GM_MG
|
The Sunrise Maiden lifts off from K9204, pulling out into the glittery black.
"Contact." A hologram of Sunny appears, wearing what appears to be a bomber jacket and an old-fashioned military helmet.
"Five ships incoming on intercept course. Suggest manning stations." Her holographic image distorts badly before it disappears.
Round 1
Sunrise Maiden 35/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Yellow
??? Blue
Starship Combat! You're free to swap up your roles but I'm assuming B-Bop is still piloting. If he's not we may need to change up the Starship Sheet slightly.
You'll need to find a role for your new addition. Magic Officer seems likely.
Chris, the way we generally handle Starship Combat is everyone posts what they want to do, and spoilers any rolls needed. Then I'll go through and put everything in order by phases, and tell you all what happened. Its easier than waiting on all of the engineers to post, then the pilot init roll, then the helm phase people to post, then the gunners.
Starfinders/Stewards, what would you like to do?
| Ragabash Lupo |
+2 to Piloting on success
B-bop! Heads up, they're trying to flank us!
| Bepo Baloo |
Bepo runs to the turret to get ready but waits for L to make contact and give the command to fire.
| Talek112 |
Talek storm out of his quarters still clutching his pilfered bottle and throws himself into the science officers chair. Muttering come on universe...wont even let me get drunk in peace? takes another drink and starts entering commands into the terminal.
Scanning redcomputers: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
B-Bop
|
B-Bop scowls when Talek returns to the bridge.
Ya owe me a bottle'a Jolly-Rancher-Moonshine...
He then dips his head down to look over the top of his sunglasses at Rags and chuckles.
Try ta flank us? Heh, Stewie, yer prob'ly gonna haf'ta write me a ticket fer reckless drivin' when dis is done 'cuz dat ain't gonna sprockin' happen with da way I fly dis sweet honey of a ship!
B-Bop
|
Plus any other misc. bonuses to piloting.
| Ragabash Lupo |
A white ball of light begins to coalesce near Rags head. It flickers in and out of existence several times before finally fully forming.
I trust you to give them hell B-bop. Fly it like you stole it!
Rags reaches up without looking and takes the ball of light in both hands. He sits cross legged on the deck and stares into the light, with unblinking milky eyes.
| Ellison "L" Wreg’lich |
Opening the broadcast channel.
”Hello and welcome. You don’t look like the stewards we requested. Hm, they should just about be here. Ah well. What can we do for you folks?”
Diplomacy: 1d20 + 16 + 1d6 + 1 ⇒ (11) + 16 + (2) + 1 = 30
is it possible to pick up anything about who/what they are from the look of their ships or if they respond?
Culture: 1d20 + 13 + 1d6 + 1 ⇒ (9) + 13 + (3) + 1 = 26
if they still seem hostile, and you don’t figure I’m out of actions...
B-Bop
|
Ya mean dere's some other way ta fly? I'm gettin' kinda confused here.
| Tiktik "Overclock" |
"Oooh bad guys already?! Guys, wait til you see what I can make Sunny do!" he says as he caresses a nearby bulkhead. Reckless speed, comin' right up!"
I am using my new mechanic trick, which doesn't seem to have a skill check required, but I believe costs me a resolve point. Here is the text for the trick:
Source Starfinder Armory pg. 146
As a full action, you can spend 1 Resolve Point to modify a touched vehicle’s engine with your custom rig to get a little more or less power out of it for 1 minute per mechanic level or until you undo it as a full action. The vehicle gains a +10 foot enhancement bonus to its speed and a +50 feet (+5 mph) enhancement bonus to its full speed (to a maximum of double) and its Piloting modifier is reduced by 2. You can also penalize its speed to increase its piloting modifier.Additionally, when filling the engineer role during starship combat you use the recalibrate engine ability in place of any other engineering action. The ship gains a +2 enhancement bonus to its speed for 1 turn, and the Piloting check made in the Helm phase to determine the order of movement of starships gains a +2 enhancement bonus, but all other Piloting checks made that turn take a –5 penalty.
Jax "Boots" Wolfwood 2.0
|
Before Jax joins the rest of his crew, running back to the auxiliary airlock and grabbing a couple items from his cabin along the way, he places a small vial of premium liquor and a few credits into the tube, "To you my lady, a token of gratitude from your most loyal patron. Grant me and my crew the resolve to crush our foes and deliver them into the nothing."
