| Game Master S |
Just need to sort out the missiles. I need a better way to track what's out on the field.
Jerris "Maverick" Sakai
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Glad to have you back Game Master S. Hope you enjoyed the con you went too.
Sorry you missed the Game of Thrones finale.
OK, here is a recap of what happened in round 2.
Actions: Maverick/Fly, Neroo/Scan to identify their ship, Duhm/none, Sparks/Overpower, Kiv/Broadside
Damage: You shot down the nuke that was fired in round 1 and would have hit the dragon's ship's port in round 2. She made that roll in a post before her broadside. Kiv fired a second nuke in round 2, that is Light em' up 2, but it missed. The antimatter missile and persistent particle beam hit the aft quadrant of the dragon's ship for 88 points of damage
Round 3, Duhm has successfully encouraged our gunner. He actually rolled a second time and didn't have too, but it was an epic post so maybe you use that one instead. If you want you can retro and say his first roll was for the second round, but it won't change any of the attack rolls Kiv made. Neroo has target locked our weapons on the dragon's ship. Sparks has not chosen what to do yet. Kiv is ready to potentially Broadside again. Maverick rolled a 30 on his piloting initiative. If he wins he stays locked on the dragon's six. If he loses he will attempt a Fly By maneuver.
Jerris "Maverick" Sakai
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Kiv, so far the bonuses you've got for your Broadside in round 3 is a +2 to one attack of your choice from Duhm and a +2 to all your attacks from Jeroo. We still have two +2's left from the ship. You can take one or both, but if I need to try a Fly By I will take one of them.
Jerris "Maverick" Sakai
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Game Master S may I also ask what is the critical threshold for the dragon's ship?
Sparks'
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Humming Let's go! Let's go! Let's go! BE LEGENDARY!, Sparks simply diverts--
Engineering DC22 Divert: 1d20 + 15 ⇒ (10) + 15 = 25
--successfully enough energy to boost the shields a bit.
Putting it where it is most needed.
+12 SP to Forward, I think? (cannot find where the Drake's stats/shields are, sorry)
Kiv {Ilsia Kivulia}
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Disappointed with her previous performance, Kiv quickly tries to adjust as she sets the firing solutions again.
For whenever I get to fire in Round 3
Turret ~ Antimatter missile {Neroo / Computer aid / Broadside}: 1d20 + 6 + 6 + 2 + 2 - 2 ⇒ (14) + 6 + 6 + 2 + 2 - 2 = 2810d10 ⇒ (4, 1, 2, 7, 7, 1, 4, 2, 5, 4) = 37
Defender of the Fleet DotF: 2d10 ⇒ (7, 7) = 14 New damage total=49
Port ~ Tac Nuke Boon {Neroo / Jury rigged / Broadside}: 1d20 + 6 + 6 + 2 - 1 - 2 ⇒ (17) + 6 + 6 + 2 - 1 - 2 = 285d8 ⇒ (4, 7, 5, 1, 7) = 24
Defender of the Fleet DotF: 1d8 ⇒ 1 Damage unchanged
Turret ~ {Neroo / Broadside}: 1d20 + 6 + 6 + 2 - 2 ⇒ (10) + 6 + 6 + 2 - 2 = 223d6 ⇒ (6, 1, 5) = 12
Defender of the Fleet DotF: 1d6 ⇒ 4 New damage total=15
Forward ~ Persistent Particle Beam {Neroo / Captain / Broadside}: 1d20 + 6 + 6 + 2 + 2 - 2 ⇒ (11) + 6 + 6 + 2 + 2 - 2 = 2510d6 ⇒ (3, 4, 6, 2, 3, 3, 3, 2, 3, 1) = 30
Defender of the Fleet DotF: 1d6 ⇒ 3 New damage total=32
Saved one of the +2 for Maverick's Fly By.
I definitely need more time in the simulator!
Jerris "Maverick" Sakai
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| 1 person marked this as a favorite. |
Sparks you add another 12 to our front shields giving us 24 total there now. Kiv, I don't think you need any simulator help I'm pretty sure all four of your attacks are going to hit, unless the laser net shoots one down again. Their AC and TL are both 21.
