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Been having a sick weekend, and now back. Will be catching up on the story...
Also, Duhm Kaoh preferences; Turret or Frontal Weapon.

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"I might have tangled with this overgrown earthworm before KIv. Obviously she doesn't like me." Maverick opens a comm frequency to the white dragon's ship, "I guess you didn't like it like it the last time I put a missile in your tail pipe." Quickly shutting down the frequency before the dragon can respond Maverick smiles and says, "It's time to turn and burn!"
Piloting: 1d20 + 21 ⇒ (7) + 21 = 28

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Engineering DC27: 1d20 + 18 ⇒ (1) + 18 = 19
Neroo take the seat of the Science Officer and tries to scan the enemy ship.
Computer (Scan): 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34

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Can we make the engineering check even if we are piloting? If so I will roll.
Engineering: 1d20 + 16 ⇒ (17) + 16 = 33
As Maverick accelerates the Drake to attack speed he calmly informs his teammates, "We need our best gunners on the persistent particle beam cannon and the heavy antimatter missile launcher. Those weapons hit the hardest." Suddenly Maverick realizes just where he knows the white dragon from, "This white dragon must be a member of the Frozen Trove. I was part of a Starfinder team that tangled with them on a newly discovered planet in the Vast."
We were all about to die and they had a Dragonkin that was almost at full health. Maverick basically had one chance to take him out. He used his spell thrower fusion to supercharge his gun and he trick attacked him. I rolled a natural 20 so it was super charge damage, trick attack damage, and weapon damage all doubled. It was a one shot kill. Needless to say this guy remembers Maverick.

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If you guys want to discuss what we want to do before I move the ship that is no problem. I think we have a several options here at the start. We can back off and keep our distance until we can scan them, but we still need to be within 15 hexes to do so. I can close the distance and evade. Finally we can just go head to head with them and gamble that we have bigger firepower since we have two missile launchers now and the particle beam weapons. Let me know what you all think.

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Duhm Kaoh obviously offers the option of blowing them to hell, but Jerris is right. Stratergeric Stargerery is worth some thought. Perhaps scans and distance would be best to initiate.

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Just to keep the game moving I'm going to back off and keep us at maximum distance. This will give Maverick a chance to win the piloting roll off in the second round and get the upper hand.
"Hold on, I'm going to hit the breaks and he'll fly right by."
Piloting to Back Off: 1d20 + 21 ⇒ (9) + 21 = 30
Our Drake gives us a +2 to any three checks per round and a +2 to computer checks so let's make sure we always take advantage of that.

Game Master S |

Yes, anyone can make the pre-combat Engineering check. Also, I appreciate the gratuitous Top Gun.
The Diamond Glow takes an aggressive approach, rolling through space as it closes distance.
Neroo scans the Diamond Glow: Large Destroyer, Crew: 17, Speed: 8, Maneuverability: Average (2), AC: 21, TL: 21, HP: 170, Shields: 15/Quadrant, Forward Arc: TWO Twin Lasers (4d8), Turret: Heavy Laser net (5d6)
Gunnery Phase (and Captain Action): Go!
-----------------------------------------------
Enemy Gunnery Phase. Range: 19, Arc: Forward
Twin Laser 1: 1d20 + 13 ⇒ (18) + 13 = 31 for DMG: 4d8 ⇒ (2, 3, 6, 7) = 18
Twin Laser 2: 1d20 + 13 ⇒ (17) + 13 = 30 for DMG: 4d8 ⇒ (6, 8, 6, 6) = 26
Norys
Floating: +1, +1, +1
Dice roll syntax. Not official rolls
Captain: 1d20 + 19 ⇒ (10) + 19 = 29
Engineer: 1d20 + 21 ⇒ (16) + 21 = 37
Gunner 1: 1d20 + 13 ⇒ (8) + 13 = 21
Gunner 2: 1d20 + 13 ⇒ (8) + 13 = 21
Gunner 3: 1d20 + 13 ⇒ (11) + 13 = 24
Gunner 4: 1d20 + 13 ⇒ (17) + 13 = 30
Pilot Maneuver: 1d20 + 17 ⇒ (4) + 17 = 21
Science: 1d20 + 23 ⇒ (2) + 23 = 25
------------------------------------
Damage Sustained:
Ship Status: Evasive Maneuvers
Shields:

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@GM you tell us it was possible during the scan action to take care of the scrambling of their transponder? Can you tell me about the mechanical to do it?

