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Moxie sees the ships pull up on the interface and speaks over the comms, "I'm seeing something coming up on the sensors. Can someone give me a scan?"

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{Let Bugface take a look.}
Computers: 1d20 + 16 ⇒ (19) + 16 = 35
{That's a couple of automated fighters. Bugface doesn't see any sign of the controllers though.}

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"Drones probably got pulled through, so are adrift without their command platform. Shame, seems like the sort of salvage that Winks would be ideal for. If we weren't on a time crunch ..." He shrugs. "She's too far away to send her word of these, right?"

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Or may be they are ready to attack any ship that come closer to the planet?
That Datch seems to think ahead of us, if I was her, I will be ready for Starfinders coming here... and act accordingly.
Says, worried, Eselar.

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"There's no sign that this is our tech, is there? This planet shouldn't have its own defense drones in place."

GM Zoomba |

Your discussion amongst yourselves is cut short as the two drones abruptly break from their patterned orbit and start moving towards you! Even from a distance, you are able to pick up their weapons heating up!
Red: 1d20 + 13 ⇒ (8) + 13 = 21
Blue: 1d20 + 13 ⇒ (10) + 13 = 23
Red Evade: 1d20 + 13 ⇒ (5) + 13 = 18
Blue Evade: 1d20 + 13 ⇒ (3) + 13 = 16
As you ready your own ship, the two drones accelerate towards you. Each splits off before converging on your position, with their agile maneuvering making it difficult to get a great lock on them.
Round 1
Engineering
Helm (Science Officer and Pilot)
Gunners
So, welcome to starship combat in PbP! I think Moxie is our clear Pilot, but I don't think we've officially determined who is which other role. At the moment, anyone acting in the Engineering or Helm phase is up (Engineers, Science Officers, and the Pilot, as well as any Magic Officers and/or Chief Mates). The Captain can also jump whenever if they would like to affect someone acting now.
Science Officers also have a special option available to them this combat in addition to their normal choices: they can use their action to attempt a computers check to scan the surrounding area for what is controlling the drones.
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +2 to any three checks per round, +2 Computers

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You use your supernatural senses and a spark of divination magic to see opponents’ motion before it happens, giving you just a split second to shout a warning to your ship’s pilot. Attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). On a success, you grant the pilot a +2 circumstance bonus to their Piloting check at the beginning of the helm phase to determine piloting order.
Eselar tries to call for Iomedae to sense his opponent moves and help Moxie pilot the ship.
Mysticism DC19: 1d20 + 15 ⇒ (1) + 15 = 16
But he completely fails!

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For the +2 computer bonuses, I think we should put one into the initial Piloting check and save the other two for gunners.
"Drones, huh? Focus your fire on one at a time. I think they're going to flank us and I'm not good enough to out maneuver them in this tank."

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Brock glances around at the various stations and then nods. "Well, guess *someone* should get on the guns, then." He climbs into the gunnery position.
I only have +7, so I will be using at least one of the +3 modifiers each turn, possibly more if I fire multiple weapons.
He calls out to Moxie, "Probably goes without saying, but we want those things in front of us, ideally. Definitely keep our starboard clear, cause we only have the turret covering that arc."

GM Zoomba |

Eselar feels something strange about the magic around here from what he's used to, throwing off his attmepts to guide Moxie's hands. Data for his part manages to detect something hidden beyond where the drones began: a launching platform stealthed with cloaking fields orbitting the planet! Added to map in Purple
Still looking for the Pilot's moves
Round 1
Engineering
Helm (Science Officer and Pilot) The drones are flying evasively
Gunners
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +2 to any three checks per round, +2 Computers

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If Moxie has to move first, she will stay in place, maneuvering defensively.
Opposed Piloting: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Piloting, Defensive Maneuvers: 1d20 + 14 ⇒ (16) + 14 = 30

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How does the cloaking work? Can I target it with long-range weapons, now that it has been detected?

GM Zoomba |

Yes: now that you've got a lock on the platform if can be targeted. A Science Officer can now attempt to try and disable the launching platform from launching any more drones with another unique Computers option
Moxie pilots the Drake erratically trying to throw off the drones' accuracy. It works, as only a single particle beam shot lances your ship's bow.
Red Torpedo: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 for Forward damage: 2d8 ⇒ (4, 7) = 11
Red Particle Beam: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 for Forward damage: 3d6 ⇒ (1, 4, 3) = 8
Blue Torpedo: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6 for Forward damage: 2d8 ⇒ (8, 8) = 16
Blue Particle Beam: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 for Forward damage: 3d6 ⇒ (5, 3, 4) = 12
Bugface, Lucky, and Brock can gun, with their attacks hitting their targets simultaneously to the above.
Red Pilot Init: 1d20 + 13 ⇒ (1) + 13 = 14
Blue Pilot Init: 1d20 + 13 ⇒ (2) + 13 = 15
Moxie Pilot Init: 1d20 + 14 + 3 ⇒ (1) + 14 + 3 = 18
Despite losing her grip on the controls, Moxie is still able to better handle her own ship as the drones again make the first move. Both continue to fly in serpentine patterns as they move in to pincer the Drake
Red Evade: 1d20 + 13 ⇒ (12) + 13 = 25
Blue Evade: 1d20 + 13 ⇒ (10) + 13 = 23
Round 1
Gunners
Round 2
Engineering
Helm (Science Officers, Pilot, etc)
Gunners
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