Jax kisses the vial and closes the airlock hatch, sending out his gift into space hoping his queen will be pleased with his offering.
Jax runs up to the main deck, jumping into the auxiliary gunnery station. "Alrighty! My favorite part of the job! Weapons are hot! Waiting on orders to fire!"
GM_MG
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Sunrise Maiden 35/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Yellow
??? Blue
The approaching ships don't break approach vector in the slightest after L's entreaty.
Talek's scanners sweep one of the approaching ships. These are Death's Curtain Necrogliders, tiny fighters with a speed of twelve and good maneuverability. They have 17 AC, 16 TL, 35 hull points and relatively weak shields 8/7/7/8. The Micron Ultra power unit provides a total of 80 PCU.
With Overclock doing something unspeakable to Sunny's engines, L's encouragement and Rags' foresight, B-Bop is feeling pretty confident in his piloting abilities. 37 total result.
Piloting Purple: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Piloting Red: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Piloting Green: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Piloting Yellow: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Piloting Blue: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
The tiny fightercraft blast forward at shocking speed. The ships seem to be be making no effort to make any special maneuvers or tricks.
Helm Phase:
B-Bop (any piloting tricks or maneuvers plus a move)
Gunnery Phase:
Jax, Bepo
B-Bop
|
culture check w/ ace pilot theme: 1d20 + 13 ⇒ (14) + 13 = 27
Whoa, dose look like da common fighter ships of da Corpse Fleet, dey build 'em at dese secret shipyards outside'a da Pact Worlds.
He then maneuvers the ship flight controls.
Whoa! Hells, Cheeks! Ya spiked Sunny's fuel with some nitro go-go juice or what??
The Sunrise Maiden surges past the approaching fighters and swivels around behind them.
Ship moved
Jax "Boots" Wolfwood 2.0
|
Jax takes a shot at Red's Aft.
Damage: 1d8 ⇒ 4
assuming the shot misses
"Hey Talek. Pass me the booze. I have a feeling it'll do me better than you."
Jax mutters to himself, "I knew I should've thrown a few more credits out. She probably thinks I'm cheap now..."
| Bepo Baloo |
Bepo takes Jax's lead and also shoots at Red's Aft.
Gunnery Check: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage: 8d6 ⇒ (2, 4, 3, 1, 1, 2, 1, 5) = 19
GM_MG
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Round Two
Sunrise Maiden 35/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Yellow
??? Blue
B-Bop's fancy moves catch the fighters off guard, and he slips behind them, narrowly avoiding the light particle beams they fire at him.
Getting behind them, Jax and Bepo open up on Red, but both of their shots miss.
Round two! Declare actions.
| Ragabash Lupo |
When you zig, they're gonna zag!
| Ellison "L" Wreg’lich |
B-Bop
|
Plus whatever bonuses get attributed this round
| Tiktik "Overclock" |
ditto for last round "Go, Sunny, go!"
| Bepo Baloo |
Bepo follows Jax's lead again and shoots for the same target.
Gunnery Check: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Damage: 8d6 ⇒ (5, 4, 5, 2, 2, 6, 2, 1) = 27
| Talek112 |
Talek leans back in his chair puts his feet up on the console and takes a drink from the bottle as commands begin scrolling across the science officers station.
GM_MG
|
Sunrise Maiden 35/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Yellow
??? Blue
Overclock boosts Sunny's engines, Talek locks on to Red's power core. L encourages Bepo and Rags continues to use precognition to help out the pilot.
Purple: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Red: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Green: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Yellow: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Blue: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
B-Bop continues to outfly the other ships. The speedy fighters pull back, putting a good deal of distance between themselves and Sunny.
Helm Phase: Move ship and maneuver from B-Bop
B-Bop
|
B-Bop maneuvers the ship head on towards the enemies, veering port side to slice past the yellow ship before swinging the aft to point at its starboard side.
Sunny, show 'em whatta nice rear ya got an' den smack 'em fer lookin'!
Moved
GM_MG
|
Sunrise Maiden 35/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Yellow 8/0/8/7, 27 hull damage, weapons glitching
??? Blue
Sunny performs a daring maneuver, putting its aft flak thrower in the arc of the yellow ship.
Jax draws a hit on yellow.
3d4 ⇒ (4, 2, 1) = 7
However, his hit fails to penetrate the ships shields.
The same isn't true for Bepo's shot with the particle beam, which blasts through the ships shields and does major hull damage.
