Starfinder Module Skitter Shot (PFS PBP GAMEDAY VII) 13 AUG 18 (Inactive)

Game Master Paladin of Baha-who?

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"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gaz maneuver the ship around to get another shot on these pirates. He tries to randomize the vectors in order to avoid being hit.

Pilote: 1d20 + 8 ⇒ (3) + 8 = 11 dc 13

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

That fails the check, but by less than 5 so it has no effect on your AC.

Nako misses, but Tonkona manages to score another hit on the ship. It breaks through the shields and manages to cause an overload in their power core, thanks to Mokaya's pinpoint targeting. 8 damage to the hull, for a total of 12 which reaches a critical threshold. The targeted system is power core, so that takes the damage.

You can imagine the panic setting in on your opposing ship. It seems to move a little more erratically. A laser blast from the port gun misses, as does a particle beam from the turret.

You took no damage that turn so shields are still at 10,7,7,7. Engineering phase -- What do you want to do?

GM dice:

Captain gunner (port laser: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
gunner turret: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15

engineering Nova Witch: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 Shields are back up. Hull is at 43.


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Quonx diverts power to the weapons. "Help those guns out a bit ..."

Engineering: 1d20 + 12 ⇒ (14) + 12 = 26


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Good work, Gazigaz!" Dakoyo cheers, having no idea that the pirate's missed shots had nothing to do with the piloting. "Keep up that fancy flying, and the ship will be ours!"

Diplomacy (Encourage Pilot): 1d20 + 6 ⇒ (9) + 6 = 15

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Once again, Gaz is able to outmaneuver the Nova Witch, reacting to its movement. However, this time the pirate dives almost directly at the Empyrean, before diverting just in time. While Gaz tries to evade the apparent ram, the forward coilgun fires at the cruise ship, before ending up pointing away from the Empyrean a short distance away. The other pilot succeeded on a flyby attack. We'll resolve that attack during the gunnery phase. Gaz, I didn't use the +2 to piloting from encourage in your initiative roll, so feel free to use it during maneuvers.

GM dice:
Gaz piloting: 1d20 + 8 ⇒ (20) + 8 = 28
Nova witch piloting: 1d20 + 11 ⇒ (11) + 11 = 22

Nova Witch science officer: 1d20 + 9 ⇒ (2) + 9 = 11 Targeting engines.

Nova Witch Piloting attempting flyby attack: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gaz forgoes the evasive tactics and tries to put the ship in the rear arc of the enemy ship

Maneuver dc 13: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Gaz circles around but can't quite get the opposing ship into the forward firing arc.

The snap shot by the Nova Witch as it flew past the ship did hit, and the slow turn of the Empyrean meant that the same sector of shields still faced the pirate when the turret fired.

So, a total of 23 damage hit the port side of the ship. 7 was blocked by shields, leaving 16 remaining. With the 4 from earlier, that's 20 HP down. Fortunately, the Empyrean has a lot of armor and so that isn't enough to reach a critical threshold.

Botting Tonkona: Tonkona fires the coilgun turret, blasting away the other ship's rear shields and doing some more hull damage.

Engineering phase. Shields are 21 (Fwd 7, prt 0, stb 7, aft 7). The 10 I posted earlier was an error, sorry. I looked it up and you can have more than 1/4 the total shield points in a sector, as long as all other sectors have at least 10% of the total. DC 13 to divert power to shields.

GM dice:

Captain Gunnery Nova witch, forward coilgun: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
damage: 4d4 ⇒ (3, 2, 3, 3) = 11
Gunner Nova Witch, turret: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 3d6 ⇒ (5, 1, 6) = 12
Tonkona coilgun: 1d20 + 3 ⇒ (19) + 3 = 22
4d4 ⇒ (3, 2, 2, 3) = 10
Engineering Nova witch: 1d20 + 9 ⇒ (2) + 9 = 11


DungeonMaster

Nako fires forward cannon

action:
gunnery: 3 + 1d20 ⇒ 3 + (4) = 7
dmg: 4d8 ⇒ (5, 4, 4, 7) = 20


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Throwing up a gunnery phase post a little early as I'll be at IRL gaming tonight and otherwise wouldn't post til tomorrow.