Game Master S |

My apologies for not including it before. You can forgo a normal bit of information on a scan to try and unscramble it. So if you scan again, you can opt to say "instead of more weapons or current shields, I'll use one of my bits of information to unscramble."

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Good because I wasn't planning on stopping quoting Top Gun anytime soon..
As the Drake's forward shields are rocked by the Diamond Glow's initial attack Neroo's scan report comes scrolling across Maverick's heads up display, "All their big guns are on their front arc. If we can get on their 6 they can't shoot us."

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Assuming they are done and it's our turn. Sorry, but with pbp ship to ship gets a little chaotic, so I try to get posts in as soon as I can.
"C'mon Mav, time for some of that pilot scat!"
Gunnery {Tactical Nuclear Missile Launcher}: 1d20 + 6 + 6 + 2 ⇒ (15) + 6 + 6 + 2 = 295d8 ⇒ (3, 1, 1, 6, 5) = 16
Defender of the Fleet (Finest Weapons): 2d8 ⇒ (1, 7) = 8
To hit may be higher if there is a Captain or Engineer bonus. Total damage if a hit = 22

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If something moves into the front Arch, Duhm Kaoh will shoot it.
Persistant Particle Beam!: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 10d6 ⇒ (1, 5, 5, 5, 6, 5, 6, 1, 6, 3) = 43

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Sparks looks around to see if anyone needs something done.

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"Sparks, that bogeys not close enough for missiles, switch to guns."
Fire the light particle beam. You'll take -2 penalty, but the antimatter missile launcher has a speed of only 8 so we need to be closer or you will have to make 2 or 3 rolls to hit with it.
I've played a lot of starship combat and I've notice a lot of players don't know all the things you can do in combat. So just in case you haven't played a lot of starship combat. Kiv the tactical nuclear missile launcher since it's jury rigged it takes a -1 on to hit rolls.
Since we are all over level 6 all gunners can fire two weapons at once with a -4 penalty. Also, a single gunner can spend 1 resolve point to fire all the weapons in one arc and the turret at a -2 penalty. Our ship has 4 weapons that can shoot in the front arc so we should try to fire them all once we get close.
Our missiles have a speed of 10 for the nuke launcher and 8 for the antimatter missile launcher so if you the target is farther away from us than our missiles speeds we will have to make a second attack roll against their TL to hit if the missile can reach the target that round.
If everyone already knows this I apologize, but since my character is named Maverick I feel like I should know all the ins and out of starship combat.

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I appreciate the reminder. I haven't been able to play a Starship Combat for a while.

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"Kiv I've had about enough of this s@##. Let's see what you've got now you albino lizard."
Piloting: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Going to take one of our +2's in round 2. Have to make sure we win the piloting roll off.

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Sparks hooks her datajack to the computer to benefit from its guidance system, and operates the turret mounted light particle beam, firing at the enemy ahead... which is quite distant.
Light Particle Beam w. range w. computer: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23
Counted +2 from Computer & -2 for Range (counting 19 hexes?)
Light Particle Beam damage: 3d6 ⇒ (5, 4, 5) = 14

Game Master S |

I'm still fine tuning my "combat update" posts and order of operations to make for a smooth PbP experience. By all means, feel free to make suggestions.
The Starfinders open up on Norys's ship. In a flash the Diamond Glow's forward shields are destroyed, and the hull takes heavy damage.
Round 2:
Starfinder Engineering: Go
Enemy Engineering: Done
****
Initiative: Enemy: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33 Starfinders win
Starfinder Helm: Go
Enemy Helm: Done
****
Starfinder Gunnery: TBD
Enemy Gunnery: TBD
Captain: 1d20 + 19 ⇒ (15) + 19 = 34 Demand: Engineer) Success
Engineer: 1d20 + 21 + 4 ⇒ (11) + 21 + 4 = 36 Divert and redistribute shields
Science: 1d20 + 23 ⇒ (16) + 23 = 39 Target Weapons Systems
Pilot Maneuver: 1d20 + 17 ⇒ (17) + 17 = 34 Evade! +2 AC/TL
Norys
Floating: +1, +1, +1
Dice roll syntax. Not official rolls
Captain: 1d20 + 19 ⇒ (17) + 19 = 36
Engineer: 1d20 + 21 ⇒ (4) + 21 = 25
Gunner 1: 1d20 + 13 ⇒ (11) + 13 = 24
Gunner 2: 1d20 + 13 ⇒ (9) + 13 = 22
Gunner 3: 1d20 + 13 ⇒ (6) + 13 = 19
Gunner 4: 1d20 + 13 ⇒ (7) + 13 = 20
Pilot Maneuver: 1d20 + 17 ⇒ (5) + 17 = 22
Science: 1d20 + 23 ⇒ (8) + 23 = 31
------------------------------------
1d100 ⇒ 19
Damage Sustained: 65
Ship Status: Sensors Glitching
Shields:

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How much damage did the Drake take?
18+26?