Jerris "Maverick" Sakai
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Right, I just noticed that. You did enough though. If they survive another round we can just use 4 gunners to fire all the weapons individually and you don't have to spend resolve points.
Jerris "Maverick" Sakai
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OK, only one of three things can happen now. 1. We win the initiative and blast Norys's port quadrant again. 2. We lose initiative Maverick successfully Fly's By and we still blast their port quadrant, but they may have a chance to unload on us. 3. We lose initiative and Maverick fails in his Fly By in which case they unload on us and we probably only get to fire our turret weapons at them if they get out of our front arc.
Sparks'
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If needed I can burn another RP and try to triple Divert: since rerolling 1's is useless, that would mean giving +2 to speed and +2 to Science Officer, it seems that is not really useful. My feeling is that I either simply Divert to Shields again ; or help w. the guns by shooting if needed
| Game Master S |
Thank you. I finally caught it last night. Okay, what I missed in the flurry of posts was the second missile. CT is 31. Agreed on the epic post, using that for round 3!
Duhm pushes the crew as they press the advantage. Norys comes over the comms with a scream of primal rage as the battle continues. Neroo locks on as the noose tightens.
Captain: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36 Tricky stuff
Engineer: 1d20 + 21 + 4 - 2 ⇒ (9) + 21 + 4 - 2 = 32 Divert and redistribute shields
Science: 1d20 + 23 - 2 ⇒ (13) + 23 - 2 = 34 Target Weapons Systems
Initiative: 1d20 + 17 ⇒ (13) + 17 = 30 Pathfinders lose Enemy pilot has 10 ranks
Starfinder Helm: Go
Enemy Helm: TBD
****
Starfinder Gunnery: TBD
Enemy Gunnery: TBD
Neroo: Lock on
Maverick: Helm
Sparks: Go
Duhm: Encourage
Kiv: Light'em up!
Norys
Floating: +1, +1, +1
Dice roll syntax. Not official rolls
Captain: 1d20 + 19 ⇒ (8) + 19 = 27
Engineer: 1d20 + 21 ⇒ (16) + 21 = 37
Gunner 1: 1d20 + 13 ⇒ (6) + 13 = 19
Gunner 2: 1d20 + 13 ⇒ (3) + 13 = 16
Gunner 3: 1d20 + 13 ⇒ (15) + 13 = 28
Gunner 4: 1d20 + 13 ⇒ (11) + 13 = 24
Pilot Maneuver: 1d20 + 17 ⇒ (20) + 17 = 37
Science: 1d20 + 23 ⇒ (10) + 23 = 33
------------------------------------
New Glitch: 1d100 ⇒ 6
Damage Sustained: 116
Ship Status: Life Support, Sensors, and Power Core Glitching
Shields:
Sparks'
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Sparks looks around and calls out on the comms': "Ready to divert power to boost our shields, unless I'm needed at the gunnery station."
Say if you prefer Sparks at a gun instead of giving some SPs.
Otherwise, I can try a triple: giving +2 to speed ; +2 to Science Officer ; plus boosting shields
Jerris "Maverick" Sakai
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"Sparks divert power to the forward shields."
Desperate to get Maverick off her tail Norys throws her ship into a risky series of maneuvers, but it pays off giving her a slight advantage. Most pilots would go defensive at this point, but not Maverick. Seeing a tiny widow of opportunity Maverick aggressively pushes the Drake into a split S. You don't have time to think up here. If you think your dead.
Piloting to Fly By DC 27: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
Maverick's risky move pays off as he positions the Drake for a clear shot on Norys's ship before banking away.
"Take the shot Kiv... GREAT BALLS OF FIRE!"
Kiv will Broadside into the aft quadrant of Norys's ship doing 120 points of damage unless the laser net takes out another missile.
Sparks'
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"Aye aye!", says Sparks, and she spins around to operate the engineering console--
Engineering DC22 Divert: 1d20 + 15 ⇒ (3) + 15 = 18
--but she spins a bit too much, and misses the keyboard and all, and slips to the side!