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Seeing how many people are now on guns, Brock focuses on the turret. "Let's see if we can shut down that launch platform ..." He swings the torpedo launcher around and aims at the platform.
Torpedo attack, computer bonus: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23
Plasma Torpedo damage: 5d10 ⇒ (2, 1, 10, 1, 3) = 17
Blah ... stupid 1's. Anyway, the torpedo has a speed of 12, so I put a triangle on the map where it is at the end of this turn.

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@Brock you can reroll the "1" ! thanks to my boon
Eselar takes the captain's chair for this round and help his comrades shooting.
Diplomacy DC19: 1d20 + 10 ⇒ (8) + 10 = 18
At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 10 + 1-1/2 times your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders.
But again, Eselar fails to also be a good captain...

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2d10 ⇒ (6, 9) = 15
Much better! 30 damage (when it hits)

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"Do we have any spare power for the engines? I'm trying to get us in range of the platform so we can focus our fire on it."
Piloting:Evasive maneuvers: 1d20 + 14 ⇒ (6) + 14 = 20
Moxie flies the Drake towards the drone platform as fast as it's engines allow.
Missiles require an attack roll every round they're flying, so if we're going to focus for on the platform let's get a little closer.

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Reminder to any Science Officers out there ...
A Science Officer can now attempt to try and disable the launching platform from launching any more drones with another unique Computers option

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And we still have the Gunnery stage from round one.

GM Zoomba |

Brock's missile speeds towards the distant platform while Moxie narrowly continues evading as she closes with it. Meanwhile Data gets a good look at the drones themselves. While unmanned, their systems are able to pilot and gun. Solid shields equally protect all sides of the fighters though their hull itself is not thick. Only its bow has dedicated weapons built into it Forward gyrolaser and torpedo launcher but there is a particle cannon affixed to it on a rotating turret.
AC 19, TL 19; 35 Hull points, currently 20 shields each arc
Round 1
Gunners (Lucky and Bugface) (while Brock used the torpedo launcher, both drones were in your Froward arc at the time of firing)
Round 2
Engineering
Helm (Science Officers, Pilot, etc)
Gunners
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

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Let's see if I have this right. I will assume they were in the forward arc in round 1.
Bugface opens fire.
Particle Beam Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 8d6 ⇒ (4, 4, 2, 2, 2, 1, 1, 4) = 20
Then Bugface moves over to Engineering to give the engines a little love.
Engineering: 1d20 + 16 ⇒ (2) + 16 = 18

GM Zoomba |

They were both in the forward arc. Also going to bot Lucky just to keep things moving:
Lucky shot v Blue: 1d20 + 10 + 3 ⇒ (1) + 10 + 3 = 14 for coilgun: 4d4 ⇒ (4, 2, 2, 3) = 11
Bugface’s and Lucky’s shots both go wide. Then hurrying over to the engines, the shirren tries to give the engines a nice boost for Moxie, but isn’t quite able to properly juice them this round.
Red v your aft: 1d20 + 8 ⇒ (16) + 8 = 24 for light particle beam: 3d6 ⇒ (6, 2, 5) = 13
Blue v your aft: 1d20 + 8 ⇒ (19) + 8 = 27 for light particle beam: 3d6 ⇒ (1, 5, 2) = 8
Each drone fires at you, lasers raking your aft as most of you shields there go down (4/25 left)
Red Piloting intiative: 1d20 + 13 ⇒ (4) + 13 = 17
Blue Piloting intiative: 1d20 + 13 ⇒ (1) + 13 = 14
Moxie Piloting intiative: 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25
As Moxie continues to prove more adept at her controls than the programs running the drones, they continue to move about to pursue you as you approach the launch platform. Meanwhile, the platform itself drifts away from you – albeit quite slowly.
Red evade?: 1d20 + 13 ⇒ (18) + 13 = 31
blue evade?: 1d20 + 13 ⇒ (7) + 13 = 20
Round 2
Gunners – Brock and Lucky Blue was in your Starboard arc, Red in your aft. Platform 15 hexes away in your forward arc
Round 3
Engineering
Helm (Science, Pilot, etc)
Gunners
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 4/25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

