The Dire GM's [SFS] #1-07: The Solar Sortie (Tier 1-4) (Inactive)

Game Master CanisDirus

SFS PbP - #1-07: The Solar Sortie (Tier 1-4)

GM Notes:
Perception
[dice=Darkrunner]1d20 + 5[/dice
[dice=Julakesh]1d20 + 4[/dice
[dice=Kaylee]1d20 + 5[/dice
[dice=Kima]1d20 + 6[/dice
[dice=Sigma]1d20 + 0[/dice
[dice=Ytchkn]1d20 + 5[/dice
[dice=Player 7]1d20 + 1[/dice

Initiative
[dice=Darkrunner]1d20 + 5[/dice
[dice=Julakesh]1d20 + 0[/dice
[dice=Kaylee]1d20 + 3[/dice
[dice=Kima]1d20 + 1[/dice
[dice=Sigma]1d20 + 3[/dice
[dice=Ytchkn]1d20 + 1[/dice
[dice=Player 7]1d20 + 1[/dice

16, 11, 21, 5, 20, 9

The Solar Sortie (SFS) Maps & Handouts


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Dataphiles

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Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

Darkrunner notices Kaylee sidling up to him and acknowledges. "Oh thanks! Let's see if we can make this fast."

As he gets to work on the silver console, he can't help but notice how close Kaylee is standing to him. Nope, nope. Ignore the pretty lady. Androids are supposed to be cold, detached, but this one is getting warmed up... FOCUS on the hacking!!

It takes him two failed password attempts to realize he needs to quit noticing her and focus on the task at hand, but his cyber attack has already suffered by now...

Computers, datacard: 1d20 + 10 + 5 ⇒ (8) + 10 + 5 = 23

"Hey, Kaylee, I suspect as a mechanic and a pilot you're no stranger to breaking into systems as well. You feel like jumping in here?"

Switch in her roll as primary and drop Darkrunner to aid? :D

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

As Julakesh and Kima, followed by Ytchkn, join Envar on the balcony, Darkrunner, Kaylee, and Sigma focus on the computer. Their combined efforts are enough to get past the initial security and the firewall, enabling you to start downloading the data to your own comm/storage devices!

I think you guys and gals cracked that computer almost no matter if Darkrunner, Kaylee, or Sigma were leading - nice rolling! :)

Scanning the data as it transfers, you recognize the various secured files but cannot discern any major information. The single most obvious clue from the data is that Arch Energy is essentially a front that funds clandestine meetings between the members of its board of directors. Each of the directors is hidden by a false identity. You are certain that these data are what Historia-7 is looking for. The files are still partially encrypted, though, and will require a dedicated team of data analysts to spend time properly prying any major secrets from them before they can be of use to the society at-large.

After spending a few minutes in the office, Envar's wrist computer beeps, suggesting that his mother's cryo-nap is over and that she'll be coming back. He takes you back to the elevator and down to the docking bay, where your ship awaits. He takes several (pesh-induced) tearful goodbyes with you and several imaginary crew-mates you didn't know you had, accompanied by several group and individual selfies! He exchanges comm information with you (your cover IDs, at least), and will stay there waving as you embark onto the Drake, and lift off from Brilliance Station!

Only about 30 seconds passes after your ship exits the shielded hangar of Brilliance Station, when your ship's comms flare to life!

SOUNDTRACK: The jig is up!

* "Falsely registered Drake-class vessel, this is Brilliance Security Patrol. Disable your engines voluntarily and prepare to be boarded, or we will disable your vessel by force!" *

Your Identify Friend-Foe (IFF) pings, revealing that two heavily armed fighter craft were hiding behind the station's magnetic shield and started approaching you mere moments after you lifted off!

STARSHIP COMBAT - BATTLE STATIONS!

GM Eyes only:
Blue: 3d6 + 5 ⇒ (2, 5, 2) + 5 = 14
Red: 3d6 + 5 ⇒ (2, 2, 5) + 5 = 14
...well that just makes it easy lol

GM NOTE: Please check the Discussion tab before rolling any dice, but feel free to RP anything you'd like at this juncture!

Paizo Employee

1 person marked this as a favorite.
Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5 | Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None

"Yes!" Julakesh exclaims. "TO BATTLE!"

