Starfinder: Nomad Section (Inactive)

Game Master nomadicc


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Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Wow, you know, if you actually read stuff instead of skimming, things make so much more sense...;)

Thanks for the help Laser, but please stop pushing buttons with your toes.

If we can use Lasers Astrogation roll, our Computer checks are +29, and +26


In space, no one can hear you scream

You skillfully track the emissions, which grow more dense and easier to follow the closer you get to your quarry. It still takes a couple hours, but then your sensors finally make contact with the Endless Threnody.

The Corpse Fleet vessel is a large, heavy freighter made of bone and steel. The front of the ship is a single enormous red lens, appearing as a sullen, bloody eye. The ship bristles with bone protrusions, as though it were some horned, skeletal beast. Some of the bones are charred and broken, indicating past battle damage. Laser cannons proturde from the front and sides of the frieghter, but its rear weapon mounts are a twisted wreck. The emissions trail is now visible to you as the damaged engines are leaking gasses. Gaps between the bones show the ship's interior, but this is not from battle damage -- this ship was never intended to accommodate living creatures.

Science Officer: Computers check opposed by the Endless Threnody crew to determine starting positions.

Endless Threnody Computers: 1d20 + 7 ⇒ (10) + 7 = 17

Pic of the ship added to your Roll20 journal.


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Computer: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Someone check my maths

By beating their computer check by 12, we should get to learn the first unknown thing on the list below, plus 2 additional things (One for every 5 point we beat them by):

1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.

2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.

3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.


Male Android Soldier 4; SP 32/32; EAC/KAC 0/15; HP 29/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Blax-9 yawns as he slouches in the gunner seat, "Is it time to blow something up yet?"


In space, no one can hear you scream

@ Val'nor: we're not to that step in combat yet, but your information is correct. This check was just to arrange the initial position, i.e., who sees who first?

Starting Distance: 3d6 + 5 ⇒ (4, 2, 3) + 5 = 14

Val'nor's expert sensor management picks up the Endless Threnody a few seconds before they become aware of you. They are about 70 kilometers away and moving away from you. Once the Corpse Fleet vessel detects you, it starts a slow turn to port.

Battle Stations!

Round One - Engineering

ET engineer Divert power to engines (DC 13): 1d20 + 11 ⇒ (10) + 11 = 21

The Endless Threnody's engines flare with a burst of power.

Lasereater action?

Bast and Val'nor can post for the Helm phase...

EDIT: That being said... ET pilot check: 1d20 + 8 ⇒ (11) + 8 = 19
If Bast does *not* beat that, post your movement/checks as well.


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Power to the drive.

"More speed, half shanks! Go fast, go fast!"

Enginerding: 1d20 + 8 ⇒ (4) + 8 = 12


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Ah, roger dodger.

Scanning...

Computer: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28


Android Mechanic Level 1

I have been on the road a stupid amount of time lately, I am actually home sick today so I am reading up on the rules for ship combat and I will get a post up ASAP


Android Mechanic Level 1

Ok I am still confused, am I making a check now for a maneuver or is this like an initiative check?

Also can the turret fire in an arc? Can we fire more than one weapon at a time? ie can we fire the front facing small lasers and the turret?

Do I have to do something special to make sure those can be lined up?


In space, no one can hear you scream
Bast Ardsley wrote:
Ok I am still confused, am I making a check now for a maneuver or is this like an initiative check?

Its kind of a round-by-round initiative, so its not like regular combat in that regard. Who goes first can change every round, and its based on that starting Piloting check. After that, you can make other checks (if needed) to attempt stunts, etc.

Quote:
Also can the turret fire in an arc? Can we fire more than one weapon at a time? ie can we fire the front facing small lasers and the turret?

The turrent can fire in any arc, where as the other weapons have fixed arcs. The gunner can fire multiple weapons at once, using his special actions, but it has an attack penalty. If you had multiple gunners, you can also fire different weapons separately.

Quote:
Do I have to do something special to make sure those can be lined up?

