=Damage]1d4[/dice] [dice=Trick Attack Damage]1d4[/dice]

    We have to fight two more of these things! Odo where was the blind spot on those jinsul ships. I’ll try to keep us there this time, since we don’t have to attract fire to protect the transport. We can do this Starfinders. The fate of everyone depends on it. Kato then fire the engines and takes a wide path to get around the jinsul fleet. He brings the ship in a random vector oscillating pattern Incase the jinsul try to fire.

    Evasive manuveurs. I know it looks like a slide but Kato mover forward then turned and moved 9 spaces then turned again

    piloting (Evasive): 1d20 + 8 ⇒ (8) + 8 = 16 vs DC 13

    FYI GM Bigboom you are doing a great job summarizing every round and GMing this scenario. I tip my hat to you good sir. That is not an easy task.

    Wayfinders

    M Kasathas human / scholar / solarian / 6 | LN | SP 16/48 HP 46/46 RP 5/5 | EAC 20; KAC 24, | Fort +6; Ref +4; Will +5; | Init:+2, Percep:+7

    "Twik, show your best! "
    diplomacy DC 15: 1d20 + 5 ⇒ (1) + 5 = 6

    Wayfinders

    Male CG Halfling Corporate Agent Operative (Spy) 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 19 KAC 19 | Fort +2; Ref +10(Ev); Will +5, +2 vs Fear | Init: +7 | Perc: +11, SM: +9 | Speed 40ft | Active conditions: None.

    If it’s not too late, it would be good to change our move up slightly so that we are a couple of squares closer so we can fire on the orange ship with the coil gun without range penalties.

    Seated at a new targeting console, Twik utters a small prayer as the team gears up for action.

    ”Here goes nothing!”

    Fire!: 1d20 + 7 ⇒ (6) + 7 = 13
    Coilgun Damage: 4d4 ⇒ (1, 4, 1, 3) = 9


    Just copying the aid token rolls over from the discussion thread to this thread.

    Aid Token (fire at orange): 1d20 + 7 ⇒ (15) + 7 = 22
    DMG: 4d8 ⇒ (6, 4, 4, 1) = 15

    Also, I've moved the jinsul ships.


    Starship Actions ; Live Exploration Extreme!
    Kato Oomsphere wrote:
    FYI GM Bigboom you are doing a great job summarizing every round and GMing this scenario. I tip my hat to you good sir. That is not an easy task.

    Thank you! Much appreciated!

    Wayfinders

    M Kasathas human / scholar / solarian / 6 | LN | SP 16/48 HP 46/46 RP 5/5 | EAC 20; KAC 24, | Fort +6; Ref +4; Will +5; | Init:+2, Percep:+7
    GM bigboom wrote:
    Kato Oomsphere wrote:
    FYI GM Bigboom you are doing a great job summarizing every round and GMing this scenario. I tip my hat to you good sir. That is not an easy task.
    Thank you! Much appreciated!

    I played PBP Starfinder game with 6 different GMs. this is my second time that I play with you and you are by far the best GM.


    Starship Actions ; Live Exploration Extreme!
    Twik – “The Jack” wrote:
    If it’s not too late, it would be good to change our move up slightly so that we are a couple of squares closer so we can fire on the orange ship with the coil gun without range penalties.

    Feel free to adjust your movement. In this first round, the ships are so far from each other that if you alter the Pegasus move, it's really not going to impact the jinsul ship movement.


    Starship Actions ; Live Exploration Extreme!
    Aldane wrote:
    GM bigboom wrote:
    Kato Oomsphere wrote:
    FYI GM Bigboom you are doing a great job summarizing every round and GMing this scenario. I tip my hat to you good sir. That is not an easy task.
    Thank you! Much appreciated!
    I played PBP Starfinder game with 6 different GMs. this is my second time that I play with you and you are by far the best GM.

    And thank you as well! But I will say that I've learned from other GMs whom I consider much better than I!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

    A nearby Starfinder Drake radios you to offer supporting fire against the deadly threats arrayed before you!

    Aid token has been sent from GM Hmm's table. No Boosts.


    Starship Actions ; Live Exploration Extreme!

    Well hey, look at that, we've got another aid token so quickly! The rolls Kato provided with the previous aid token will be taken into account in my round 1 summary.

    This new token received from GM Cellion can be used during round 2 to fire upon the jinsul ships or it can be used now to prevent the jinsul ships from firing during round 1 and round 2. I'll assume the table wants to use it to fire on the jinsul ships in round 2 but let me know if you want to instead use it to disable the jinsul ships this round!

    Wayfinders

    Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

    Great video intro, please thank whoever put that together.

    I agree with comments about your GMing skills GM bigboom, they have added to the enjoyment and playability of this game. Thank you. I have also enjoyed the contributions of my fellow players, thank you all.