Tonkona opens fire as the turret comes within range of the pirates' ship.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 4d4 ⇒ (4, 4, 1, 1) = 10


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Good effort, Gazigaz!" the mystic says. He then turns his attention to Tonkona. "Keep up that kind of targeting, and we'll be free of this pirate in no time!"

Diplomacy (Encourage turret gunner): 1d20 + 6 ⇒ (8) + 6 = 14

I know it won't help, but it's what I would have done prior to the gunner's roll.


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

I am confused why the 10 in the front was an error. We had more than 10% in each arc, so we could have more than 1/4 in front arc, right?

Reminder: Those two 1's on Tonkona's roll are changed to 2 because of the power diverted to weapons this round.

Here is my action for next round

Quonx draws power from the core into the shields.

Engineering: 1d20 + 12 ⇒ (12) + 12 = 24 vs. DC 13

All 7 points into the port arc shields

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

In the post in question, a Divert action had been taken, rather than a balance action, resulting in 5% of the PCU value being restored to shields, in the amount of 7.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Quonx diverts power to the shields to restore them.

Gaz is unable to anticipate the pirate's movement this time. You go first this time. Try not to metagame based on the previous attack rolls.

GM dice:

Gaz piloting: 1d20 + 8 ⇒ (2) + 8 = 10

Nova witch piloting: 1d20 + 11 ⇒ (15) + 11 = 26
nova witch science officer to balance shields: 1d20 + 9 ⇒ (17) + 9 = 26


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

Their power core is damaged. Lets see if we can put it completely out of commission.

Target Power Core: 1d20 ⇒ 19


DungeonMaster

Nako fires again speaking of metagaming based upon previous attack rolls, that is why I put mine in spoilers, so pilots and captains don't accidentally see them.

actions:
attack: 3 + 1d20 ⇒ 3 + (4) = 7 dmg: 4d8 ⇒ (8, 1, 3, 5) = 17


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gaz programs in some evasive actions and flies the ship where he hopes he will be facing the enemy.

Pilote(evasive): 1d20 + 8 ⇒ (16) + 8 = 24


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Ah, okay, so when you divert, it is automatically distributed. I can't divert just into one arc. 7 points would be distributed 4/1/1/1 (evenly across the 4 arcs, with any excess into the front arc)? Not arguing, just trying to understand how the rules work, for the future. This is my first time playing an engineer.


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Taking my shot since I'm in the turret anyways. I'll also spoiler the shot, like Nako - it's a good idea.

Turret Attack:
Tonkona opens fire with the turret again, giggling as he does.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 4d4 ⇒ (3, 1, 2, 2) = 8


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"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Tonkona, not that I'm trying to tell you how to do your job, because I know that you are excellent at breaking things just like I am an excellent physician and superior at putting you back together after the thing you tried to break took offense and returned the favor, but maybe take a few deep breaths before pulling the trigger."

Diplomacy (Encourage Turret Gunner): 1d20 + 6 ⇒ (20) + 6 = 26

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I'll hold those attack rolls and encouragement rolls for next turn.

The Nova witch circles tightly around the Empyrean and dodges the turret fire from Tonkona. Fortunately, the two shots from the pirate also go wide.

No changes to shields this gunnery phase.

Engineering phase. Shields are 28 (7 all). I maybe made an error about how the shields were allocated earlier but we'll do it correctly going forward.

GM dice:

captain coilgun: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
gunner particle beam: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

engineering: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22

[ooc]Shields are 20 (7 fwd, 4 all others), Hull is 38/55.


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

So... should I shoot again or not? Confused as to 'holding the attack rolls and encouragements", I think I need some clarification


DungeonMaster

Nako continues firing The DM will let us know if we rolled one too many dice, I'd rather not hold up the game.

cannons:
hit: 3 + 1d20 ⇒ 3 + (5) = 8 dmg: 4d8 ⇒ (3, 4, 5, 5) = 17


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Alright, I can get behind this logic.

Tonkona resumes fire from the turret, his giggling having moved to cackling.

Turret attack:

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 4d4 ⇒ (3, 1, 1, 3) = 8

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I'm going to use the previous rolls for the next turn because you guys rolled twice in one turn. Please hold off on rolling again for a bit.