Julakesh hurries over to a gunner's console and gets the weapons up and running.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Gunnery
Role: Gunner
Action: If our ship engages then attacks which ever ship is closest to being attacked as necessary. Will not attack if other ship becomes defenseless.

Rolls:

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Gunner: 1d20 + 2 ⇒ (10) + 2 = 12
Gunner: 1d20 + 2 ⇒ (5) + 2 = 7
Gunner: 1d20 + 2 ⇒ (11) + 2 = 13
Gunner: 1d20 + 2 ⇒ (14) + 2 = 16
Gunner: 1d20 + 2 ⇒ (14) + 2 = 16
Hopefully don't need more than 5 rounds of rolls.

Paizo Employee

Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5 | Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None

As the weapons roar to life, Julakesh waits, thumping her chest rhythmically and roaring until the enemy ship comes into range of her guns.

Phase: Gunnery
Role: Gunner
Action: If the enemy gets in range of our forward or our aft guns, Julakesh will fire at the enemy with the appropriate gun. If they happen to get in range of both our forward AND aft guns, she will fire both. Either way, she will use one of the floating +1 modifiers.

Gunner Rolls:

Attack (single): 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

If I attack with both guns that is instead a 7 and the second roll is:
Attack (second): 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6

Forward CoilGun Damage: 4d4 ⇒ (3, 3, 4, 3) = 13
Aft Gyrolaser Damage: 1d8 ⇒ 6

Auw, yeah. Masterful gunner right here.

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

Darkrunner jumps into the chair sitting in front of sensors, scanners, and control for the core systems of the ship.

Phase: Helm
Role: Science Officer
Action: Scan one of the enemy fighters for information about it, assuming one of them is within the "medium" range of our sensors.

Science Officer Rolls:

Computers: 1d20 + 10 ⇒ (19) + 10 = 29

Wayfinders

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F Shirren # 274151-701 Envoy 4 | KAC 16 EAC 15 AC v. CM 24 | Sta 28 HP 30 | F +2 R +5 W +5 | Init +1 | Perc +5

Phase: Helm
Role: Captain
Action: Taunt the pilot of the ship that comes into range first. Your mother was a hamster and your father smelt of elderberries - or something like that ;)

Spoiler:

Bluff: 1d20 + 8 ⇒ (15) + 8 = 23
Number of Rounds: 1d4 ⇒ 4

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Phase: Engineering
Role: Engineering ;)
Action: "I'm gonna try boosting power to the engines, Sigma! Hope this works!" Divert power to engines

Spoiler:

Engineering: 1d20 + 12 ⇒ (10) + 12 = 22 DC 13 I actually don't think I can fail?

Wayfinders

M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

Phase: Piloting
Role: Pilot
Action: Sigma Mu gives the ship some throttle.

Spoiler:
Initial Piloting: 1d20 + 10 ⇒ (9) + 10 = 19
I'll roll my secondary based off initial piloting check initiative order.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

GM eyes only:
Blue Initiative: 1d20 + 10 ⇒ (9) + 10 = 19
Red Initiative: 1d20 + 10 ⇒ (7) + 10 = 17

Sigma:
Just fyi, this will go a lot faster if you make your rolls and such like the example I posted to the discussion tab. You won initiative this first round by a tie-breaker, but I have to crash right now and won't be able to post their actions until the morning. Thanks and talk to you soon.

Wayfinders

M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

I will fly evasively to increase our AC/TL while we assess what we're up against.

Piloting: 1d20 + 10 ⇒ (14) + 10 = 24

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Sigma:
Heya. I apologize if my post in the discussion board wasn't clear. Basically, each round, you can make a post as detailed and with as many contingencies as you'd like it to be with if/than statements. That way, once everyone has rolled, I can just take the enemy rolls and your listed actions and post a round summary. Doing it that way means that we can get through 1-2 rounds of starship combat a day. Otherwise, you and I will be going back and forth waiting for each other to post based on the initiative checks and positioning of each of the other two ships in the equation. I hope I'm making more sense here? ^^;

STARSHIP COMBAT: ROUND 1
Drake: 0 Damage
Blue: 0 Damage
Red: 0 Damage

Kaylee diverts auxiliary power to the engines, increasing your ship's speed by 2!

Darkrunner's scan of the Red fighter reveals almost everything there is to know about the enemy ship!

