Aldane |
"I am so bad in role of captain, that is not for me! What am I doing here?!"
"Twik, I do not know how to encourage you any more. Shoot at will!"
diplomacy DC15: 1d20 + 5 ⇒ (6) + 5 = 11
"Maybe I should encourage someone else from the crew."
Sharmain |
Sorry guys, I am sick and don't have an ounce of role play in me at the moment. Looks like we are saving the +2 bonus for another time.
Gunnery
gunnery check: 1d20 + 2 ⇒ (6) + 2 = 8
damage from light laser cannon: 2d4 ⇒ (3, 3) = 6
GM bigboom |
Botting Zac and Twik in line below...
Round 2 Results
Engineering Phase:
Helm Phase:
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
Gunnery Phase:
Cumulative Damage Dealt to Magenta: 0
Cumulative Damage Dealt to Orange: disabled, removed from combat
Cumulative Damage Dealt to Jinsul capital ship: 0
Aid tokens used to fire on Jinsul: (2/3)
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): 10/10/1/10
Round 3 initiative:
Kato's Piloting: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Kato wins initiative! The jinsul move first and I've moved them on the map. Everyone may declare your actions and take your rolls!
GM bigboom |
Yay! Another aid token has just been received from our table from Revvy Bitterleaf's table! You guys can now use it for round 3.
This time around, would you like to use it to fire upon the magenta ship or use it to disable the magenta ship for two rounds? Also, as Sharmain suggested, would you like to use the prep bonus so that this round, everyone gets a +2 to EVERYTHING?
As always, please let me know how you'd like to use it so that I can then pass it on again to another table! Even if you don't have time to post your full crew action, just a quick note to let me know how you'd like to use the aid token will be helpful. As soon as I get two agreeing opinions, I'll go with that and pass the token on! Your fellow Starfinders at other tables thank you!!
Zac Atrois |
I agree, use the token to disable the ship.
Next round Zac will divert power to engines as requested.
Engineering Divert to Engines DC13: 1d20 + 12 ⇒ (4) + 12 = 16
Zac comms the bridge:
"I got the impellers spooled up to 120 percent. Hit it!"
GM bigboom |
Okay, we'll use the token to disable the jinsul ship for round 3 and round 4. If the party likes, you can also use the prep bonus allowing you access to the remote access benefit which gives a +2 for every crew action this turn. If you all would like to use it now, go ahead and call it out.
Also, with Zac's divert to engines, the Pegasus has a speed of 12 this round.
Odo Tosscobble |
Odo watches as the magenta ship seems to stall and just drift. He will balance the shields while we've got a moment of peace.
Balance DC 13: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Redistribute evenly.
Kato Oomsphere |
Good shooting command fleet. Thanks for the extra boost zac. Crew prepare for 3G acceleration for 6 seconds.
I agree with disabaling magenta. We have no one shooting at us so i don't think i need to evade. And we have good maneuverability, so no pilots check...
actually I could use perfect maneuverability. Here is my role. piloted (maneuver): 1d20 + 8 ⇒ (14) + 8 = 22 vs dc 18
BOT-EE-licious |
A little bit of RP for the use of that aid token to disable... It has been passed on to another table.
You video screen lights up and you see someone who looks a bit crazy wearing a white lab coat. He says, "Starfinders! Due to some fast, intensive, and highly risky research, we think we've found a sound frequency that causes jinsul ships' weapons to go offline briefly.
"Either that or it'll overcharge their weapons to the point where one hit on you and you're space dust! Meh, same difference, right? Here goes!!"
And before you can respond, the mad scientist flicks a switch...and it seems to work! The jinsul ship appears unable to fire upon you!
GM bigboom |
.....And we've got a new token again! To be applied on round 4!
Kato Oomsphere |
I vote we disable the jinsul again and unload onto the rear of the capital ship for 4 rounds. Should we just role four rounds worth of attacks? Are there any other dangers to us right now?
Twik – “The Jack” |
With back up disabling the threats to their ship, Twik focuses all in on the giant rear end that is the unshielded enemy capital ship.
Fire in the hole!: 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28
Damage: 4d4 ⇒ (4, 3, 2, 4) = 13
GM bigboom |
I vote we disable the jinsul again and unload onto the rear of the capital ship for 4 rounds. Should we just role four rounds worth of attacks? Are there any other dangers to us right now?
The disable can be performed only once for 2 rounds. Therefore, this new aid token to be used in round 4 can be used only to either fire upon the enemy attack ship and/or used for a standard benefit but not for disabling.
GM bigboom |
Botting Sharmain in line below...