Game Master S |

18+ 26 yes. Tier 8 Drake has forward shields of 40, so the hull took 4 and the forward shields are gone.

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Neroo continues to work on the computer and tries to deactivate the scrambling of the enemy's vessel.
Computer: 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37

Game Master S |

Neroo bores his way into the Diamond Glow's defenses. It seems that the ship is registered to the Frozen Trove!

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Just a couple things to note Game Master S. The missile Kiv shot at the dragon's ship has a speed of 10 hexes so it didn't actually reach it's target until the round after it was fired. Kiv will need to roll to hit against the dragon's ship's TL again without the benefit of any bonuses from the ship's computer or from actions by the rest of the team. You can also potentially shoot down a single missile this round with your heavy laser net.
Maverick activates the Drake's afterburners and pushes the ships tolerances to the limit as he wrenches it into a violent maneuver, "She's going vertical, so am I."
Maverick does the Full Power piloting maneuver. He spends 1 resolve point so the Drake can fly an extra 1 1/2 times its normal speed at the cost of only being able to turn after moving 4 hexes.
I suggest our best gunner does a broadside and fires all our guns in the turret and forward arc. We have two +2 bonuses left this round; make sure we use them! We will also need one person to go engineer since our front shields got completely destroyed last round. Everyone else should perform actions to boost our gunner's chance to hit.

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Sparks keeps her datajack hooked into the computer, but does not call upon the computer for help--
leaving the +2's for the gunner attacks
--instead she calls upon her deepest intellectual powers, and starts multi-tasking like mad.
w. 6 ranks in Engineering, Mouse spends an RP to Overpower the Drake's systems.
Engineering DC 27 (15+1,5 x tier): 1d20 + 15 ⇒ (19) + 15 = 34
Success! She pumps her little paw, in the air.
And the mouse perched on top of her head squeals/
With little beads of sweat on her fur, she manages to squeeze more out of the ship’s systems.
"Come on you big lug of metal, spit out the powah!"
Success = three "Diverts"
Mouse boosts the forward shields as best she can--
+12 SP to front (5% of 250 PCU)
--while also augmenting the power allocated to the gunnery stations--
all 1's = 2's for damage rolled
--and finally giving a nice turbo boost to the engines.
@Maverick: base speed increased by 2 (before your added boost, since Engineering comes before Helm, so the +2 is boosted as well)
"Mr. Maverick, I sensed you might feel the need... the need for speed."

Game Master S |
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I really appreciate the second set of eyes Maverick. In my head Kiv switched, but I mentally pictured an extra particle beam. This means we should put a missile on the map, yes? Will post enemy Gunnery Phase once that's resolved. Also, I grew up on Mighty Mouse!
The Drake swings behind the Diamond Glow and opens fire. The crew works like mad to press the advantage!
Round 2:
Starfinder Engineering: Done
Enemy Engineering: Done
****
Starfinder Helm: Done
Enemy Helm: Done
****
Starfinder Gunnery: Go
Enemy Gunnery: Go
Neroo: Scan
Maverick: Fly
Sparks: Mad science!
Duhm: -
Kiv: -
Norys
Floating: +1, +1, +1
Dice roll syntax. Not official rolls
Captain: 1d20 + 19 ⇒ (2) + 19 = 21
Engineer: 1d20 + 21 ⇒ (18) + 21 = 39
Gunner 1: 1d20 + 13 ⇒ (6) + 13 = 19
Gunner 2: 1d20 + 13 ⇒ (7) + 13 = 20
Gunner 3: 1d20 + 13 ⇒ (13) + 13 = 26
Gunner 4: 1d20 + 13 ⇒ (12) + 13 = 25
Pilot Maneuver: 1d20 + 17 ⇒ (6) + 17 = 23
Science: 1d20 + 23 ⇒ (6) + 23 = 29
------------------------------------
Damage Sustained: 43
Ship Status: Sensors Glitching
Shields:

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So since Kiv has a better bonus on the Gunnery should she take the multi-weapon fire action then? My bonus is just +11

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There should be several (maybe 3) +2's from the computer, to be used for the Gunnery rolls

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Round 1 Missile {jury rigged}: 1d20 + 6 + 6 - 1 ⇒ (15) + 6 + 6 - 1 = 26 If hit, damage was 22
Sorry, just time for a quick post from work. I will roll the 'broadside' after I get home.