By the time she gets back into position, it is too late to help for now...
Failure - No diver
Neroo from Absalom Idol
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Again, Neroo works on the computer to lock the weapon on the enemy's ship.
Computer: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33
Enemy ship target locked. Do your thing gunners!
Jerris "Maverick" Sakai
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Neroo you already succeeded in your Lock On roll in an earlier post for this round, so you only spend one resolve point, not two.
| Game Master S |
Pilot Maneuver: 1d20 + 17 ⇒ (15) + 17 = 32 Flyby!
Both ships fly directly at each other, twisting at the last moment to fire on all fronts! The enemy ship opts to attack with the net instead of defending itself.
Not only does the Diamond Glow open fire, but one of the "harmless" freighters launches a missile! Not sure where anyone is keeping track of your shields, but this will all go on the face they previously targeted.
Twin Laser: 1d20 + 13 ⇒ (20) + 13 = 33 for DMG: 10d8 ⇒ (1, 8, 1, 7, 7, 8, 2, 7, 5, 4) = 50
Port Laser: 1d20 + 13 ⇒ (19) + 13 = 32 for DMG: 2d4 ⇒ (1, 4) = 5
Starboard Laser: 1d20 + 13 ⇒ (16) + 13 = 29 for DMG: 2d4 ⇒ (2, 3) = 5
Heavy Laser Net: 1d20 + 13 ⇒ (7) + 13 = 20 MISS
Freighter Missile: 1d20 + 13 ⇒ (2) + 13 = 15 MISS
When the debris, light, and smoke clear, the Diamond Glow is beyond damaged. The ship itself is falling out of the sky! The ship hurtles towards the surface. A quick scan of the area shows that it's headed towards the Parapet Mountains where it soon crashes!
Sparks'
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60-24=36 to hull, is that it, w. a CT of 24? So 1 Crit'? Something Glitching, then.
Engineering DC22: 1d20 + 15 ⇒ (12) + 15 = 27
Sparks hurries up to patch up the glitching systems.
"Let's hunt it down!"
| Game Master S |
It's treacherous down there. I'll take a Science Officer scanning to give you more information.
Neroo from Absalom Idol
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@GM did the missile his targeted at us? Are we still in Space Combat?
Neroo quickly works on the scanner to find a place to pursue the destroyed enemy ship to recover the stolen data.
Computer (Scan): 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35
Sparks'
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If we are in rounds, then disregard, if we are out of combat, then:
Having patched the glitching system, Sparks divers energy to boost the Science Officer's work station.
"Here, Neroo! If I can help!"
Engineering DC22: 1d20 + 15 ⇒ (13) + 15 = 28
+2 to Neroo's role
| Game Master S |
We are out of combat. The missile missed.
Neroo quickly scans the descent and crash of the Diamond Glow.
The Parapet Mountains form a natural boundary between the Drakelands and the Skyfire Mandate. This treacherous region, with its mountain passes and unforgiving weather, makes land travel difficult and low altitude flight virtually impossible. Neroo thinks the best option is to land the starship at the closest safe landing site about a mile south of the Diamond Glow’s crash site. It'll be an hour hike. The surface temperature is currently is severely cold
Sparks'
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"Let's go run in the snow!"
Life Bubble protects till –50°, so that is even deep into Extreme Cold, which is the step worse than Severe. I imagine all accepted the spell.
Kiv {Ilsia Kivulia}
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"Is there any reason not to fire on them from up here? Or at least in the upper atmosphere. I mean, it IS a dragon afterall. Given they launched a strike from space, I see no reason to not reciprocate. They did establish the rules of engagement. I would rather sift through wreckage than have to face her. Just my two credits."
"Besides, if this doesn't go well, I might leave the Society. Maybe I'll plan on being a freighter pilot. Mav, do you have the number of the freighter pilot school we saw on the vid again? Freight Master I think it is? I might need that."
Seriously, is there any reason not to fire on them a couple of times from the safety of the ship?
