| J.U.N.K. |
Player Name: eijel
Character Name: J.U.N.K. (classification: Jettisoned Unit, source: Not Known)
SFS# for credit: 279868-704
Day Job: varies (able to use all skills untrained and will do so with Profession at any opportunity)
Monster: might be fun to face something like a Tekhoinos. I'll probably regret saying that if we do face one though.
Netsa Documus
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Player Name: Ken K (Haranum)
Character Name: Netsa Documus Sam Motwol Nim Of Clan Tartma, House Gis, line of Mu
SFS Number: 152915-705
Day Job: Musician
Monster: Yithian
Netsa Documus
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I'm still putting the character together, I'll finish up tonight.
| J.U.N.K. |
If we have a choice of a ship, my choice would be the drake. More armor, more shields, more HP and some hard hitting weapons to boot.
Netsa Documus
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I'm pretty much a gunner. Salarion ain't great for Starship combat.
| Mallow the Android |
@DoubleGold There seems to be a rules anomaly on the Drake Tier 6 sheet. It says the HE Missile Launcher is linked implying its two linked missile launchers but to my knowledge you could only link Direct fire weapons. What is your thoughts?
| Mallow the Android |
Not the end of the world, I know in the FAQ they say ships built for SFS/AP can break some rules and no reason why missile launchers couldn't be linked...i built it out and the built points add up.
Netsa Documus
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As mallow indicated earlier, these combats are just 3-4 turns. Since the winner will be the side with least damage we need to hit fast and hard the first few turns, so there is not a lot of opportunity for planning.
We likely should focus fire on one and do as much damage as possible, take down their shields and get into the hull.
Hopefully three of them can't do more damage to us than we do to one.
Does this make sense?
| Mallow the Android |
| 1 person marked this as a favorite. |
Makes sense to me. I'm thinking if the pilot wins initiative we can see how they move then do whatever fancy flying we need to put one target within 12 spaces of us in forward arc. Assuming all of us hit that is 4d4+8d6+16d8(linked missiles). I think we are gonna at the least wipe out one ship by combat end assuming no bad luck with piloting.
| Baròleg |
Player Name: Anxa
Character Name: Baròleg
SFS# for credit: 2352348-706
Day Job: Lawyer (+13|+17 w/ gear)
Monster: No preference, fiends/demons hold a special place from my early gaming career
Starship Roles: Captain (Diplo 16+d6|Intim +10), Science Officer (Comp +10), Gunner (BAB/Dex +6), Pilot (Pilot +6)
| Baròleg |
We can knock up the odds of hitting, Science can 'Lock-on' for +2/hit once maybe twice and Captain 'Encourage' for one gunner +2/hit. That's not a bad bump up.
| Mallow the Android |
Totally cool DoubleGold. If there is any information you need from us just let us know but I think this should go pretty smooth.
Netsa Documus
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Baròleg - I personally prefer 3 chances to hit instead a slightly higher chance for 1 of 2 chances to hit. Particularly with the different constants we have for this fight we should plat it out differently than I might normally.
I'm not going to tell you how to play your character though. :)
| J.U.N.K. |
Are there any penalties for firing through the ring or over the planet?
All our weapons have a long range, so I am inclined to keep our distance, if that seems good to everyone.
| Mallow the Android |
I would need them within 12 hexes to ensure missiles hit each turn since we are limited on turns. So try not to back off too much and try to keep them in the forward arc. So honestly sitting still with our current facing seems to work if they comes to us and we light them up. Even at the slowest engines they should come within my range.
| DoubleGold |
No penalties from firing on or over the planet, it is about 5000 miles in that 3rd D space. Rocks just lose their orbit which is why I added that small hazard. Fun fact, most of Saturns and Jupiters rings are ice rocks instead of just normal rocks, but that is why makes up almost all planet rings you see. And the rocks are usually spinning around orbiting the planet instead of just sitting there.
| Mallow the Android |
Good times. I am holding my actions until the Gunnery phase since I need to know what ships are in which arcs. Now would be the time if
Baròleg plans on doing science.
| Mallow the Android |
Sahweet. Also I wanted to say I'm loving our team communication oog so far to make this combat smooth. And DoubleGold you are the most responsive GM I have at the moment so that is always nice too.
I'll try to add some banter and RP to my mechanical posts once the gunnery phase starts.
Netsa Documus
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Encourage is good at +2, but intimidate is +4. Only once per combat per person, but with the 3-4 turn combats might as well do it every turn and a just change the person.
Netsa Documus
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Maybe the GM can put the link for the ships stats in the Champaign tab or somewhere else so we don't have to dig for it?
http://pfsprep.com/e107_plugins/forum/forum_viewtopic.php?2484
| Mallow the Android |
You can always change roles at start of each round but I didn't see any other skills on Dr. that were especially useful for ship combat.
| J.U.N.K. |
My vote is a new round. I'm thinking we do a flyby (DC 24; need a 6 or better on d20) through the white ship and end movement behind the yellow...if we win initiative.
| Mallow the Android |
I was actually thinking Flyby myself as its a great manuever. Lets see where we end up in init. If we have to go first then Flyby, otherwise make the call based on their positioning. I trust your judgement as you seem knowledgeable with the maneuvers.
| Baròleg |
There's not much Science can do to help, I posted a scan figuring the ships are all similar... I'm popping the +2 to all gunners (if it works), and I'm willing to do it again this combat.
Otherwise, System Lock - weapons??