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No need to put the missile on the map Kiv's to hit roll means that it will hit the dragon's ship on its port side during the gunnery phase of the second round.
So potentially there will be 3 missiles impacting on the dragon's ship this round. You can shoot down one of them with your heavy laser net. Choose one of them and roll a 1d20+12 and if you beat DC 20 for the tactical nukes or DC 18 for the antimatter missile you shoot it down.
When Kiv broadsides she can take one of our +2 bonuses.
We are in perfect position, but I think we are just at 5 hexes range from the dragon's ship so she will get to fire her laser net at us. However, it will only do 5d6 damage while we will do potentially 10d10+5d8+5d8+3d6+10d6 damage.
"Thanks for the extra juice Sparks! We're going ballistic Kiv go get her."

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Kiv feels the engines strain as Maverick brings the ship in close. She targets everything she can and launches a salvo at the Diamond Glow.
Light 'Em Up 1 {Computer aid} Turret {Antimatter missile}: 1d20 + 6 + 6 + 2 - 4 ⇒ (18) + 6 + 6 + 2 - 4 = 2810d10 ⇒ (2, 2, 9, 3, 2, 3, 3, 2, 8, 8) = 42
Light 'Em Up 2 {Jury rigged} Port {Tac Nuke Boon}: 1d20 + 6 + 6 - 1 - 4 ⇒ (1) + 6 + 6 - 1 - 4 = 85d8 ⇒ (5, 5, 2, 6, 8) = 26
Light 'Em Up 3: 1d20 + 6 + 6 - 4 ⇒ (5) + 6 + 6 - 4 = 135d8 ⇒ (8, 2, 8, 3, 4) = 25
Light 'Em Up 4: 1d20 + 6 + 6 - 4 ⇒ (2) + 6 + 6 - 4 = 103d6 ⇒ (2, 6, 1) = 9
Light 'Em Up 5 Forward {Persistent Particle Beam}: 1d20 + 6 + 6 - 4 ⇒ (17) + 6 + 6 - 4 = 2510d6 ⇒ (6, 2, 5, 5, 3, 6, 1, 6, 3, 6) = 43 46 points with Defender of the Fleet
Defender of the Fleet, gun 5: 1d6 ⇒ 4
I just fired by the potential damage order Mav laid out in his earlier post.
Wow! Those are some miserable rolls. Sorry crew.
Sets targeting computer on the dicebot.

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That's all right we are still in great position you just got unlucky. Just for reference the penalty for broadside is only -2. Even with the changes to the math though you only hit with Light 'Em Up 1 and 5. My mistake on the Light 'em Up 3 that was the missile from round one which you already hit with.
So to summarize you did 22 damage to the port of the dragon's ship and potentially 88 to its aft. This all changes if the laser net shoots down one of the missiles

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"No way you cold blooded skink you're mine."
Piloting: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30

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Did you count Sparks' boost?
Light 'Em Up 4 & Light 'Em Up 5 each have a 1 in the damage, which becomes a 2.
So Light 'Em Up 4 & Light 'Em Up 5 each have +1 damage if you did not count that
(and, is there not a mistake in Light 'E Up 5's 43 = 46 points with Defender of the Fleet, since I see a 4 rolled as damage for Defender of the Fleet, gun 5: 1d6 ⇒ 4, and methinks 43+4=47, so is that not a 3rd extra point of damage?
Sparks is little, and she thinks every little piece of damage counts!

Game Master S |

Thought I'd have a moment to post, but too much to sift through before heading out. Will try to get back ASAP.

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@Sparks: Defender of the Fleet has three options. The 'Finest Weapons' option allows for the re-roll of any 1's. So the 1 becomes a 4, which is a net gain of 3 (43-1+4= 46). It is not an additional die of damage. As the 1 is now a 4, the potential bonus you provide did not trigger. I did not bother to re-roll damage for attacks that missed. But you are right, every point matters (especially when the gunner rolls like she did in that round).
How does the saying go? In space, no one can smell you stink.

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"Kiv, so, you do not need me to divert any power to the guns?"
No use my giving you 1's to 2's? Or do you still want that in case you roll a 1 on the re-roll?

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Duhm Kaoh, having watched Kiv launch the everything, he decides to just wait on standby until a second gunner is needed.