Neroo from Absalom Idol
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We need to recover the data they have stolen. The only way to be sure they have not been sent somewhere else or be on anyone having able to recover from the crash is to go on site.
We could not be sure if we fire from space.
Says Neroo.
Kiv {Ilsia Kivulia}
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"I'm okay going down there. I just think sending a few extra salvo's first would be safer. I mean, think about it. She's a WHITE DRAGON in freezing, mountainous conditions. She will be in her element. The only thing that would be more disadvantageous to us would be if it was nighttime."
Sparks'
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"Maybe it's the only way to be sure ?"
Jerris "Maverick" Sakai
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Sparks you already succeeded in a earlier post to divert for the 3rd round so you didn't have to do that last one.
We had 24 in our front shields so we took 4 to the hull in the first round and 36 in the 3rd round. That is two critical thresholds.
CT 1: 1d100 ⇒ 88
CT2: 1d100 ⇒ 5
Our life support and power core are glitching.
"I say we go down there and take the data from her cold dead claws. Son of b&!$! must pay!" Turning to Kiv, "Sorry Kiv, I don't have that number, but I can set you up with a sweet gig flying a cargo freighter full of rubber dog shit out of Broken Rock."
Jerris "Maverick" Sakai
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Game Master S, I'm not sure if I'm reading this correctly, but it sounds like a point defense weapon like the laser net can be fired twice in a round. Once to shoot down a missile and once to fire on another ship. It's on p. 304 of the rulebook, just for future reference.
Duhm Kaoh
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I go grocery shopping, cook, and pass out for 1 afternoon, and bam! 27 posts. Holy damn!
"Alright, I'm all for defying death in these missions." Duhm Kaoh lights up a TUMORZ brand cig and takes a few puffs. "Count me in on getting to beat up a dragon."
Sparks'
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Sparks will spend some time to patch the second glitching system too.
(but it seems we are out of space combat now, so no need to track?)
Sparks is in favor of some orbital or flyby blasting, before putting down and trekking through the snow.
| Game Master S |
Thanks for the info Maverick. You've been a HUGE help here. As for nuking them from orbit, your weapons aren't precise enough (which was also the plot point for the gala scene.) Flyby is also going to be tricky because of the treacherous winds and rocks where it crashed.
Will give you guys a bit to coordinate landing and advancing. I'll progress after lunch otherwise.
Sparks'
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"Too bad we cannot drop some of those targeting beacons on the vessel... well, walk and trek it'll be!"
Sparks is ready to help land.
| Game Master S |
the party quickly lands and prepares for the trek through the severe cold
In conditions of severe cold (below 0° F), an unprotected character must succeed at a Fortitude save every 10 minutes (DC = 15 + 1 per previous check) or take 1d6 nonlethal cold damage. A character can attempt Survival skill checks to gain a bonus to this saving throw and might be able to apply this] bonus to other characters as well. You must make 6 checks. Spells, items, and armor can affect the DC or even the need to make them at all.
The starship lies demolished and broken on the mountainside, barely visible through the torrential snow and driving wind. Fire ravages the aft section and thrusters, with occasional fireworks munitions explode. Rips crisscross the midsection, but the ship rests on a stable shelf along the trail. The forward sections and bridge dangle over the precipice, a few determined pieces of the hull stubbornly holding on.
The trail leads to a gouge in the starship’s rear cargo bay. Chain link fences section off the storage areas. To the north, a massive stone monolith rises from the wreckage of the hull. A fire rages within the eastern corridor. Ruined supplies lie everywhere, with cracked fuel canisters, spilled crates, and tipped shelves obstructing the floor. The remains of a shirren crew member lie crumpled in the corridor.
Go ahead and make your checks/saves and place yourselves in the red rectangle.
Sparks'
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Besides most having clothes and armor with environmental seals, Sparks cast Life Bubble on all of us, and the spell « In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws « (link in my signature).
Duhm Kaoh
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Duhm Kaoh readies his Inubrix Sintered Greataxe.
Duhm Kaoh can also cast Life Bubble and split some of the spell casting needs if it helps.