Brilliant Patrol Craft
Tiny Space Fighter
Crew Complement: 2
Speed: 8, Maneuverability: Good (Turn 1)
AC: 16, TL: 13, Current/Total HP: 35
PCU: Micron Heavy (70 PCU)
Shields: Basic 20 (5/5/5/5)
Forward Weapon: Light Laser Cannon
Forward Weapon: Micromissile Battery
Aft Weapon: Light Laser Cannon

Ytchkn taunts the Red fighter craft's pilot, who will take a -4 penalty for the next 4 rounds!

Sigma wins initiative, forcing both enemy fighters to move first.

GM eyes only:

Red Evade: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10 Fail < 5
Blue Evade: 1d20 + 10 ⇒ (7) + 10 = 17 Pass +2 AC

The two fighter craft move to flank you! Starfield is updated!

Sigma, I need to know your action before we can move to the gunnery phase. Thanks!

Wayfinders

M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

Sigma Mu steers the ship in a wide defensive arc circling around to flank the red ship.

For some reason I no longer have editing privileges on the maps. My movement would be this:
2 Hexes, counterclockwise turn, 2 hexes, counterclockwise turn, 5 hexes, counterclockwise turn, 1 hex. This should put their port side in our forward arc with a distance of about 2-3 hexes. Blue should be around 13 hexes away but we are still within their forward arc.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

GM eyes only:

Blue Micromissile Launch: 1d20 + 9 ⇒ (3) + 9 = 12

Sigma Mu loops your ship around out of the firing arc of the Red ship, while the Blue one launches a missile at you...but it fails to lock-on to your vessel, and spirals out into space!

Julakesh and Kima likewise miss their shots at the Red fighter!

almost forgot...

SOUNDTRACK: Starship Combat!!

Sigma:
Again, apologies if I was unclear...in a normal face-to-face game, the pilot has the luxury of counting out exact hexes and such, but in a PbP, breaking things up like that could extend the scenario time by days for every combat round - so for ship combat I "lock" the map (I did forget to mention that, so definitely sory for that!!). Because I know PbP is not ideal for this sort of thing, I will always take what you write and apply it in the most beneficial/generous way to the ship/map. Again, feel free to be as descriptive as you want in your posts, and I'll make sure to apply the best-fit based on the initiative rolls and such!

Kaylee and Darkrunner:
So I noticed that Kaylee has the Automated Defenses boon slotted for this scenario - you two might want to take a look at that in case the enemy shoot more missiles at you and don't miss in future rounds! *evil grin*

STARSHIP COMBAT: ROUND 2
Drake: 0 Damage
Blue: 0 Damage
Red: 0 Damage

The whole party is up!

Paizo Employee

Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5 | Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None

"WHAT?!" Julakesh exclaims, shocked that she missed. "TRICKERY AND TRICKS WON'T SAVE YOUR FOREVER!!" she shouts at the enemy fighters. She lets out a growl and gets ready to fire another shot. "BRING YOUR SHIP TO MY GUN, YOU COWARDS!"

Phase: Gunnery
Role: Gunner
Action: If the enemy is in range of our forward or our aft guns, Julakesh will fire at the enemy with the appropriate gun. If they happen to get in range of both our forward AND aft guns, she will fire both (starting with the forward coilgun). Either way, she will use one of the floating +1 modifiers. If both ships happen to be in range of the same gun, she will focus on the red fighter that just 'dodged' her attack.

Gunner Rolls:

Attack (single): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21

If I attack with both guns that is instead a 17 and the second roll is:
Attack (second): 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7

Forward CoilGun Damage: 4d4 ⇒ (1, 3, 3, 3) = 10
Aft Gyrolaser Damage: 1d8 ⇒ 1

Wayfinders

F Shirren # 274151-701 Envoy 4 | KAC 16 EAC 15 AC v. CM 24 | Sta 28 HP 30 | F +2 R +5 W +5 | Init +1 | Perc +5

Phase: Helm
Role: Captain
Action: Taunt the pilot of the blue. You couldn't fly your way out of a paper bag. Give up now and go home!

Spoiler:

Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17
Rounds: 1d4 ⇒ 2

Wayfinders

M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

Phase: Helm
Role: Pilot
Action: Sigma Mu continues to fly evasively attempting to keep a target in his forward arc.