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Again, Eselar takes the captain's chair for this round and help his comrades shooting.
Diplomacy DC19: 1d20 + 10 ⇒ (19) + 10 = 29
At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 10 + 1-1/2 times your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders.
Brock can take two actions!
@All Gunners you can reroll the "1" ! thanks to my boon

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Round 2
2nd Round Torpedo roll: 1d20 + 7 ⇒ (6) + 7 = 13
Bleh ... Okay, I'm going to use that re-roll ... don't want to waste that torpedo.
2nd Round Torpedo roll: 1d20 + 7 ⇒ (5) + 7 = 12
NO!!!!
Brock curses in dwarven as the missile goes off course.
As I understand it, that roll didn't count my action, did it?
Did Data succeed in shutting down the launch platform? If the platform can't launch more drones, we can focus on the current drones.
Brock shakes his head. "Can't get it in the front firing arc." He powers up the port coilgun. "Lucky, get the aft gun on the red one and see about blowing it out of the sky."
Port coilgun vs. red: 1d20 + 7 + 3 ⇒ (15) + 7 + 3 = 25
Port coilgun damage: 4d4 ⇒ (4, 1, 3, 2) = 10
Reroll of 1: 1d4 ⇒ 2 -> 11 damage total

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"Yeah, yeah, I got it, I got it."
Aft Coilgun (Computers): 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29
Damage: 4d4 ⇒ (4, 3, 1, 3) = 11
Reroll: 1d4 ⇒ 1 So 11

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So you're spending a Resolve for the "Lock On" action on Round 3? Or are you targeting a system? On which target?

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@Eselar - That was your Round 3 Captain action. We're still on Round 2 gunnery phase, I believe. I'll do 2 actions on Round 3. Right? Or should it have been round 2?

GM Zoomba |

The gun checks right now are indeed still for round 2 - when Eselar's last attempt at encouragement failed. The Orders for Brock will be in the Round 3 gunning.[/ooc]
Essentially I am having you guys post the previous rounds gunnery checks at the same time as the current round's Engineering and Helm phases, since the movement of the ships mid-round could radically change what each gunner wants to do. I admit: PbP Starship combat is...complicated with all of the 'simultaneous' actions.
Also minor retcon: Data was able to jam the drone platform's launching bays, stymieing the system from launching any more fighters. This is good news for Borck and Lucky, as they each hit one drone's bow hard enough to scorch its hull. Seeing the progress, Eselar demands that Brock prepare to do it again: only double-time this go!
Round 3
Engineering (if you want)
Helm (Science, Pilot, etc) Both drones are Evading this round and have already moved
Gunners
Data: you succeeded either way, but in helping the gunners are you Targetting a fighter (in which case, which one and which of their systems?) or spending a Resolve point to Lock On to a target (and again, on which drone?)?
Red Ship: 0 forward shields, 2 hull damage
Drake: aft shields 4/25
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 4/25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

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As the drones fly after the Drake, Moxie makes a surprise counterclockwise turn.
Piloting, Defensive Maneuver Stunt: 1d20 + 14 ⇒ (13) + 14 = 27
"I'm turning us around, so get ready to engage. Focus your shots on the one we already hit. Let's take them out!

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We already have the Engineering Divert to guns bonus right? So unless we need speed or computer bonus I'm not sure there's much to do there. I could hop on a gun but do we have enough guns pointed at them?

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We have two guns in the front and a turret. We did also lose quite a bit of our aft shielding, but I say we should prioritize shooting over restoring shields.

GM Zoomba |

Moxie does a quick spin that directs your bow right towards both of the drone fighters. The turn seems to throw off the drones' aim: one misses wildly while the other is just able to be dodged by Moxie's careful maneuvering.
Red v your bow: 1d20 + 8 ⇒ (14) + 8 = 22 for light particle beam: 3d6 ⇒ (6, 3, 1) = 10
Blue v your bow: 1d20 + 8 ⇒ (1) + 8 = 9 for light particle beam: 3d6 ⇒ (5, 6, 1) = 12
Red pilot Init: 1d20 + 13 ⇒ (5) + 13 = 18
Blue pilot Init: 1d20 + 13 ⇒ (5) + 13 = 18
Moxie pilot Init: 1d20 + 14 + 3 ⇒ (15) + 14 + 3 = 32
Undaunted, the faster-than-you drones rocket past the Drake before turning back to target your rear again.
Red evade?: 1d20 + 13 ⇒ (3) + 13 = 16
Blue evade?: 1d20 + 13 ⇒ (5) + 13 = 18
Round 3
Gunners - Both ships were in your forward arc at the time; Brock (able to act twice), Lucky, Bugface; shots on Red crit on a 19 or 20
Round 4
Engineering
Helm (Science, Pilot, etc)
Gunners
Red Ship: 0 forward shields, 2 hull damage
Drake: aft shields 4/25
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 4/25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