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"These weapons are some of the best available to use. You may want to send that power somewhere else."
If it would be more useful somewhere else, I would make that the priority. If we have no other pressing need, then leep it as a back up incase the re-roll is a 1

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"Duhm, man the captain's chair you can boost our effectiveness as a crew from there."
"Neroo, lock our sensors on the target. Wait until you have good tone before you switch control of the weapon systems to Kiv."
Duhm you can use your skills like intimidate to boost our rolls.
Game Master S if you don't shoot down the nuke we hit the dragon's ship with the crew is exposed to low level radiation.

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"Alright, now we're talkin!" Duhm Kaoh strums his bass guitar and plays a melody.
"Blast them back to hell!"
Encourage Gunnery: 1d20 + 11 ⇒ (8) + 11 = 19

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Sparks hears Duhm Kaoh's melody, and starts dancing around, shuffling her feet: "♫♫ They're on the highway to hell
On the highway to hell..."

Game Master S |

Once again I'm sorry everyone. Just getting back to my room now. Will try my hardest to get back tomorrow, and will 100% resolve Monday otherwise.

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No problem. Rest. We can just keep on listening to Duhm Kaoh a bit...

Game Master S |

Two hours on the runway, missed Game of Thrones, went to bed at 0100 and got to work at 0645... ugh. BUT, I'm back. Let's do this!
The sky over Triaxus lights up as the two ships class:
Laser net v. nuke: 1d20 + 12 ⇒ (15) + 12 = 27 BOOM! The conventional explosion rocks the ship but does no damage.
Light Laser Canon: 1d20 + 13 ⇒ (1) + 13 = 14 MISS
The Drake blasts through the enemy aft. It's a direct hit and the damage is massive.
Trying to untangle the posts and get this right. The aft attacks seem pretty clear, but it reads like the nuke launched last round didn't stay locked on? Isn't that the Light'em up #2? My apologies. I want to do this right by you guys (and learn!)
Round 2:
Starfinder Engineering: Done
Enemy Engineering: Done
****
Starfinder Helm: Done
Enemy Helm: Done
****
Starfinder Gunnery: Done
Enemy Gunnery: Done
Neroo: Scan
Maverick: Fly
Sparks: Mad science!
Duhm: Encourage
Kiv: FIRE!
Captain: 1d20 + 19 ⇒ (18) + 19 = 37 Demand: Engineer) Success
Engineer: 1d20 + 21 + 4 ⇒ (1) + 21 + 4 = 26 Divert and redistribute shields
Science: 1d20 + 23 ⇒ (12) + 23 = 35 Target Weapons Systems
Pilot Maneuver: 1d20 + 17 ⇒ (13) + 17 = 30 Evade! +2 AC/TL
Norys
Floating: +1, +1, +1
Dice roll syntax. Not official rolls
Captain: 1d20 + 19 ⇒ (7) + 19 = 26
Engineer: 1d20 + 21 ⇒ (17) + 21 = 38
Gunner 1: 1d20 + 13 ⇒ (18) + 13 = 31
Gunner 2: 1d20 + 13 ⇒ (1) + 13 = 14
Gunner 3: 1d20 + 13 ⇒ (16) + 13 = 29
Gunner 4: 1d20 + 13 ⇒ (5) + 13 = 18
Pilot Maneuver: 1d20 + 17 ⇒ (1) + 17 = 18
Science: 1d20 + 23 ⇒ (15) + 23 = 38
------------------------------------
New Glitch: 1d100 ⇒ 91
Damage Sustained: 116
Ship Status: Sensors and Power Core Glitching
Shields:

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Duhm Kaoh has no engineering, science skills, or piloting. He sees Neero eyeing the Captain's Chair, and sees that Kiv has all the weaponry under control.
"If you plan on taking this seat, I'll just have a smoke break then."

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I let you the Captain's chair Duhm, I stay on the computers.
Neroo works on the computer to help Kiv shooting at the enemy's vessel.
Lock On (1RP): 1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30
the DC equals 5 + 1-1/2 times the tier of the target starship + its bonus from defensive countermeasures. If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.

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Duhm Kaoh strums up the bass and plays a quick rhythm. He changes the tune using the Euphonic Musical Instrument's properties to get everyone riled up and ready to kick in some faces.
"Experience Kuthonite Retribution!"
Encourage; Gunnery: 1d20 + 11 ⇒ (6) + 11 = 17
"It's our time to shoot the stars!
We ain't gonna stop til the world is ours!
Landslide, rocks below; ready to rise and ready to roll!
Let's go! Let's go! Let's go! Tellin' history!
Let's go! Let's go! Let's go! BE LEGENDARY!"