Spoiler:

Piloting: 1d20 + 10 ⇒ (5) + 10 = 15
Piloting: 1d20 + 10 ⇒ (3) + 10 = 13
Since I haven't hit anyone yet, my target is not specific

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Phase: Engineering
Role: Engineering
Action: Seeing that Sigma is flying so much better than the other ships she starts to reroute power to help the gunners! Divert power to weapons

Spoiler:
Engineering: 1d20 + 12 ⇒ (12) + 12 = 24

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Kima sent in multiple rounds' worth of rolls since she is at Origins, so Darkrunner is up!

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

Phase Gunnery
Role Gunner
Action "Good shot Julakesh! I think we need more firepower."

Gunnery rolls:

high explosive missile launcher attack: 1d20 + 4 ⇒ (1) + 4 = 5 oh...
high explosive missile damage: 4d8 ⇒ (7, 7, 5, 6) = 25

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Kaylee diverts auxiliary power to the weapons now, making all of your shots even more potent!

Darkrunner's scan reveals almost everything there is to know about the enemy!

Ytchkn taunts the Blue fighter craft's pilot this time, who will take a -4 penalty for the next 2 rounds!

Enemy Initiative:

Blue Initiative: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Red Initiative: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21

Both enemy fighters seize the initiative away from Sigma, despite Ytchkn's taunting, forcing him to move your craft first!

Sigma succeeds at flying evasively, making your ship harder to hit (AC & TL 17)

Enemy Piloting:

Red Evade: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Blue Evade: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7

The Red craft flies evasively in return, while the Blue one isn't quite able to on account of Ytchkn shaking that pilot's confidence!

Sigma flies around behind the Red fighter to try and anticipate the enemy movements, hoping to set up his gunners.

The Red fighter pulls a tight turn, lining you up and only being in the Gyrolaser's side-arc. The Blue fighter also yaws to the left and comes right at you!

Enemy Gunnery:

Blue MicroMissile: 1d20 + 9 ⇒ (6) + 9 = 15
Red MicroMissile: 1d20 + 9 ⇒ (8) + 9 = 17

Kima (Gyrolaser) and Darkrunner (Missile Launcher) miss with their shots, but Julakesh is able to land a direct hit on the Blue fighter, the damage enhanced by Kaylee's power boost. The shot tears through the fighter craft's flimsy forward shields and damages the hull!

Sigma's evasive flying is the only thing that stopped a missile fired by the Blue fighter from striking your ship, but the Red enemy's micromissile strikes your Port arc.

Missile damage: 2d6 ⇒ (5, 5) = 10

STARSHIP COMBAT: ROUND 3
(I will denote shields as Forward/Port/Starboard/Aft)

Drake: 0 Damage (15/0/10/15) [1 missile fired]
Blue: 6 Hull Damage (0/5/5/5) (-4 Piloting for 1 round) [2 missiles fired]
Red: 0 Damage (5/5/5/5) (-4 Piloting for 3 rounds) [1 missile fired]

Kaylee, Ytchkn, Darkrunner, Julakesh, and Sigma are up!

Paizo Employee

1 person marked this as a favorite.
Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5 | Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None

"YES!" Julakesh roars triumphantly. "YOU CANNOT TRIUMPH AGAINST MY MIGHT! A-HAH! A-HAH!!"

She roars madly as she continues to fire at the blue enemy fighter!

Phase: Gunnery
Role: Gunner
Action: If the enemy is in range of our forward coilgun, Julakesh will fire at them, preferring the blue fighter over red. She will use one of our +1 floating modifiers.

Gunner Rolls:

Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Forward CoilGun Damage: 4d4 ⇒ (1, 3, 4, 3) = 11

Wayfinders

M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

Phase: Helm
Role: Pilot
Action: Sigma Mu continues to fly evasively while looking for some sort of angle or gap that he might be able to exploit with less conservative maneuvers.

Spoiler:

Piloting: 1d20 + 10 ⇒ (2) + 10 = 12
Piloting: 1d20 + 10 ⇒ (14) + 10 = 24

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Phase: Engineering
Role: Engineering
Action: Kaylee winces a bit as they're hit. "I'll try to get those shields back up!" Her hands fly over the controls as she diverts auxilliary power to the shield generator!

Spoiler:
Engineering: 1d20 + 12 ⇒ (15) + 12 = 27 Should restore 6 points to our port shields?

Wayfinders

F Shirren # 274151-701 Envoy 4 | KAC 16 EAC 15 AC v. CM 24 | Sta 28 HP 30 | F +2 R +5 W +5 | Init +1 | Perc +5

Phase: Helm
Role: Captain
Action: Good job, guys. Let's get those shields balanced!