Round 3 Results
Engineering Phase:
Helm Phase:
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
Gunnery Phase:
Cumulative Damage Dealt to Magenta: 0
Cumulative Damage Dealt to Orange: disabled, removed from combat
Cumulative Damage Dealt to Jinsul capital ship: 13
Aid tokens used to fire on Jinsul: (2/3)
Aid tokens used to disable Jinsul: (1/1)
Aid tokens used to enact a standard benefit: (0/1)
Pegasus Status:
HP: 55/55
Shields (F/P/S/A): 10/7/7/7
Round 4 initiative:
Kato's Piloting: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
The jinsul wins initiative! Kato moves first! Everyone may declare your actions and take your rolls!
GM bigboom |
The aid token currently on our table will be applied to round 4. Your options are to 1) have it fire upon the magenta jinsul ship, 2) use it for a normal aid token benefit, or 3) go with Sharmain's suggestion and get both, the firing upon the jinsul ship AND the +2 to all crew actions benefit.
I will assume the table will use #1 for sure because you can use the aid token to fire on enemy ships only one more time, so might as well use it up. Does anyone want to then apply #3 and add a +2 to all your rolls this round? Note that after this round, you may not be getting the aid tokens as quickly as before since the GMs have been coordinating the rapid passing of tokens for tables currently engaged in starship combat.
And here are the rolls for the aid token firing on magenta...
You once again radio in a request for fire support but this time against the magenta tie fighter... errrr... jinsul ship. In response, Red 2 streaks in, catches a glimpse of the jinsul capital ship and exclaims, "Look at the size of that thing!"
You then hear Red leader on comms, chiding, "Cut the chatter Red 2!"
Red 2 responds, "Roger Red Leader! Pegasus, firing on target. Over!"
Aid Token (fire at magenta): 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 4d8 ⇒ (1, 5, 7, 6) = 19
I'll go ahead and pass the token on to another table now. But if two people agree to use the +2 to all crew actions benefit then I'll assume the entire table agrees and everyone can add +2 to all your crew actions this round.
Kato Oomsphere |
Sure I'm happy to use the +2 although I don't need it for piloting this round but it would help out too hit.
I forgot we could only disable once. My bad...
I'm keeping us in the rear arc gunners. Take this floating hunk of metal out! Kato taps away at the controls programming a flight path that keeps the pegassus behind the ship.
GM bigboom |
Magenta jinsul ship has moved. Don't forget, that jinsul ship cannot fire this round.
Sharmain |
Sorry for my absence. I am less feverish today, or at least right now, so I am back at my desk this morning. Thanks for botting me.
Sharmain shakes herself, her meditations took her deep and she realises now that it was affecting her focus in the present. She does, however, feel she touched a powerful force and tries to channel a little of that as she aims at the primary target. You have trained for this, you can do this...she thinks to herself.
Using the +2 bonus.
Gunnery
gunnery check: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
damage from light laser cannon: 2d4 ⇒ (3, 3) = 6
Zac Atrois |
For round 4, Zac will divert power to recharge the shields.
Engineering Divert to Shields DC13: 1d20 + 12 ⇒ (10) + 12 = 22
"Restoring shields."
Twik – “The Jack” |
Twik takes aim once more...
Fire! (Comp,Capt Aid,Token Aid): 1d20 + 7 + 1 + 2 + 2 ⇒ (14) + 7 + 1 + 2 + 2 = 26
Damage: 4d4 ⇒ (3, 1, 4, 3) = 11
GM bigboom |
Round 4 Results
Engineering Phase:
Helm Phase:
Speed 4; Maneuverability average (turn 2); Drift 1
AC 11; TL 11
HP 45/45; DT —; CT 9
Attack (forward) light torpedo launcher (2d8)
Attack (turret) linked light laser cannons (4d4)
Shields None
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic; Systems basic computer, budget short-range sensors; Expansion Bays cargo holds (5)
Modifiers +2 Piloting, reversible; Complement 6
Reversible The unknown starship’s overall shape and positioning of its thrusters make it very easy to reverse its heading. The ship grants a +2 bonus to Piloting checks to perform a flip and burn stunt.
Gunnery Phase:
Cumulative Damage Dealt to Magenta: 19
Cumulative Damage Dealt to Orange: disabled, removed from combat
Cumulative Damage Dealt to Jinsul capital ship: 33
Aid tokens used to fire on Jinsul: (3/3)
Aid tokens used to disable Jinsul: (1/1)
Aid tokens used to enact a standard benefit: (1/1)
Pegasus Status:
HP: 55/55
Shields (F/P/S/A): 10/9/9/10
Round 5 initiative:
Kato's Piloting: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Kato wins initiative! I've moved the jinsul ship. Everyone may declare your actions and take your rolls!
Looks like we're getting REAL close to wrapping this one up!
Zac Atrois |
Zac diverts power to the guns.