    Sharmain, back at her gunnery station, has been meditating in preparation. She now looks up as she realises the engagement has begun and tries to find an enemy in range.

    Gunnery round 1
    gunnery check: 1d20 + 2 ⇒ (19) + 2 = 21
    damage from light laser cannon: 2d4 ⇒ (4, 1) = 5

    When we are close enough to be scanning things, we still have a +4 computer from the preparation bonuses. Although it may be more useful for balancing shields or something. Let's not leave it unused though.

    Edited to add: We still have the morale boost available from preparation bonuses. We could use that to add +2 to all our checks the round we use the additional effects from the aid token.

    Second Seekers (Luwazi Elsebo)

    Halfling Envoy 1 - Stam 6/6 HP 8/8 Res 4/5 | EAC 13, KAC 14 | Fort +1, Reflex +4, Will +3 | Init +1, Percep +6
    Active Effects:
    None.

    Odo will attempt to scan the capital ship.

    Computers: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

    I'm good with using the aid token to give everyone a +2. Whatever we can do to pass it on quickly.

    Wayfinders

    Male NG Human operative (explorer) 2 | SP 10/12 HP 13/20 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
    Bot:
    [dice=Trick Attack]1d20+13[/dice][occ]DC20+CR[/ooc] [dice=Attack, Force Baton, Get 'em]1d20+4+1[/dice] [dice=Damage]1d4[/dice] [dice=Trick Attack Damage]1d4[/dice]

    Copy that, gunner. Prepare for 1.5 G acceleration to coordinate foxtrot delta nine. Engaging random vector evasive action. How close do you need us? what is the range of the coil gun?

    I adjusted the ship movement. I couldn't see the range of coil gun on the stats for the Pegasus and I don't have my CRB on my work comp, so I couldn't look it up. I vote that we use the aid token asap as well.

    Wayfinders

    Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

    Zac juices weapons this round.

    Engineering Divert to weapons DC14: 1d20 + 12 ⇒ (2) + 12 = 14
    Damage 1s become 2s

    My Starfinder book says the DC is 10 + 2x ship tier, (i.e. 14), but I see others targeting DC13. Which is it?

    Wayfinders

    Male CG Halfling Corporate Agent Operative (Spy) 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 19 KAC 19 | Fort +2; Ref +10(Ev); Will +5, +2 vs Fear | Init: +7 | Perc: +11, SM: +9 | Speed 40ft | Active conditions: None.

    The lack of a range listing on the ship stat blocks is one of my pet peeves. I just know that a coil gun has long range (20 hex increment) from experience. Light Laser cannons are short range (5 hex increment).

    The starship combat DCs listed in the CRB are incorrect. They have been errata’d - there is a post somewhere on the forums with the updated values but I’m on my phone so it’s too hard to track down. I will link it later or someone else in this thread will :)


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

    Since I was in here earlier, I saw your question. Updated Starship DCs are HERE. Good luck!


    Starship Actions ; Live Exploration Extreme!

    @Sharmain: That is correct. You could use the morale boost prep bonus to get two benefits. You can then use the token to fire AND the remote assistance aid benefit in the same round.
    @Kato: Twik is correct: coilgun is long range (20 hexes) and light laser cannon is short range (5 hexes)
    @Zac & Twik: Yes, it is true that the CRB DCs are incorrect. The FAQ link from GM Cellion is the way to go. Also, for easy reference, at the top of the page I have a link called 'Starship Roles'. That document lists all of the crew action details and the correct DC values.

    Now let's see how round 1 goes!!

    Round 1 Results

    Engineering Phase:

  • Zac loves his juice - especially when it flows directly to the ship's guns!
  • Orange Engineering Action: 1d20 + 5 ⇒ (20) + 5 = 25
  • Magenta Engineering Action: 1d20 + 5 ⇒ (10) + 5 = 15

    Helm Phase:

  • Odo scans the enemy capital ship. Unfortunately, it's defensive countermeasures prove impenetrable to the Pegasus' scanners. The one bit of information you do find, however, is that the rear arc is not shielded and vulnerable to attack!
  • Orange Science Action: 1d20 + 5 ⇒ (4) + 5 = 9
  • Magenta Science Action: 1d20 + 5 ⇒ (4) + 5 = 9
  • Kato sucessfully engages evasive maneuvers!
  • Orange Piloting Action: 1d20 + 12 ⇒ (7) + 12 = 19
  • Magenta Piloting Action: 1d20 + 12 ⇒ (14) + 12 = 26
  • Both TIE fighters... errr... Both jinsul attack ships go evasive!

