| GM Hmm |
"Starfinders, the vote on your ship stands two to one. Raatchet and Buff-Bot wish to help Fitch. Ivok is worried about Dhurus escaping and wants to back Fitch's play by leaving at once. What say you?"
Buff-Bot 9000
|
WHILE I SHARE YOUR CONCERN OF DHURUS'S ESCAPE, I HARBOR RESERVATIONS OF SACRIFICING OUR CAPITAL SHIP TO PURSUE. THE SOCIETY HAS NOT FULLY RECOVERED FROM THE LOSSES EXPERIENCED IN THE SCOURED STARS INCIDENT, AND OUR PRESENT TACTICAL SITUATION IS DEMANDING A COMPARABLE DECLINE IN FORCE-READINESS. SHOULD THIS SACRIFICE BE MADE AND DHURUS ESCAPES ANYWAYS, WE WILL BE IN NO POSITION TO PURSUE. SHOULD THIS SACRIFICE BE MADE AND A NEW THREAT ARISES, WE WILL BE IN NO POSITION TO RENDER AID. OUR EXPEDITION TO RECOVER OUR COMPATRIOTS FROM THE SCOURED STARS IS AN EXAMPLE THAT WE DO NOT LEAVE ALLIES BEHIND.
My vote stands. Also, I recommend burning all possible rewards on upcoming missions.
Duhm Kaoh
|
Duhm Kaoh pulls out another TUMORZ cigarette and lights it up. He takes a long drag. "All murderous Jinsul b***ards must die." He heads over to the scanner. "Dhurus can run, but he can't hide. Lets end his entire cult."
Another vote for Help Fitch.
Thri-kreen
|
"We must help Fitch!"
| Overseer Tyranius |
First Seeker Elsebo gives out one last status report as you come to a decision. "We have fended off a horde of jinsuls and secured the stability of our scanning towers, which will continue to feed us crucial information about the enemy."
Table GMs, the Scanner Defense mission is complete and the Tower Intel condition is now in effect.
First Seeker Jadnura addresses the fleet as the decision has been set. “We will not leave our comrades to confront this armada alone, even in a ship as powerful as the Master of Stars. We are Starfinders, after all! Agents, attack the peripheral crafts and leave the dreadnought to Fitch and her team! Continue on to Bastiar-5 once we’ve thinned their ranks.”
Table GMs, Please proceed directly with Part 3. Part 1 and Part 2 Missions are now all closed. Deadlocked Fleet condition is now in effect.
Jindam Lightstream
|
"I feel either have risks," Jindam said, avoiding the vote entirely. "It feels like we are in deep either way."
He takes his rest.
| GM Hmm |
SHIP COMBAT TIME -- ROUND ONE
You voted to save Fitch and now are up against some of the nastiest jinsul ships in their fleet!
I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!
SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders
★ --- ★ --- ★ --- ★
ENEMY SHIP SHIP SCANS
Nothing yet!
Roll Computers or Mysticism to start going through this process!
[b]Jinsul Plaguebringer
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
Jinsul Plaguebringer
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
You learn everything above, plus one of the weapons.
Jinsul Plaguebringer
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Attack (forward) heavy biochem missile launcher (10d8; 20 hexes)
You learn everything above, plus two of the weapons.
Jinsul Plaguebringer
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Attack (forward) heavy biochem missile launcher (10d8; 20 hexes)
Attack (turret) linked coilguns (8d4; 20 hexes)
If you get above this, I’ll give you more information!
★ --- ★ --- ★ --- ★
★ --- ★ --- ★ --- ★
Initial Distance Apart:
Hex Distance: 3d6 + 5 ⇒ (3, 4, 5) + 5 = 17
Piloting Initiative:
Jindam Piloting + Node: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Hot Shot Jinsul Pilot: 1d20 + 21 ⇒ (18) + 21 = 39
★ --- ★ --- ★ --- ★
Team Starfinder gets to move first, alas!
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
★ --- ★ --- ★ --- ★
Raatchet
|
For the first round, Raatchet will perform a scan on the science station then move to engineering next round.
Computers to Scan: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22
"Hmmmmm.... These sensors seem a bit faulty. I think I'm gunna head back down to engineering...."
Raatchet shares what little information he was able to gather with the party.
| GM Hmm |
Also here is a firm reminder that you have SHIP benefits listed under the rewards spoiler at the top of the campaign. Use them, please!
Also, If any of you slotted Honorbound Allies as a Starship boon, please say so.
| GM Hmm |
Raatchet does a minimal scan, and gets some basic information about the enemy ship. The group would probably appreciate a scan, Duhm.