1d100 ⇒ 35
The ships weapon systems seem to be glitching.
B-Bop again manages to avoid the weapons of the fighters.
Next round! Declare actions!
GM_MG
|
1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
B-Bop
|
| Tiktik "Overclock" |
I'm gonna keep up the speed and piloting boosts as long as I have RP since it seems to be working wonders. RP 3/8 after this round.
Tiktik continues to scramble around his control station, flipping switches, and pushing buttons frantically as stress warnings appear on screen. "You got this, Sunny! Keep it together!"
| Ragabash Lupo |
They're coming around for another pass! Keep it up B-bop!
Jax "Boots" Wolfwood 2.0
|
will fire at the same target hit by the particle beam if possible otherwise, next closest target. Ment to say this before the roll but was going to be the same regardless of outcome.
| Bepo Baloo |
Bepo will shoot at whatever target is the closest.
Attack: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
| Ellison "L" Wreg’lich |
| Talek112 |
GM_MG
|
Sunrise Maiden 35/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Yellow 8/0/8/7, 27 hull damage, weapons glitching
??? Blue
Talek scans the ships, and learns that the ship has two front facing weapons--a light particle beam and a light plasma torpedo launcher with a magazine of five torpedos.
B-Bop once again outflies his opponents. The enemy fighters cluster defensively.
Helm: Sunrise Maiden move and maneuver
GM_MG
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Sunrise Maiden 27/35/35/35, 65 Hull
??? Purple
??? Red
??? Green
??? Blue
Making the best of a bad situation, B-Bop pilots Sunny towards Green. The green ship fires a torpedo as Bepo fires at purple and Jax fires at the already damaged yellow.
Attack vs. TL: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
The torpedo smashes into Sunny's front arc!
3d8 ⇒ (2, 1, 5) = 8
Her shields absorb the blow well, however.
Bepo's shot with the gyrolaser misses, but Jax hits with the particle beam and obliterates the yellow ship.
Round Four, declare actions!
B-Bop
|
Don't you slaggers even think about puttin' a scratch on dis purty girl's hull! Ya can't sprockin' beat us!
| Ellison "L" Wreg’lich |
| Ragabash Lupo |
Watch the starboard side!
| Talek112 |
| Tiktik "Overclock" |
"I'm gonna give me 'n Sunny a rest. I'll get to work on those shields."
engineering: 1d20 + 18 ⇒ (14) + 18 = 32
I am gonna spare my RP this round, and just divert power to the engines to regen our shields back up to full (I believe our PCU is 200, so it should regen 10).
| Bepo Baloo |
Taking Taleks direction Bepo tries to shoot at Red.
Attack: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Jax "Boots" Wolfwood 2.0
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Ahh... there's nothing like making dead stuff dead again
GM_MG
|
The boneships fly away from the Sunrise Maiden, continuing this new defensive tactic of turtling together.
Helm: Sunrise Maiden move and maneuver.
B-Bop
|
B-Bop jams the throttle to its furthest position as he holds the control stick straight ahead, zipping right past the red ship.
Heh, hey, no forward shot fer ta dis time, ya poozers!
GM_MG
|
B-Bop sees their move coming, and zips past the defensive measure.
Bepo and Jax both hit, thanks to Talek's aid.
3d4 ⇒ (2, 1, 2) = 5
The combined damage disables the fighter completely, and it pinwheels, out of control, off into space.
Alright, this is boring. They don't give up and even if I get lucky and win some piloting checks they are no real threat thanks to your speed, maneuverability, and better piloting.
The ships go down swinging, but in the end they are no match for the Starfinders.
Out of Combat!
B-Bop
|
B-Bop steers the ship in lazy circles and spirals amid the wreckage of the enemy ships and pulls out a package of Twizzlers from his jacket pocket and munches away with smug pride.
Sunny, baby, we couldn't'a done it without ya.
| Ragabash Lupo |
Rags releases the ball of light he was holding and stands up. The light drifts up and begins to cut a lazy orbit around his head.
Good work, everyone! I'm impressed how we all came together to face this threat. We should search the wreckage to make sure these were actually members of the Corpse Fleet, and not someone pretending to be them.
| Bepo Baloo |
I agree with Ragabash, we need to search this wreckage to see if there is any knowledge we can gain from them. I doubt we will because they seemed to be ready to fight to the death but we should still look