Botting Quonx for engineering: Quonx boosts the shields. Shields are now at 38 (11 fwd, 8 all others).

Gaz moves first, since the Nova witch is anticipating his piloting.

GM dice:

Quonx Engineering: 1d20 + 12 ⇒ (16) + 12 = 28

Gaz Piloting: 1d20 + 8 ⇒ (9) + 8 = 17
Nova Witch Piloting: 1d20 + 11 ⇒ (19) + 11 = 30

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Botting Gaz movement: Gaz finds a way to use the AI to help him steer the ship, managing to swing tightly around to face the foes, only to find them burning away from them and then doing a hard flip, ending with the pirate facing them directly. However, the speed of the flip seems to have rattled the gunners and both shots go wild. The same is not true of Tonkona's coilgun shot; with Dakoyo's encouragement the blast hits home, doing a little more hull damage to the Nova witch.

Engineering phase.

GM dice:

Piloting Gaz attempt at Maneuver: 1d20 + 8 ⇒ (20) + 8 = 28
Piloting Nova Witch flip and burn stunt: 1d20 + 11 ⇒ (14) + 11 = 25

nova witch captain gunnery forward coilgun: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
nova witch gunner gunnery turret particle beam: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Shields 12 (fwd 0, all others 4); Hull 37

nova witch engineering shield divert: 1d20 + 9 ⇒ (12) + 9 = 21
Shields 18 (fwd 3, all others 5); Hull 37


"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

With the shields in good form, Quonx diverts power to the weapons.

Engineering: 1d20 + 12 ⇒ (9) + 12 = 21


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Dakoyo continues to encourage the gunners. "That's the way to go! Let's drive that pirate off."

Diplomacy (Encourage Turret Gunner): 1d20 + 6 ⇒ (14) + 6 = 20


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

If you're still using prior rolls, I believe that we're caught up after the resolution of this turn.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Gaz still can't quite anticipate the enemy pilot's moves, even with the AI's meager assistance. Gaz moves first -- rolled a 1 on initiative this round.

Spoiler:

Gaz piloting initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Nova Witch piloting initative: 1d20 + 11 ⇒ (7) + 11 = 18


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Gazigaz-bot turns the ship in place. (No roll required. Average maneuverability, so no penalty to AC/TL)

Dakoyo continues to encourage Tonkona. "Come on, Tonkona! You can do it. Make Nakonechkin proud!"

Diplomacy (Encourage): 1d20 + 6 ⇒ (12) + 6 = 18

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The Nova witch seems to decide that it is fighting a losing battle, and turns away from the liner. Tonkona and is able to take a couple final shots, as is the pirate's turret gunner. Both hit but neither changes the outcome -- the pirate flies away into the Vast, and the Emerald Empyrean is able to help the Clutch free from the EMP net.

With M2 deactivated and the space pirates driven off, the Clutch is now able to lead the Emerald Empyrean back to the Pact Worlds. In fact, Nakonechkin allows you to pilot the pleasure barge for the time being, admitting tersely that his crew of skittermanders went above and beyond the call of duty—what amounts to effusive praise from the usually laconic vesk. The Emerald Empyrean’s passengers are much more vocal in their appreciation, jubilant that they can once again return to their normal lives. The wounded crew member, Locke Linler, remains in stable condition long enough to receive any additional medical attention he needs. Finally, Trendsetter Excursions pays handsomely to keep the incident out of the public eye to avoid any negative publicity. They assure everyone that they are also scrapping their artificial intelligence program, so the tragedy of the Emerald Empyrean should remain an isolated incident.

After the uproar over their return has died down a bit, Nakonechkin promotes the six of you to full partners in his salvage operation, using the payoff from Trendsetter Excursions to buy you your own starship! After all, there’s a whole galaxy out there, full of people who need help!

GM dice:

Nova witch evasive action piloting: 1d20 + 11 ⇒ (9) + 11 = 20

Tonkona turret: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

damage: 4d4 ⇒ (1, 2, 2, 3) = 8 9 damage. Would trigger a critical threshold but it's not really relevant since they're leaving.

captain nova witch encourage: 1d20 + 7 ⇒ (5) + 7 = 12
gunner Nova witch: 1d20 + 6 ⇒ (11) + 6 = 17

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