Ivok Dracusk
|
I think we should use those boons before, so for next round I suggest we use MASTER OF STARS TOUCH-UP to just apply a -2 penalty to all of their non-gunnery checks. Also, the first hit we get for hull damage should apply a critical damage effect using STARSHIP PRIMING.
Ivok in Engineering
Ivok moves about in engineering tightening systems as he drives yet more power through them as he gives a roar!
Attempting to divert power to science officer console!
Engineering - Divert Power DC 22: 1d20 + 15 ⇒ (16) + 15 = 31
+2 to that Raatchet's check!
I agree with Hmm, more information can help and Thri-Kreen might be able to put good use with a broadside attack on their ship.
Raatchet, depending on how much we need you in Engineering next turn, what about staying at the Science Officer post and doing a lock on action to help boost our accuracy for next turn?
Duhm Kaoh
|
Duhm heads over to the computers, and gives it a few kicks.
"Get to work, or I'll use my plush toy of doom to give you malware harder than a Skittermander cookbook website."
Mysticism: 1d20 + 14 ⇒ (9) + 14 = 23
"Threatening machines works? I'll be damned." Duhm Kaoh pulls up the stats he retreived onto everyone's screens.
Jinsul Plaguebringer
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Ivok Dracusk
|
Do those scan/scrying attempts combine to let us open those other two spoilers and give us information on their weapons?
Buff-Bot 9000
|
I have Honorbound Allies (AKA we didn't shoot them in the butt) slotted.
Buff-Bot opens comms and broadcasts in Jinsul, JINSUL CRUISER, THIS IS THE STARFINDER VESSEL...
He pauses to check the console for a nameplate, then gives up. DRAKE.... MCDRAKEFACE. HAVE SOME MUSIC TO ASSIST YOUR CONCENTRATION.
With that he flips the com input from mic to playback and broadcasts some upbeat music with intent to enrage the pilot.
Taunt Helm phase: 1d20 + 18 + 1d6 ⇒ (5) + 18 + (3) = 26 DC 15 + 1.5x their CR
Duration: 1d4 ⇒ 3
| GM Hmm |
Do those scan/scrying attempts combine to let us open those other two spoilers and give us information on their weapons?
Absolutely!
Jindam Lightstream
|
Jindam says, "I need to know their weapons layout pronto if you don't want to get shot to pieces." He presses the throttle and jukes to starboard to try to come toward the enemy's port side, hoping to get lucky.
Already moved 8 hexes on map.
Piloting Check, Evade: 1d20 + 16 ⇒ (6) + 16 = 22
| GM Hmm |
Between Duhm and Raatchet, the Starfinder team learns that the Plaguebringer is BAD news.
★ --- ★ --- ★ --- ★
Just as you are all absorbing that information, another ship shows up. It's the Vesk ship, Honorbound, and Captain Yuluzak hails you in cheerful vesk.
"Buff-Bot 9000, old friend, why didn't you tell me that you were going in for such a major fight? Think of the honor and glory we both shall win today! I, Yuluzak, do not leave my friends in the lurch!"
★ --- ★ --- ★ --- ★
Yuluzak engages the jinsul starship by running interference. Each round, your team can choose between two benefits: either negate the hazard's negative effect on their starship, or reroll one gunnery check a PC attempts that round. The reroll benefit can be used only twice during this adventure.
What is the hazard?
It's fun randomness that I roll for at the end of each round, and at the beginning of the round, you can decide if you want to Yuluzak to fly interference on it.
| GM Hmm |
Engineering & Helm Phase -- Team Starfinder
Raatchet, Ivok and Duhm work together to scan the enemy ship. Buff Bot attempts to taunt the jinsul ship, but discovers that his ‘Drake McDrakeface’ comment does not translate well into jinsul.
Jindam successfully evades.
★ --- ★ --- ★ --- ★
Engineering & Helm Phase -- Team Jinsul
Meanwhile on the Jinsul ship, the engineer attempts to boost power to the engines.
Engineering: 1d20 + 21 ⇒ (9) + 21 = 30
He does so, giving the destroyer some precious speed!
The science officer scans you.
Computers: 1d20 + 21 ⇒ (15) + 21 = 36
He does so! "It's another Drake! Ridiculous! Why are Starfinder ships all the SAME?"
The pilot positions and evades. "Aha! Starboard side it is, then! Those fools never put enough weapons in their Starboard!"