Sparks'
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Life Bubble was cast the day before our arrival, so should last today + 4 more days (6 targets, so all of us)
Jerris "Maverick" Sakai
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Thanks Game Master S, I see a lot of people complaining about starship combat, but most of the time it is because they don't know all the things they can do within the rules
One more thing to note for future starship combats is that sensors have a range. The Drake has medium sensors so it can only scan objects up to 10 hexes away without taking a penalty of -2 per range increment. It has the big guns, but the Pegasus is supposed to be more maneuverable and have better sensors. The Pegasus has long range sensors allowing it to scan up to 20 hexes away.
"Send the drone in first. I see a lot of bodies, but no dragon. The hike here wasn't easy, let's take a moment to regroup and get organized." 10 minute rest to regain stamina.
When the team is prepared for action Maverick draws his advanced semi-auto pistol in one hand and readies his radiation sweeper in the the other. As he approaches the ship suddenly an identical holographic clone of him shimmers into existence and mirrors his movements. "I'll take point and scan for any radiation leaks that may have occurred because of the crash."
Number of holographic clones: 1d4 ⇒ 1
How long do turns last when not yet in combat? My clone only lasts for 8 minutes.
Sparks'
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Sparks will take a little rest, making snow angels while doing so.
»I’ve never seen snow before! It brings a little solace to this grim moment, for me... »
1 RP spent for full SP
| Game Master S |
Aye, in the end, it's practice. I remember making the jump from 2e to 3.0 and spending some time a little overwhelmed with new-fangled options, "Attack of Opportunity?!" Before long, it was old hat. Outside of combat, time durations are a little tricky. It's mostly a function of educated guesswork unless you do something that has a listed duration. If you use your hologram right as you arrive, I'll keep you up to date with my best guess on how much time has elapsed.
The party takes a moment to catch their breath after the hike. Spark's spell makes the weather a non-issue, but the ground is nevertheless, quite treacherous.
Before deciding to enter, you take one last look at the monolithic site of the crash:
The ship crashed into the ruins from ancient times, it's a ruin of the Dragon Legion, precursors to the modern Skyfire Legion.
The crates have a spidery text on their sides.
It's the mark of house Zeizerer, a known weapons dealing clan.
The puddle seems slick, but without checking it out, it's hard to guess it's composition. Physical science
The dead shirren lies at an odd angle Medicine to learn more.
The gates look bent, but still functioning and locked. Engineering or Strength to get through
Sparks'
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Mysticism: 1d20 + 12 ⇒ (5) + 12 = 17
Culture: 1d20 + 17 ⇒ (4) + 17 = 21
Physical Science: 1d20 + 17 ⇒ (18) + 17 = 35
Medicine: 1d20 + 8 ⇒ (9) + 8 = 17
Quite oblivious of the monolith and the crates, and not speaking Drow, Sparks glances at the dead Shirren...
...but spends most time checking out the puddle.
»What is this? Someone take a tinkle?»
Sparks then checks the doors, trying to see how they open.
»Knock knock?! »
Engineering: 1d20 + 15 ⇒ (13) + 15 = 28
| Game Master S |
Need to keep the map updated as you explore. You know, just in case. Before I reveal the results of Spark's adventuring, everyone should also give a Perception check (and place minis.)
Sparks'
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16 languages spoken... but not Drow!
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
| Game Master S |
| 1 person marked this as a favorite. |
Sparks that happens to me ALL THE TIME. Je peux parler un peu francais. Linguam Latinam bene scio. I LOVE languages so I always play characters who are multilingual... and often I don't have the right one.
I'll give people time to post their rolls too.
Duhm Kaoh
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Mysticism DC27: 1d20 + 14 ⇒ (15) + 14 = 29
"This ship is really old; the design is of the Dragon Legion, precursors to the modern Skyfire Legion. Ancient stuff here."
Duhm Kaoh will give the gate a shove.
Shooooove: 1d20 + 2 ⇒ (14) + 2 = 16
If that doesn't open it, he will instead start chopping with his Inubrix Sintered Great Axe, which ignores hardness of 10. That is, if no one helps him open it.