Normally, yes, because the enemy ship will be turning and manuevering also, which will change which firing arc you have relative to eachother. Thus, who moves last (by winning the opening check) can position themselves better. Does that make sense?


Android Mechanic Level 1

Ok I think I roughly got it

Pilot Check - 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

Then I think I get to roll for a maneuver as well?

Evade DC 14 - 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

That should give us a +2 AC and +2 TL


In space, no one can hear you scream

Your engines cough as Lasereater attempts to boost the output. Luckily, they do not stall out.

Round One - Helm

Val'nor scans the Corpse Fleet vessel, calling out important data revealed. The Endless Threnody is a variant Thaumtech Cairncarver, a freighter built by an Eoxian corporation, nominally designed for standard cargo and passenger transport, but popular with popular with Corpse Fleet and pirates due to its size and versatility.

Its normal crew complement is six, with good speed and maneuverability, but the Endless Threnody's damage has brought that down to 6 and average. You note the aft weapon mount is completely destroyed, and it has no turret weapons.

ET pilot Manuever (DC 19): 1d20 + 8 ⇒ (17) + 8 = 25

The Endless Threnody pulls a hard turn, quickly coming about to meet you head-on. You see its particle beam cannon starting to charge.

Bast picks up the speed and moves to close the gap, keeping his hand loose on the control to evade enemy fire.

Please depict your movement on Roll20. Re: the path line I drew for the ET. That will set up...

Round One - Gunnery

Blax-9's turn!


Male Android Soldier 4; SP 32/32; EAC/KAC 0/15; HP 29/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Blax-9 will fire the coil gun.

Gunnery Check: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 4d4 ⇒ (3, 3, 3, 4) = 13


In space, no one can hear you scream

Was hoping Bast would update the flight path in Roll20, but I'll do it to keep things moving.

Bast drives the Loreseeker forward then jinks hard to the right, coming around the port side Endless Threnody and getting out of the firing arc of its big gun.

Blax-9 spins the coilgun turret around and sends a kinetic round deep into the enemy vessel. You note they have no active shields up! You also see secondary flashes from their engine compartment as the hit cuts through internal systems.

The Endless Threnody fires back with its port laser cannon, grazing your shields.

Blax-9 rolled a natural 20, which means a critical hit!
Critical Damage System: 1d100 ⇒ 65 = Engines!

ET gunner light laser cannon: 1d20 + 7 ⇒ (16) + 7 = 23; Damage: 2d4 ⇒ (3, 3) = 6 to port shields

Round Two - Engineering

ET captain Demand to engineer(DC 19): 1d20 + 7 ⇒ (9) + 7 = 16
ET engineer Hold it Together (DC 19): 1d20 + 11 ⇒ (9) + 11 = 20

Lasereater?


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Cursing the engines and throwing a wrench down the hall, Lasereater changes tactics and diverts power to the guns, failing once again to figure out this new fangled starship.

"Blows up the deadies ... arr ... stupid guns not working right!!!"

Engineering: 1d20 + 8 ⇒ (3) + 8 = 11


In space, no one can hear you scream

Round Two - Helm Phase

I think, to keep the back-and-forth waiting to a minimum, I'll roll the piloting check for all parties to set the order of movement. Objections?

Bast piloting check: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
ET piloting check: 1d20 + 8 ⇒ (2) + 8 = 10

The engineer and pilot of the Endless Threnody manage to work through the damage to their engines, expertly maneuvering the large ship and bringing it around to threaten you again.

ET pilot Manuever (DC 19): 1d20 + 8 ⇒ (20) + 8 = 28

At Bast for movement (draw it in Roll20) and action. Also Val'nor is up!


Android Mechanic Level 1

Back Off Stunt - Pilot DC 14 - 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

Bast realizing the ET's aft weapons are non-existant quickly slams the Loreseeker into reverse to position the ship into a safe firing arc at the rear of the Endless Threnody

I think I moved us to the rear Arc only, please verify that I am correct on this, if I am not, I might want to change this up.

Shouting to Blax-9 "Light them up!"