Piloting, Evade: 1d20 + 21 ⇒ (5) + 21 = 26
Unfortunately, it flies with all the grace of a lumbering ellicoth, and does not quite move far enough to invalidate your forward weapons this turn.
| GM Hmm |
Gunnery -- Team Jinsul
The Captain moves to intimidate your gunners!
“You Starfinders think you are tough, but you are out of your weight class this time. Your gunners will all miss because they are PATHETIC PACT WORLD SCUM! I look forward to seeing them bleed once we run you over with our magnificent leg blades!”
Intimidate (Taunt the Team): 1d20 + 21 ⇒ (10) + 21 = 31
Rounds?: 1d4 ⇒ 1
He successfully taunts your gunners for a round. -2 to their attacks!
Then the Gunners act!
FORWARD Heavy biochem missile launcher: 1d20 + 13 ⇒ (6) + 13 = 19
Damage + Plague: 10d8 ⇒ (1, 1, 1, 4, 1, 1, 3, 3, 8, 7) = 30
The biochem weapon misses your flippy little ship!
TURRET Linked coilguns: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 8d4 ⇒ (4, 2, 1, 4, 1, 1, 1, 2) = 16
The linked coilguns hit! They aim at your Starboard.
| GM Hmm |
STILL TO ACT
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
Thri-Kreen, can you hit?
Thri-kreen
|
Thri-Kreen fires the missile launcher.
Gunnery: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
heavy antimatter missile launcher: 10d10 ⇒ (4, 1, 7, 6, 1, 9, 6, 10, 6, 6) = 56
| GM Hmm |
Thri-Kreen aims his missile launcher and hits!
| GM Hmm |
SHIP COMBAT TIME -- ROUND TWO
I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!
SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders
★ --- ★ --- ★ --- ★
ENEMY SHIP SHIP SCANS
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Attack (forward) heavy biochem missile launcher (10d8; 20 hexes)
Attack (turret) linked coilguns (8d4; 20 hexes)
★ --- ★ --- ★ --- ★
★ --- ★ --- ★ --- ★
Piloting Initiative:
Jindam Piloting + Node: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Hot Shot Jinsul Pilot: 1d20 + 21 ⇒ (10) + 21 = 31
★ --- ★ --- ★ --- ★
Team Starfinder gets to move first, alas!
★ --- ★ --- ★ --- ★
Engineering & Helm Phase -- Team Jinsul
Meanwhile on the Jinsul ship, the engineer attempts to boost power to repair his shields.
Engineering: 1d20 + 21 ⇒ (11) + 21 = 32
Alas, the NPCs do not have resolve, so they can't over power! He restores 12 points to the front shields.
The science officer targets your power core.
Computers: 1d20 + 21 ⇒ (11) + 21 = 32
He succeeds!
The pilot action will wait until after Jindam moves!
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
Ivok Dracusk
|
| 1 person marked this as a favorite. |
I would suggest we use STARSHIP PRIMING for that missile hit to do some quick critical damage to give their engineer something to do other than restore shields.
I had mentioned the level 3 benefit of MASTER OF STARS TOUCH-UP before, but now thinking about it, I do realize that a +4 to all of our non-gunnery checks probably will matter more than -2 to their non-gunnery checks. I say we use it this round to help out all our checks.
___
What Ivok does depends on what other people are doing. In any case, if my action is holding someone else up (like Jindam might want me to attempt a Hard Turn), just bot me with the bonuses I list. They do not include the +4 to checks from the boon I suggest above.
If Raatchet is not Engineer then Ivok will attempt to Divert Power to Shields. (1d20+15 vs DC 22)
Otherwise, if Thri-Kreen is not planning on using Broadside this turn, Ivok will join as a gunner to fire one of the weaker available weapons. (1d20+10 gunnery)
Otherwise, if Buff-Bot isn't acting as Captain, take on that role to Encourage the attack with the missile. (1d20+10 auto-pass)
Otherwise, if Raatchet isn't using the Overpower action, will be Chief Mate and attempt Maintenance Access Panel to allow Divert power to one more system. (1d20+15 vs DC 22)
Lastly, if none of those apply, Ivok will be Chief Mate and attempt Hard Turn to give the ship one easier turn for the round. (1d20+15 vs DC 22)
Raatchet
|
Drake status
100/100 HP
Shields 160 (F/P/S/A/) 40/40/24/40
Power Core: 250 PCU
Raatchet diverts energy back to shields to restore the depleted starboard shields!
Engineering, DC22: 1d20 + 21 ⇒ (3) + 21 = 24
Drake status, updated
100/100 HP
Shields 160 (F/P/S/A/) 40/40/36/40
Power Core: 250 PCU
Buff-Bot 9000
|
I second Ivok's suggestion. Starship priming for crit damage on that missile, and lets get +4 to non-gunnery this round!