    Gunnery Phase:

  • Aldane's speaks but his voice goes a bit hoarse. He pulls out a throat lozenge and pops it in his mouth. That should help with the next round....right?
  • The aiding fire incoming from other Starfinder ships hit the orange ship for 15 points!
  • Sharmain shoots at the orange ship and despite being WELL out of ideal range for a light laser cannon, the gods are smiling down on Sharmain as she hits for 5+1=6 points of damage!
  • Twik fires the coil gun and despite orange's evasive maneuvers, Twik hits! 9+2=11 points of damage are inflicted!
  • Orange torpedo: 1d20 + 4 ⇒ (12) + 4 = 16 ; 2d8 ⇒ (2, 5) = 7 ; The torpedo comes in hot and hits the Pegasus, dealing 7 points of damage to the front shields!
  • Orange laser: 1d20 + 4 ⇒ (3) + 4 = 7 ; 4d4 ⇒ (1, 3, 4, 2) = 10 ; The laser fire, however is way off the mark!
  • Magenta torpedo: 1d20 + 4 ⇒ (10) + 4 = 14 ; The torpedo is launched and despite maintaining a lock on the Pegasus, it doesn't yet reach you with its deadly payload! (I've marked the location of the magenta torpedo with a T1 on the map.)
  • Magenta laser: 1d20 + 4 ⇒ (9) + 4 = 13 ; 4d4 ⇒ (2, 2, 4, 1) = 9 ; The laser misses with range obviously throwing the gunner off!

    GM Seecrits:
    1d100 ⇒ 861d100 ⇒ 691d100 ⇒ 94

    Cumulative Damage Dealt to Magenta: 0
    Cumulative Damage Dealt to Orange: 32
    Cumulative Damage Dealt to Jinsul capital ship: 0

    Aid tokens used to fire on Jinsul: (1/3)
    Aid tokens used to disable Jinsul: (0/1)
    Aid tokens used to enact a standard benefit: (0/1)

    Pegasus Status:
    HP: 55/55
    Shields (F/P/S/A): 3/10/10/10

    Round 2 initiative:
    Kato's Piloting: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
    Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

    Kato wins initiative! The jinsul move first and I've moved them on the map. Everyone may declare your actions and take your rolls!

    Also, please indicate how you'd like to use your current aid token delivered by GM Cellion. If there's no mention, I'll assume it will be used to fire upon a jinsul ship.

  • Wayfinders

    Male NG Human operative (explorer) 2 | SP 10/12 HP 13/20 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.
    Bot:
    [dice=Trick Attack]1d20+13[/dice][occ]DC20+CR[/ooc] [dice=Attack, Force Baton, Get 'em]1d20+4+1[/dice] [dice=Damage]1d4[/dice] [dice=Trick Attack Damage]1d4[/dice]

    I'm bringing us around the back of the capital ship and keeping us out of range of their lasers. Radio the fleet to fire at the orange jinsul ship. Tell the Admiral I have a token for her. We should take out the ships quickly so we can focus fire the rear of the capital ship and allow the fleet to escape. Kato grabs the controls and programs in thruster timings allowing for random vectoring.

    Piloting (evasive): 1d20 + 8 ⇒ (15) + 8 = 23

    Second Seekers (Luwazi Elsebo)

    Halfling Envoy 1 - Stam 6/6 HP 8/8 Res 4/5 | EAC 13, KAC 14 | Fort +1, Reflex +4, Will +3 | Init +1, Percep +6
    Active Effects:
    None.

    I agree, use the aid token to take out Orange.

    If I counted right, I think we can behind the capital ship next round if we divert to the engines this round and next.

    Seeing that the shields are good on the exposed side of the ship, Odo will scan magenta.

    Computers DC13: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21


    Starship Actions ; Live Exploration Extreme!

    If the party decides to divert to engines and the roll is successful, then go ahead and move the Pegasus token an additional two hexes.

    Providing scan results below before the full Round 2 results. I'll include this again in the full results summary.

    Odo manages a fairly deep scan, obtaining basic information, defense details, and information about two weapons!

    Last Magenta Jinsul Scan Results:
    Medium transport
    Speed 4; Maneuverability average (turn 2)
    AC 11; TL 11
    HP 45/45
    Attack (forward) light torpedo launcher (2d8)
    Attack (turret) linked light laser cannons (4d4)
    Shields None
    Power Core Pulse Gray (100 PCU); Complement 6


    As discussed above, here is the roll to use the aid token to fire on orange. I'll go ahead and pass the aid token on to another table now.

    After you radio in the request for supporting fire against the orange jinsul ship, you get a response, "Roger that Pegasus, this is Red 2 firing on requested target. Over!"

    Aid Token (fire at orange): 1d20 + 7 ⇒ (16) + 7 = 23
    Damage: 4d8 ⇒ (5, 7, 8, 3) = 23

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