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Helm Phase:

Balance Shields - Majority Forward
Computer: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 <-- Science DC 13

Updated Shields: Total 34; forward 10, port 8, starboard 8, aft 8

Val'nor says "That wasn't so bad, I was really nervous that they would hit harder than that."


In space, no one can hear you scream

Looks good... you are in the aft firing arc.

As the Endless Threnody starts a hard turn, Bast anticipates its roll-out point and jams the throttles into full reverse. You are all slammed into your seat restraints (assuming you were strapped in) as the Loreseeker stops and backs up. Bast's skillful move is rewarded as the enemy ship flies right out in front of you!

Val'nor works quickly, rebalancing your shield levels.

Round Two - Gunnery

They are unable to fire back at you, so Blax-9 has the only shot this round...


Male Android Soldier 4; SP 32/32; EAC/KAC 0/15; HP 29/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Blax-9 will fire the coil gun again.

Gunnery Check: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 4d4 ⇒ (2, 4, 4, 4) = 14


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Question about firing ship guns. Since we are behind our target and facing it (I think), what are the rules on firing all our weapons at once? Do we have to have a gunner at each weapon?


In space, no one can hear you scream

Yes and no. One gunner can fire any two weapons but with a -4 penalty on both attack rolls. At level 6, a gunner can fire all weapons mounted on one firing arc, with a -2 penalty.

Remember that you can switch crew positions during combat. For example, if you feel the science position or engineering is good to go for the moment, you can move to operate one of the other gunner positions.


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Lasereater gets pissed at the engine core and throws a wrench at it before moving to a gun station.


In space, no one can hear you scream

Blax-9 lands another direct hit into the Corpse Fleet vessel's aft quadrant. You see arcs of energy spark along the ship's surface, causing interference with their sensors.

You surpassed one of their Critical Thresholds, so critical damage is applied...
Critical Damage System: 1d100 ⇒ 25 = Sensors!

Round Three - Engineering

ET engineer Patch the engines (DC 19): 1d20 + 11 ⇒ (4) + 11 = 15

Lasereater leaves engineering in a huff and jumps into one of the gunner stations.

Round Three - Helm

Bast piloting check: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
ET piloting check: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12

With the Endless Threnody's engines badly damaged and malfunctioning, the enemy pilot cannot keep up with Bast's quick maneuvers. They run forward and spin about in a hard flip and burn stunt, which amazingly works!

ET pilot Flip & Burn (DC 19): 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20

At Bast for move/maneuver and Val'nor...


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

"Great Shot Blax!, see if you can do that again, targeting this spot: a red dot appears on enemy vessel when looking at the gunners station view screen

Target Enemy ship system - Engines:
Computer: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19


Android Mechanic Level 1

So if I fly straight, we will pass by them but not through their Hex, so will they get an AoO?


In space, no one can hear you scream

No, the space combat "AoO" free attack only happens if you fly through their hex.


Android Mechanic Level 1

Bast will put the Loreseeker into evasive maneuvers and pull behind the Endless Threnody again putting the turret and the Port Side weapons into play

Pilot Check - Evade DC 14 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15

Coaxing as much as he can from the engines, Bast is able to keep the Loreseeker safely in the rear of the Endless Threnody while allowing his gunners to continue to fire


In space, no one can hear you scream

Blax-9 and Lasereater can post your shots.


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Lasereater fires the port cannon light laser cannon.

"Half-shanks fly better next time so Lasereater fire ALL THE GUNZ!"

Gunnery Check: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11
Damage: 2d4 ⇒ (4, 4) = 8


In space, no one can hear you scream

Blax-9?


In space, no one can hear you scream

Round Three - Gunnery

Blax-9 coil gun turret vs ET: 1d20 + 4 ⇒ (10) + 4 = 14; Damage: 4d4 ⇒ (3, 3, 1, 1) = 8

Blax-9 and Lasereater fire at the Endless Threnody, landing two more solid hits and setting off further secondaries within the enemy ship.

Another Critical Threshold... Critical Damage System: 1d100 ⇒ 56 = Weapons! 1d3 ⇒ 2 = forward arc

Round Four - Engineering

ET engineer Patch the engines (DC 19): 1d20 + 11 ⇒ (12) + 11 = 23

The Endless Threnody's thrusters flare to life as their engineer manages some feat of makeshift repair.