Spoiler:

Encourage (Diplomacy): 1d20 + 12 + 1d6 ⇒ (8) + 12 + (6) = 26
If Darkrunner chooses to balance the shields he'll get a +2 bonus.

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

Phase Helm
Role Science Officer
Action "Good work Kaylee. I'll rebalance those so that we don't have any weak spots."

Science Officer rolls:

Computers, DC13: 1d20 + 10 ⇒ (18) + 10 = 28
Rebalancing (even): 15/0/10/15 => 10/10/10/10
plus whatever points Kayee restores. Uneven excess goes in Forward.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Kaylee restores 6 points to the shields, followed by Darkrunner rebalancing them with Ytchkn's encouragement! (Shields currently: 16/10/10/10)

Enemy Initiative:

Blue Initiative: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Red Initiative: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25

Still shaken by Ytchkn's earlier taunting, the Blue fighter is forced to move before the Drake, but the Red pilot is still able to seize the advantage!

Enemy Piloting:

Blue Back Off: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Red Evade: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8

The Blue ship successfully performs the "back off" maneuver, trying to pull away from you, while the Red ship has so many problems because of the continued sting of Ytchkn's harsh words that its defenses actually drop momentarily! Sigma, however, continues to fly evasively, making your ship harder to hit (AC & TL 17) as he pursues the retreating fighter craft!

The Drake sights-in on the Blue fighter once again as both enemy craft line up their missile launchers at you from opposite directions!

Enemy Gunnery:

Blue MicroMissile: 1d20 + 9 ⇒ (17) + 9 = 26
Red MicroMissile: 1d20 + 9 ⇒ (6) + 9 = 15

Sigma's expert piloting is once again the only thing that kept you from being hit by Blue's micromissile, but the Red gunner hits you once again with a volley to your ship's Aft quarter!
GM Note: That's two rounds in a row that the enemy would have hit you if not for Sigma doing the "evade" maneuver! Nicely done!

Missile damage: 2d6 ⇒ (6, 1) = 7

...but it doesn't penetrate your shields!

Julakesh lands another direct hit on Blue's forward quarter with the Coilgun, the electromagnetically-charged projectiles creating explosions inside their hull, sparking *TWO* Critical Hits!
Julakesh, would you like to do the honors of rolling two 1d100s for me, please? :)

Meanwhile, only because of Ytchkn's interfeence with its pilot, Kima is able to land a hit on the Red fighter with the turret Missile Launcher!

Damage: 4d8 ⇒ (8, 3, 8, 8) = 27 ...*blink*... 0.o

Kima's missile punches right through Red's shields and tears into their hull prior to the warhead detonating, creating numerous secondary explosions in its wake - doing 22 points of hull damage, creating *THREE* Critical Hits!
Since Kima is at Origins and she hit only because Ytchkn messed up the enemies' piloting...Ytchkn, would you be so kind as to roll two 1d100s please? :D
If Kima takes a moment to poke her head in, she can roll 1d100, or if not than I'll do it before my next round-summary post!

STARSHIP COMBAT: ROUND 4
Drake: 0 Hull Damage (16/10/10/3) [2 missiles fired]
Blue: 17 Hull Damage (0/5/5/5) [3 missiles fired] *2 Pending Crits*
Red: 22 Hull Damage (0/5/5/5) (-4 Piloting for 2 rounds) [2 missile fired] *3 Pending Crits*

Kaylee, Ytchkn, Darkrunner, Julakesh, and Sigma are up! (Kima's gunnery rolls through round 5 are already recorded)

Map is updated!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Starship Critical Hit Table:
Life Support (01-10) Affects Captain actions
Sensors (11-30) Affects Science Officer actions
Weapons Array (31-60) Affects Gunner actions w/one weapon *
Engines (61-80) Affects Pilot actions
Power Core (81-00) Affects Engineer actions

* Roll 1d4:
Forward (1)
Port (2)
Starboard (3)
Aft (4)

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none
The Dire GM wrote:
Kaylee restores 6 points to the shields, followed by Darkrunner rebalancing them with Ytchkn's encouragement! (Shields currently: 16/10/10/10)

Wouldn't rebalancing have distributed some of those 6 points too? I.e., 13/11/11/11?