Engineering Divert to weapons DC13: 1d20 + 12 ⇒ (13) + 12 = 25
Treat damage 1s as 2s
"I've boosted the weapons, give em hell gunners!"
Kato Oomsphere |
Kato flies over to the other side of the capital ship angleing the ship so that both the port side and front guns can fire on the capital ship.
pilote (evasive): 1d20 + 8 ⇒ (1) + 8 = 9 DC 13
Odo Tosscobble |
As Shields are full up and the Pegasus is thus far undamaged, Odo shrugs and scans the Jinsul ship to see what's been damaged on it.
Computers DC13: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Sharmain |
Sharmain is heartened by her last efforts but tries not to let it distract her.
Stay focused, stay true to the power, ...
Gunnery round 5
gunnery check: 1d20 + 2 ⇒ (10) + 2 = 12
damage from light laser cannon: 2d4 ⇒ (2, 2) = 4
Kato Oomsphere |
Use the computer assets to help with the targeting, Sharmain
Use the +1 from the computer
Twik – “The Jack” |
Grinning with glee at the damage he's inflicting, Twik mashes the red "Fire!" button as fast as he can...
Fire!(+Comp): 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 4d4 ⇒ (1, 1, 3, 1) = 6 1's => 2's
GM bigboom |
Round 5 Results
Engineering Phase:
Helm Phase:
Speed 4; Maneuverability average (turn 2); Drift 1
AC 11; TL 11
HP 26/45; DT —; CT 9
Attack (forward) light torpedo launcher (2d8)
Attack (turret) linked light laser cannons (4d4) *GLITCHING*
Shields None
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic; Systems basic computer, budget short-range sensors *GLITCHING*; Expansion Bays cargo holds (5)
Modifiers +2 Piloting, reversible; Complement 6
Reversible The unknown starship’s overall shape and positioning of its thrusters make it very easy to reverse its heading. The ship grants a +2 bonus to Piloting checks to perform a flip and burn stunt.
Gunnery Phase:
Cumulative Damage Dealt to Magenta: 19
Cumulative Damage Dealt to Orange: disabled, removed from combat
Cumulative Damage Dealt to Jinsul capital ship: 46
Aid tokens used to fire on Jinsul: (3/3)
Aid tokens used to disable Jinsul: (1/1)
Aid tokens used to enact a standard benefit: (1/1)
Pegasus Status:
HP: 52/55
Shields (F/P/S/A): 0/9/9/10
Round 6 initiative:
Kato's Piloting: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Jinsul's Piloting: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Kato wins initiative! The jinsul ship doesn't move. Everyone may declare your actions and take your rolls!
Kato Oomsphere |
Kato will swing the ship around continuing his figure 8 pattern all the while engaging evasive maneuvers.
Piloting: 1d20 + 8 ⇒ (1) + 8 = 9 DC 13
Aldane |
There is no point! Twik does not listen.
Aldane began to encourage Sharmain.
"Sharmain you are one of the best gunners I know!"
diplomacy DC15: 1d20 + 5 ⇒ (11) + 5 = 16
+2 to Sharmain
Sharmain |
Sharmain happily follows Kato's advise to allow the computer to assist, she also feels a boost in confidence when Aldane praises her. Remembering that talking seems to interfere with her focus, she instead smiles quietly to herself and tries again to reach the mystic energy that helped guide her before.
Come on Lucy, Sharmain thinks to the ship, we can do this!
Gunnery round 6
gunnery check+comp+Cpt's boost: 1d20 + 2 + 1 + 2 ⇒ (9) + 2 + 1 + 2 = 14
damage from light laser cannon: 2d4 ⇒ (2, 3) = 5
Zac Atrois |
Zac diverts power to recharge the shields
Engineering Divert to shields DC13: 1d20 + 12 ⇒ (12) + 12 = 24
"Recharging shields."
Twik – “The Jack” |
His concentration improved now that Aldane is no longer shouting at him (:P), he fires once more at the capital ship.
Fire!: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 4d4 ⇒ (2, 1, 1, 4) = 8
GM bigboom |
Round 6 Results
Engineering Phase:
Helm Phase:
Speed 4; Maneuverability average (turn 2); Drift 1
AC 11; TL 11
HP 26/45; DT —; CT 9
Attack (forward) light torpedo launcher (2d8)
Attack (turret) linked light laser cannons (4d4) *GLITCHING*
Shields None
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic; Systems basic computer, budget short-range sensors *GLITCHING*; Expansion Bays cargo holds (5)
Modifiers +2 Piloting, reversible; Complement 6
Reversible The unknown starship’s overall shape and positioning of its thrusters make it very easy to reverse its heading. The ship grants a +2 bonus to Piloting checks to perform a flip and burn stunt.