Buff-Bot leaps out of the captains chair and to the targetting system. THERE APPEARS TO BE A SYSTEM MALFUNCTION ON THE ENEMY VESSEL. WE SHOULD PUSH THE ADVANTAGE.
Spending 1 RP to Lock on (+2 to gunnery this round), DC 5 + Enemy CR + Enemy Countermeasures
Computers +4 from reward, +2 from sensors: 1d20 + 9 + 4 + 2 ⇒ (11) + 9 + 4 + 2 = 26
Ivok Dracusk
|
Will be captain this turn!
As though he were starved for the spotlight Ivok takes charge of captain's chair and calls out to his fellow Starfinder. "Thri-Kreen that was a great shot, hit them with another and show them your strength, your skill, and your mastery! Show them that they need more resolve to hold against our united power!"
Encouraging Thri-Kreen (or whoever else is firing the anti-matter missile) to grant a +2 bonus to the attack.
Gunnery Aid DC 10: 1d20 + 10 ⇒ (20) + 10 = 30
Thri-kreen
|
Since Buff-Bot spent an RP on Lock On, Thri-Kreen would like to take advantage of that and spend an RP on Broadside; however this is really only worth it if they end in our front arc. Since we move first I suggest the pilot use Back Off, which should keep them in our front arc. My only concern is that doesn't leave Duhm a lot to do.
"Back up! Back up! Let me get a clear shot at 'em!"
Gunnery1: 1d20 + 13 + 2 + 2 + 2 - 2 ⇒ (12) + 13 + 2 + 2 + 2 - 2 = 29 Lock On, Node 2, Encourage, Broadside
heavy antimatter missile launcher: 10d10 ⇒ (4, 10, 1, 4, 5, 9, 7, 8, 10, 3) = 61
Gunnery2: 1d20 + 13 + 2 + 2 - 2 ⇒ (17) + 13 + 2 + 2 - 2 = 32 Lock On, Node 3, Broadside
persistent particle beam: 10d6 ⇒ (6, 5, 6, 3, 5, 3, 6, 2, 4, 1) = 41
Gunnery3: 1d20 + 13 + 2 - 2 ⇒ (6) + 13 + 2 - 2 = 19 Lock On, Broadside
coilgun: 4d4 ⇒ (2, 2, 2, 3) = 9
Gunnery4: 1d20 + 13 + 2 - 2 ⇒ (9) + 13 + 2 - 2 = 22 Lock On, Broadside
light particle beam: 3d6 ⇒ (3, 6, 5) = 14
Jindam Lightstream
|
I'm looking at the map now and assuming he hasn't moved, he was in our front arc. How did he shoot us in our starboard arc? As far as I can tell, neither of us are in a magic hex based on current positions. I'm all for using the proposed boosts. Looking at the map though, it's hard to tell what direction the Jinsul is facing. If he's facing the left side of the map and I do a back off, I go left 4, he goes left 6, and he ends up in our starboard arc, not forward. I don't think a backoff is a good idea. The only way that works is if he's facing the NW hex face, which wouldn't have allowed it to fire its forward guns. I haven't moved anything yet because I'm not clear on the positions, currently.
| GM Hmm |
BATTLE HAZARDS
Hazard?: 1d6 ⇒ 5
Free Demands!
An ally sends valuable information to the PCs' ship. The captain can make a free demand action, and they can use Bluff or Diplomacy rather than Intimidate. This special demand does not have a limit for use on a single character.
Interesting hazard! Something tells me that you are not going to use Yuluzak to negate it.
★ --- ★ --- ★ --- ★
Preliminary Engineering & Helm Phase -- Team Starfinder
Ivok becomes strategic and takes the Captain Seat! Buff Bot locks on to the other ship easily! Thri-Kreen requests that Jindam Back up for a broadside!
| GM Hmm |
@Jindam, yeah, the red ship looks wonky now. Let me see if I can fix it. He was aiming for positioning at your starboard, but didn't quite make it to full facing of your starboard arc. If you want to say he hit your forward, that's fine. He is going to be doing his level best to position himself in your Starboard if he can, but you have more mobility.
Duhm Kaoh
|
Duhm Kaoh takes another puff of his cigarette and kicks the computer again for good measure.
Burning my chunk of Prayer and Reflection for Mystic Haze.