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima will cheer as the damage goes through the ship before her. Being her first time in ship combat will look over at the loud Vesk in Julakesh. "This is how shooting thing works why for the other gun only make little scratches.?" who is obviously teasing.

crit: 1d100 ⇒ 46
4: 1d4 ⇒ 2

Paizo Employee

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Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5 | Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None

I sure would!

1d100 ⇒ 62 Engines
1d100 ⇒ 39 Weapons Array
1d4 ⇒ 1 Forward

----

"SCRATCHES?!?" Julakesh roars! "I'LL SHOW YOU SCRACTHES!"

Phase: Gunnery
Role: Gunner
Action: If the enemy is in range of our forward coilgun, Julakesh will fire at them, preferring the blue fighter over red. She will use one of our +1 floating modifiers.

Gunner Rolls:

Attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Forward CoilGun Damage: 4d4 ⇒ (1, 4, 3, 2) = 10
Extra Critical Damage: 4d4 ⇒ (4, 1, 1, 4) = 10

Wayfinders

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M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

Phase: Helm
Pilot: Pilot
Action: Sigma Mu breaks from his conservative evasive maneuvers momentarily to throw his opponents off there game by attempting a riskier stunt in hopes of placing himself in the safest yet aggressively advantageous pocket possible.

Spoiler:

Piloting: 1d20 + 10 ⇒ (18) + 10 = 28
Piloting: 1d20 + 10 ⇒ (17) + 10 = 27
Those are super solid rolls. If you can find a pocket where we're in someone's aft arc to negate there attack altogether (I assume they have the same loadout) while putting someone in our forward arc, that would be my priority. Otherwise, your call.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Sigma:
Do you have a particular maneuver in mind? If not, no worries, but like I said, feel free to be as complex as you'd like and I'll run with whatever you want with rolls like that! :-)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Darkrunner - You are absolutely correct. I totally misinterpreted what you wrote in your last post to mean that you were intending to balance the shields evenly at 10 each with all excess going to the front arc! Sorry about that!

After Kaylee restored 6, the shields would have been 15/6/10/15, so rebalancing would have indeed made them 13/11/11/11. Then, the missile hitting your aft arc for 7 would make the final end-of-round total to be 13/11/11/4. Okay, I think I have it now! Again, sorry about that! ^^;

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Update to Dire's starship combat rules (because Dire strives to be an open-minded person when presented with new data that can shift his paradigms around even slightly) -

Because you all know the DCs that you are rolling for, if you succeed at taking an action that has an effect for a crewmember in a phase of starship combat that occurs after the one you act in, you may edit your post (or make a second post if you'd rather do it that way) to indicate such.

Example: Kaylee successfully diverts power to the shields (+6 shields). She can post this so that Darkrunner knows how many shield points he has to play with.

Also, feel free to throw suggestions at me here or in the Discussion tab. This is only the second PbP ship combat I've done, and what makes sense in my brain might not necessarily make sense in all of yours. I'm always wanting to improve how I run games regardless of venue!

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

No apology needed :) The update to posting when actions build on each other makes sense and helps. This is only my 2nd starship combat too, so I'm learning and adjusting as well. Don't take my clarification as a bristling, I think you're doing a great job (not sure that I would in your position :) ).

Wayfinders

F Shirren # 274151-701 Envoy 4 | KAC 16 EAC 15 AC v. CM 24 | Sta 28 HP 30 | F +2 R +5 W +5 | Init +1 | Perc +5

You still need 2d100's?

1d100 ⇒ 28
1d100 ⇒ 2

Wayfinders

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F Shirren # 274151-701 Envoy 4 | KAC 16 EAC 15 AC v. CM 24 | Sta 28 HP 30 | F +2 R +5 W +5 | Init +1 | Perc +5

Phase: Gunnery
Role: Captain
Action: Demand

Great hit, gunners! Now give it to 'em again!!

Spoiler:

Demand on Kima: 1d20 + 8 ⇒ (12) + 8 = 20

Kima gets +4 to her next gunnery action!

Wayfinders

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| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Phase: Engineering
Role: Engineering
Action: Kaylee checks to see that the shields are still holding and throws extra power to the gunners since Sigma is outflying the enemy fighters!

Spoiler:
Engineering: 1d20 + 12 ⇒ (18) + 12 = 30

"You've got extra power to the guns, Julakesh Starfist! Punch a hole in their hull!!"