Any position moves this round?

Round Four - Helm

Bast piloting check: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
ET piloting check: 1d20 + 8 ⇒ (6) + 8 = 14

Bast keeps the initiative in the dog fight. The enemy ship drives forward and comes about in a predictable left-hand turn.

ET pilot Maneuver (DC 18): 1d20 + 8 ⇒ (5) + 8 = 13

At Bast and Val'nor. Blax-9 and Laser can post their shots after, as well.


Android Mechanic Level 1

I don't think I need a stun to be able to just move, need one hex to be able to turn and we have a movement of 10, I think I am good in getting us lined up back behind them again

Can we see if the forward arc weapons are destroyed or just damaged?


In space, no one can hear you scream

Yes, normal movement doesn't require a roll. As for the weapon, critical damage stacks penalties to use that system. So it is still functional, but fires with a penalty if used.


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Computer: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 <- Scan Enemy Ship

We should be able to get updated weapon status. After scans are complete, i'm going to try hopping into the starboard gunners seat and shoot something.

ToHit: 1d20 ⇒ 172d4 ⇒ (4, 4) = 8

Not sure how to figure out my attack bonus. Val'nor is +0 Ranged attack, does his Dex get added, (+2)or since its a ship weapon, it's just the base Ranged Attack?


Male Android Soldier 4; SP 32/32; EAC/KAC 0/15; HP 29/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Sorry, previous post was eaten.

Blax-9 will fire the coil gun again.

Gunnery Check: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 4d4 ⇒ (3, 2, 2, 4) = 11


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Gunnery!: 1d20 + 1 + 3 ⇒ (10) + 1 + 3 = 14
Damage: 2d4 ⇒ (4, 2) = 6

Unless K gets it perfect, we wont hace 2 firing arcs on the dude, so a third gunner wont be helpful


In space, no one can hear you scream

Val'nor makes a thorough sensor scan of the enemy ship, focusing on battle damage. Their shields are non-functional, engines are malfunctioning (but patched), sensors are glitched, and forward mounted particle beam cannon is glitched.

And only one action per round, so if you still want to move to gunnery and fire, it will be next round. Re: what Lasereater said, though.

Bast brings the Loreseeker around, easily staying behind the larger, less-nimble and damaged Endless Threnody and out of their firing arcs.

Round Four - Gunnery

Blax-9 and Lasereater slam the enemy ship again and again. The Endless Threnody is unable to return fire.

Round Five - Engineering

ET engineer Divert to engines (DC 14): 1d20 + 11 ⇒ (16) + 11 = 27

Position moves?

Round Five - Helm

Bast piloting check: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
ET piloting check: 1d20 + 8 ⇒ (13) + 8 = 21

The Endless Threnody pilot makes to continue the turn, then jinks the other way, finally shaking off Bast for a moment.

Bast has to go first this round...


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Lasereater will move back to engineering to open a gun seat snd attempt to divert MORE POWAH to the guns.

Engineering: 1d20 + 8 ⇒ (16) + 8 = 24


Android Mechanic Level 1

Pilot Evade - DC 14 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

+2 to AC and TL

Bast puts the ship into evasive maneuvers, and tries to keep the ET in range of our lasers


In space, no one can hear you scream

ET pilot Evade (DC 14): 1d20 + 8 ⇒ (5) + 8 = 13

The Endless Threnody comes around in a tight, engine-boosted turn. Bast tries to evade with a series of hard S-turns.

Round Five - Gunnery

ET captain Demand to Gunnery (DC 19): 1d20 + 7 ⇒ (11) + 7 = 18
ET forward particle beam: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24; Damage: 4d8 ⇒ (4, 6, 8, 8) = 26

The Endless Threnody fires its particle beam cannon, hitting your ship with the powerful blast. It burns straight through the shields and craters the portside hull.