Gunnery Phase:
Cumulative Damage Dealt to Magenta: 19
Cumulative Damage Dealt to Orange: disabled, removed from combat
Cumulative Damage Dealt to Jinsul capital ship: 59
Aid tokens used to fire on Jinsul: (3/3)
Aid tokens used to disable Jinsul: (1/1)
Aid tokens used to enact a standard benefit: (1/1)
Pegasus Status:
HP: 52/55
Shields (F/P/S/A): 1/9/9/3
Starship Combat Concluded!!!
--------------------------------------
As your shields shrug off the jinsul ship's attack, the combined firepower unleashed by Sharmain and Twik causes a series of explosions on the enemy capital ship and it ceases fire on the Starfinder carrier!
Arratoi |
A face familiar to some of you appears on your video screen. It's Arratoi, a fellow Starfinder!
He says, "You've done it! That swollen snuff-snorting lilly-livered clot-nosed pygmy of a ship is no longer firing on us! Get back here ASAP! We're jumping out of this system!"
GM bigboom |
The capital ship continues to pursue the Starfinder carrier but with its bombardment ended due to your efforts, the pursuit is futile. You put full power to the Pegasus' engines and, easily outrunning the jinsul attack ship, make a beeline straight to your carrier!
As much as I'd like the opportunity to TPK you guys, there's only about 2 days left before the special ends, which won't be enough time to finish the shipboard combat encounter, so I won't be kicking that bit off. Please go ahead and post up any RP posts here and I'm happy to continue RPing if the party wants!
Overseer Tyranius |
Under the supervision of First Seeker Luwazi Elsebo, the Starfinder fleet’s best starship crews have overcome the first wave of incoming jinsul starships! The Capital Ship Down condition is now in effect.
The seemingly endless tide of jinsul ships ends—for a moment. All PCs in the All Hands on Deck! mission can perform an extra standard action for 1 round.
Overseer Tyranius |
Alongside the recently returned First Seeker Jadnura, the crews of Starfinder carriers have repelled most of the jinsul boarding parties! The Champion Defeated condition is now in effect.
The carriers can devote more of their resources to supporting the ongoing starship battle. Each starship crew member may reroll any checks attempted during starship combat for the round; they must use the second result.
Overseer Tyranius |
Thanks to selfless sacrifices and tactical victories, the Starfinder fleet manages to evacuate most of the transport ships back to the carriers, bringing nearly all the surviving Starfinders to safety. One by one in a rapid succession, the enormous ships dive into the Drift. The carriers converge at their rendezvous point, still at full battle readiness. But no jinsul craft follow; the pursuit is over.
Nominated First Seeker Luwazi Elsebo addresses the fleet through the ships’ comm units. “Starfinders, today we did something no one would have thought possible a year ago. We were able to rescue many of our comrades and two members of the Society’s former leadership, and what we now know about the Scoured Stars system may at least bring some closure to the loved ones of those who were beyond our help. Despite our victory today, we must remain vigilant, because a new threat has revealed itself. We know little of these jinsuls, but we all witnessed that their armada is massive, and they may have hundreds of thousands of soldiers eager for battle. It is clear they are an enemy we cannot ignore. Today, we must head back home to recuperate, but tomorrow, we must prepare.”
The Society endures, but a new threat to the galaxy is rising.
That is the end. Thank you GM’s for all of your hard work and effort to make this successful! And a special thanks to everyone for sticking it out during the multiple website outages. Over 105 players and GM’s alike were a part of this and all your hard work made it possible.
GM bigboom |
Well hey look at that! Enough tables have successfully completed enough of the shipboard combat and starship combat encounters to close out the entire special one day early! Woohoo!
Congratulations guys and thanks for playing! Hope you all had a good time! Per my post in the discussion thread, please check your character details in the slides and let me know if you have any questions!!
I'll get to work on chronicles and will put up a link to them in the discussion thread!
Sharmain |
Sharmain responds with a smile in her voice and her spirits high."Have more faith, Aldane. I found your words inspiring and just what I needed in the end minutes of that last battle."
On a more sober note, Sharmain adds, "This has been a much more intense assignment than I was expecting. Lots of adventure! I am glad I had such a great team with me. Thank you all."
As the crew gathers and prepares to leave their Pegasus ship, Sharmain develops a sparkle in her eye, "What do you think of the first seeker and the amazing feats he performed? It's kind of like we rescued each other.
Kato Oomsphere |
Kato pumps his fist in the air as he navigates the pegassus back on board the carriers. Well done Team. That was more fun the riding on bull covered in butter! What great adventure. Good job taking the helm Aldane. Great shooting Sharmain and Twik. Odo that was some fine computer work with the shields. And Zac well done down there, you gave with big boat just the power it needed at the right time! Once we regroup I look forward to kicking some buggy Jinsul abdomen with all of you.