Yay! Gunners all your damage dice that roll 1s this turn are now 2s! Go get em!

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

Phase Helm
Role Science Officer
Action With the shots continuing to come, Darkrunner again re-balances the shields. "Yup, we cannot leave any weak spots around the ship."

Science Officer rolls:

Computers, DC13, ship floating modifer: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 I didn't see *three* uses of the modifiers this round, so using one to save this roll
Rebalancing (even): 13/11/11/4 => 12/9/9/9

Dataphiles

Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase Gunner
Role Gunner
Action Kima will keep attempting to shoot at actively hostile foes.

Rolls:

Attack: 1d20 + 2 ⇒ (11) + 2 = 13

Wayfinders

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Blue Criticals: Engines Glitching (-2 Piloting), 1L2M: 1d2 ⇒ 1 Forward Laser Glitching (-2 Attacks)
Red Criticals: Aft Laser Glitching (-2 Attacks), Sensors Glitching (-2 Computers), Life Support Glitching (-2 Captain)

Kaylee sends auxiliary power to the weapons - supercharged and ready to fire!

Darkrunner rebalances the shields to prepare for shots coming from any direction! (Shields currently 12/9/9/9)

Enemy Initiative:

Blue Initiative: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Red Initiative: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10

The Blue fighter is having problems with their thruster output, while the Red pilot is still looking over their shoulder thinking about Ytchkn's scolding. The result is that both enemies have to move before the Drake!

Enemy Piloting:

Blue Evade: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Red Evade: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13

Coordinating their movements to try and keep you between them, the Blue ship holds its relative position with you, but is able to increase its defenses by "evading" (each hex represents approximately 1 cubic mile of space, iirc, so you can "evade" while not moving), but the Red fighter is unable to duck and weave evasively (but not enough to lower their defenses like last time)! Sigma, however puts the thrusters on full-blast, performing a Flip-And-Burn to put your ship behind the Blue fighter, with both enemies in your front-arc, while also far enough away from the Red fighter so that its missile might not hit you! *

Enemy Gunnery:

Blue Aft Laser: 1d20 + 9 ⇒ (6) + 9 = 15
Red MicroMissile: 1d20 + 9 ⇒ (13) + 9 = 22

Blue's aft laser hits the Drake's forward shields for 2d4 ⇒ (2, 2) = 4 4 points of damage, and the Red craft's missile comes arcing straight towards your bridge, looking like it is going to be a direct hit...

* Would Darkrunner like to use the Automated Defenses Boon Kaylee slotted as a Reaction? If so, it would prevent Red's missile from hitting you this turn! (This would force them to make another attack roll next turn that could possibly miss, which would mean the missile would just spiral off into space)

Meanwhile, both Julakesh and Kima (but only because of the focus granted to her by Ytchkn's demand) score direct hits on the Blue fighter!

Julakesh - in Ship combat, critical hits don't do double damage. Instead, as long as any of your damage gets past the shields to the hull, you get to roll a 1d100 for a critical effect even if the enemy ship isn't at its next critical threshold! :)

Thanks to Kaylee's weapon-boost, Julakesh's coilgun cuts into the Blue fighter for 6 points of damage after taking down its shield!
(Also taking it to another Critical on top of that, so Two 1d100s for Julakesh!)

Kima's missile from the turret finds its mark, ignoring the shields that Julakesh batted aside for her...

Damage: 4d8 ⇒ (3, 4, 1, 1) = 9 ...for 11 points of damage thanks to Kaylee's power boost to the weapon systems!
(Also dealing them another Critical! One 1d100 for Kima!)

STARSHIP COMBAT: ROUND 5
Drake: 0 Hull Damage (8/9/9/9) [3 missiles fired]
Blue: 34 Hull Damage (0/5/5/0) [3 missiles fired] *3 Pending Crits* (Engine G, Fore LLC G)
Red: 22 Hull Damage (0/5/5/5) (-4 Piloting for 1 rounds) [3 missile fired] (Aft LLC G, Sens G, Life G)

The Blue fighter looks like it's barely still flying, but the Red one still has some fight left in it!

The whole party is up (plus Darkrunner has an important decision to make)!

Map is updated!

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none
The Dire GM wrote:
sorry for not posting until so late today, update coming shortly.