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Round 3
Brock unloads with the two forward guns. Fire at will twice, using the computer bonus on each of the particle beams. Trying to get some crits to take advantage of Bugface's boost ...
Action 1: Particle Beam: 1d20 + 7 - 4 + 3 ⇒ (12) + 7 - 4 + 3 = 18
Particle Beam damage: 8d6 ⇒ (2, 4, 1, 1, 6, 1, 6, 6) = 27
Action 1: Coilgun: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Coilgun damage: 4d4 ⇒ (4, 1, 3, 4) = 12
Action 2: Particle Beam: 1d20 + 7 - 4 + 3 ⇒ (19) + 7 - 4 + 3 = 25
Particle Beam damage: 8d6 ⇒ (4, 4, 3, 1, 4, 3, 6, 5) = 30
Action 2: Coil gun: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Coilgun damage: 4d4 ⇒ (2, 1, 1, 3) = 7
1 rerolls on damage for particle beams (not sure if that first one hit or not)
Particle Beam 1 damage reroll: 3d6 ⇒ (3, 2, 5) = 10
Particle Beam 2 damage reroll: 1d6 ⇒ 1
So if the 18 hits, that's 34 points of damage, followed by a definite 30 points of damage (both to red, if it didn't get taken out by the first hit)
CRIT on second particle beam attack! Weapon systems take critical damage (since I assume we are well past the shields)

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Moxie continues to circle the relatively bulky Drake around in an effort to keep the forward gunners in view of the drones.
Piloting, Evasive M: 1d20 + 14 ⇒ (6) + 14 = 20

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Target is somewhat dependent on whether Brock took out a drone, but Lucky will focus fire if it's still functional
"Much obliged, Moxie. Nothing better than a target square in your sights."
Torpedo Turret: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32 Hey!
Damage: 5d10 ⇒ (1, 4, 2, 5, 8) = 20
Rerolls: 1d10 ⇒ 10 So 29

GM Zoomba |

Going to redirect Data's efforts at Blue as...
With the Drake's systems locked on, Lucky and Brock both fire shots right down its gullet. The drone explodes, leaving only its companion still flying. In the distance you see the control platform attmepting to launch another fighter, but Data's hack continues to disable those functions.
Round 4
Engineering ?
Helm (Science, Pilot, etc)
Gunners
Data and Moxie have acted this round. If Bugface, Eselar, or anyone else is acting as an Engineer or Cheif MAte/Magic Officer/Captain right now, feel free. If not, will assume jumping to gunnery turn tomorrow.
Drake: aft shields 4/25
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 4/25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

GM Zoomba |

With the remaining drone and the Drake facing each other at close range, the drone fires at your bow. But Moxie's steering is able to get the starship to tightly dodge the particle beam launched at you.
Attack: 1d20 + 8 ⇒ (12) + 8 = 20 for damage: 3d6 ⇒ (1, 5, 4) = 10
Blue Pilot Initiative: 1d20 + 13 ⇒ (2) + 13 = 15
Moxie Pilot Initiative: 1d20 + 14 + 3 ⇒ (7) + 14 + 3 = 24
As it weathers your return-fire, the drone weaves right up behind you!
Blue Evade?: 1d20 + 13 ⇒ (3) + 13 = 16
Round 4
Gunners (Blue was in your forward arc)
Round 5
Engineering?
Helm (Science, Pilot, etc
Gunners
Drake: aft shields 4/25
The Drake:
Speed 8; Maneuverability average (turn 2)
AC 15; TL 14HP 85; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 4/25)
Attack (Forward) particle beam (8d6), coilgun (4d4)
Attack (Port) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) heavy plasma torpedo launcher (5d10)
Power Core Pulse Blue (200 PCU)
Modifiers +3* to any three checks per round (one taken for the 'initiative'), +2 Computers

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Round 4 Gunnery
Brock fires the plasma beam at the remaining drone.
Plama Beam attack, Computer bonus: 1d20 + 7 + 3 ⇒ (19) + 7 + 3 = 29
Plasma Beam damage: 8d6 ⇒ (3, 5, 1, 1, 2, 6, 1, 5) = 24
CRIT! on weapon systems!
Reroll of 1's: 3d6 ⇒ (1, 4, 3) = 8 -> Total damage: 29

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"Alright, thanks for the motivation Eselar. You heard them, let's wrap this up guys."
Moxie spins the ship around in an attempt to keep it in the Drake's "kill zone."
Piloting, Evasive Maneuvers: 1d20 + 14 ⇒ (11) + 14 = 25

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computers: 13 + 2 + 1d20 ⇒ 13 + 2 + (15) = 30 target blues engines Sorry brock, was switching it up, want to make sure we win init.