Damage Report: -10 from forward shields, -16 from your hp... that passes a Critical Threshold: Critical Damage System: 1d100 ⇒ 51 = Weapons 1d4 ⇒ 2 = Port laser cannon (glitching)

At Blax-9 and Val'nor for shooting. Note the above damage hits simultaneously with your as-yet-unrolled attacks.

EDIT: From Val'nor's scan last round, you know the ET is currently at 20 of 100 hull points.


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

Well, crud. You know what we need, someone sitting in the science Officer seat, and NOT a Rogue type character sitting in a fighter type seat. Oh, well, good intentions...=(

Val'nor looks aghast at the damage report. "Damn, Damn, Damn, They're going to make us pay for those repairs, aren't they?"
Gunnery Station: 1d20 ⇒ 72d4 ⇒ (4, 1) = 5

As soon as possible, Val'nor hops back to the science station. "Ship guns are not for me"


Male Android Soldier 4; SP 32/32; EAC/KAC 0/15; HP 29/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Blax-9 attempts to hit with the coil gun again.

Gunnery Check: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 4d4 ⇒ (2, 1, 2, 1) = 6


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

Blax, 1s become 2s if the engineering check was a success, looks like it was


In space, no one can hear you scream

@Val'nor: gunnery checks are 1d20 + your BAB or ranks in Piloting, whichever is higher + Dex bonus + ship's computer system bonus. That should put you at +4 modifier (+2 Dex, +2 computer).

Both Blax-9 and Val'nor sends shots back at the Endless Threnody, causing another series of small explosions.

Lasereater's divert upticks both damage rolls to 7 and 8, respectively. Critical Damage System: 1d100 ⇒ 41 = Sensors! (now malfunctioning)

The enemy ship, terribly damaged and leaking smoke and sparks from a dozen or more places, keeps fighting to the end.

Round Six - Engineering

ET engineer Divert to engines (DC 14): 1d20 + 11 ⇒ (20) + 11 = 31

Lasereater up. Any position moves?


Male Space Goblin Xenoarchaelogist Starwright 4 (Init: +3 // Per: +1 // KAC: 16 // EAC: 17 // F/R/W: 2/4/4)
Resources:
  • Stamina: 16/24
  • Hit Points: 22/22
  • Resolve:5/5
  • Petrol: 11/20 (1 extra can)
  • Arc Pistol Battery: 20/20
  • Smoke Grenades: 1
  • Level 1 Spells: 5/5
  • Level 2 Spells: 3/3
  • Spell Cache: 1/1

1d20 + 8 ⇒ (20) + 8 = 28

Divert power to shields


In space, no one can hear you scream

Lasereater reroutes some power back into the shields. Restores 7 points evenly (2/2/2/1)

Round Six - Helm

Bast piloting check: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
ET piloting check: 1d20 + 8 ⇒ (9) + 8 = 17

The Endless Threnody makes a tight S-turn to come at the Loreseeker from the side, but Bast is able to anticipate their path...

ET pilot Maneuver (DC 19): 1d20 + 8 ⇒ (20) + 8 = 28

Bast for moves, Val'nor for science!, Blax-9 for guns...


Male Android Soldier 4; SP 32/32; EAC/KAC 0/15; HP 29/36; rp 5/5; Perception +4; Init +8; Ref +5, Fort+5, Will+4 Azimuth Rifle +9 (0 charges used)

Blax-9 will again open up with the coil gun.

Gunnery Check: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 4d4 ⇒ (4, 1, 1, 3) = 9


Male Human Val'nor Male human spacefarer operative 2, Starfinder Forerunner, CG Init +7; Senses Perception +5; EAC 13; KAC 14 SP 14 HP 15 RP 3 Fort +1, Ref +5, Will +3

In the Helm Phase:

i believe our current Shield status after Lasereaters engineering check is: (if I'm wrong, let me know, and I'll recalc)
Shields Basic 31; forward 2, port 10, starboard 10, aft 9

"Re-Balancing Shields"

Computer: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 <- DC 13

Current Shields Basic 31; forward 10, port 10, starboard 10, aft 1

"Try to keep them off our ass, our shields are currently barely there, there"

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