No worries. Groovy chill gaming table is groovy-chilled.

Dataphiles

Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase Gunner
Role Gunner
Action Kima will keep attempting to shoot at actively hostile foes.

Rolls:

Critical: 1d100 ⇒ 75
Atk: 1d20 + 2 ⇒ (8) + 2 = 10

Paizo Employee

Female Vesk Solarian Starfarer 4 | SP: 32/32, HP: 34/34, RP:5/5 | EAC: 13, KAC: 14, CMD: 22 | Init +0, F:+5, R: +1, W:+4 | Acrobatics +5, Athletics: +9, Bluff/Dip: +3, Intimidate: +9, Perc: +4, Piloting +4, SM: +0, Survival +5 | Speed 30 ft. | Attunement: Graviton: 0/3, Photon 0/3 | Active Conditions: None

1d100 ⇒ 68
1d100 ⇒ 37

Julakesh lets out another whoop of triumph! "A-HAH! GLORY IS MINE!"

Phase: Gunnery
Role: Gunner
Action: If the enemy is in range of our forward coilgun, Julakesh will fire at them, preferring the blue fighter over red. She will use one of our +1 floating modifiers. If they aren't in range, she'll try to use our aft gun. And if they're still not in range she'll growl in frustration and berate someone horribly.

Gunner Rolls:

Attack: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Forward CoilGun Damage: 4d4 ⇒ (1, 2, 2, 2) = 7
Aft Gyrolaser Damage: 1d8 ⇒ 2

Wayfinders

M Android 269516-701 Technomancer 4 | KAC 18 EAC 17 AC v. CM 24 | Sta 24 HP 24 | F +2 R +4 W +4 | Init +3 | Perc +0

Phase Helm
Role Pilot
Action Sigma Mu resumes evasive maneuvers.

Spoiler:

Piloting: 1d20 + 10 ⇒ (8) + 10 = 18
Piloting: 1d20 + 10 ⇒ (5) + 10 = 15

Wayfinders

F Shirren # 274151-701 Envoy 4 | KAC 16 EAC 15 AC v. CM 24 | Sta 28 HP 30 | F +2 R +5 W +5 | Init +1 | Perc +5

Phase: Gunnery
Role: Captain
Action: Encourage Great shooting, gunners! Keep up the heat.

Spoiler:

Encourage: 1d20 + 12 + 1d6 ⇒ (8) + 12 + (6) = 26
+2 bonus to a gunner. I'd focus it toward Julakesh but you let me give a bonus to both gunners last round so maybe you will this round too :)

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none
The Dire GM wrote:
* Would Darkrunner like to use the Automated Defenses Boon Kaylee slotted as a Reaction? If so,...

If kaylee is okay with it (her boon), then sure!

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6
Darkrunner-42 wrote:
The Dire GM wrote:
* Would Darkrunner like to use the Automated Defenses Boon Kaylee slotted as a Reaction? If so,...
If kaylee is okay with it (her boon), then sure!

It's not a limited boon so it can be used any time I slot it for a starship scenario. Once per combat the science officer can use the boon as a reaction to reduce speed of tracking weapon by 50%. If you want to use it more than once in a combat you can but it costs the science officer 1 resolve each time after the first.

Phase: Engineering
Role: Engineering
Action: Kaylee can tell that the shields are holding but we're still taking shots from both sides so she tries to divert power back to them!

Spoiler:
Engineering: 1d20 + 12 ⇒ (13) + 12 = 25

"More shields coming back online in a sec, Darkrunner!"

Kaylee puts 7 points to the forward shields!

Dataphiles

Male android outlaw operative 7 | SP 49 HP 46 | RP 7/7 | EAC 22; KAC 23 | F+5 R+9 W+6 | Init: +11 | Darkvision; Perc: +14, SM: +12 | Speed 40ft | Holographic Clone: 1/1 | Laser Pistol Charges: 4/20 | Active conditions: none

Phase: Helm
Role: Science Officer
Action: Darkrunner receives a subroutine from Kaylee on his console "Wow, this is a pretty good algorithm. Floods their sensors with data that increases their runtime from constant to linearly growing. This should slow them down. Thanks!" Activate automated defenses

Automated defenses:
Once per combat science officer can reduce speed of tracking weapon by 50%, use resolve for extra uses.

"Thanks for the boost, I'll rebalance the shields some more momentarily."

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