Mystic Haze DC20+(8*1.5)=32: 1d20 + 14 + 4 + 4 ⇒ (12) + 14 + 4 + 4 = 34
Precognition for Round 3 DC10+(8*1.5)=22: 1d20 + 14 ⇒ (20) + 14 = 34
Jindam Lightstream
|
Much clearer now. Thank you @HMM. It looks to me like if I do a back-off, I'll go back 4 and I'm assuming he'd move forward 6, which would put us each in magic hexes which would mean we could target their forward/starboard with our forward/starboard and vice-versa. I don't see a better option for their movement, so I'm going to assume they'll do that and back off.
"Hold on to your butts, gentle-people."
Jindam slams the engines hard into reverse.
Piloting Check, Backoff: 1d20 + 16 ⇒ (18) + 16 = 34
With a lurch, the ship suddenly surges to aft.
Moved on map.
"It's all you, TK!"
| GM Hmm |
Before I resolve the gunnery, would anyone like to make some FREE DEMANDS of Thri-Kreen?
Duhm Kaoh
|
| 2 people marked this as a favorite. |
"Thri-Kreen, DO IT BETTER!" Duhm Kaoh rips out his bass and plays a sick strum of intense and powerful music.
I DEMAND Thri-Kreen with my quick-play spell card; Free Demand!
Eat that +4 bonus Thri-Kreen.
"Also you got to share your ice cream when we get back to Absalom station. I demand it."
Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23
Ivok Dracusk
|
| 1 person marked this as a favorite. |
If you need a Diplomacy check along with the the FREE DEMAND.
Attempting to aid the missile shot
Diplomacy with MASTER OF STARS TOUCH-UP bonus: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16
"And ruin all that hard work you have done Duhm!? I'm sure there are somet healthier rewards you would enjoy!"
Duhm Kaoh
|
| 2 people marked this as a favorite. |
"Look, when you live the life of a rock star with a lot of drugs and interspecies interaction, sometimes you just want simple pleasures."
| GM Hmm |
Duhm gets a plus four on that roll, and so successfully DEMANDS better performance from Thri-Kreen on one of his gunnery rolls!
Engineering and Helm Phase -- Team Starfinder
Jindam backs up!
Engineering and Helm Phase -- Team Jinsul
The pilot positions, moving forward! He so wishes that he had resolve, so he could full power chase you!
Gunnery -- Team Starfinder
Thanks to all the demands and aid that Thri-Kreen had, three of his shots land!
Gunnery -- Team Jinsul
Then the Gunners act!
FORWARD Heavy biochem missile launcher: 1d20 + 13 ⇒ (2) + 13 = 15
Damage + Plague: 10d8 ⇒ (6, 4, 5, 8, 3, 8, 8, 3, 4, 1) = 50
TURRET Linked coilguns: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 8d4 ⇒ (3, 2, 4, 4, 4, 1, 4, 1) = 23
Both miss due to the Mystic Haze that Duhm laid down!
| GM Hmm |
Hull Damage on Jinsul Ship: 16 - 12 + 61 + 41 + 14 = 120
That's three Crit Threshholds!
Crit Threshhold: 3d100 ⇒ (80, 51, 43) = 174
Team Jinsul engines are glitching!
Weapons Array Quadrants?: 2d4 ⇒ (2, 4) = 6
Team Jinsul Port and Starboard weapon arrays are glitching, but the jinsuls like keeping you in front, so they don't care!
| GM Hmm |
SHIP COMBAT TIME -- ROUND TWO
I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!
SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders
★ --- ★ --- ★ --- ★
ENEMY SHIP SCANS
Large Destroyer Speed 6; Maneuverability average (turn 2); Drift 1
AC 23; TL 23 HP 190; DT —; CT 38
Shields medium 160 (forward 40, starboard 40, port 40, aft 40)
Power Core Pulse Orange (250 PCU)
Attack (forward) heavy biochem missile launcher (10d8; 20 hexes)
Attack (turret) linked coilguns (8d4; 20 hexes)
★ --- ★ --- ★ --- ★
★ --- ★ --- ★ --- ★
This Round’s Hazard:
Hazard?: 1d6 ⇒ 2
Another ship darts through the area. The starship with more Hull Points remaining (either the PCs' or the jinsul vessel) takes a –2 penalty to its pilot's initiative check this round.
Except Yuluzak runs interference and that does not happen! "I have your back, Starfinders!"
Piloting Initiative:
Jindam Piloting + Node+Precognition: 1d20 + 16 + 2 + 2 ⇒ (2) + 16 + 2 + 2 = 22
Hot Shot Jinsul Pilot+Glitching Engines: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20
★ --- ★ --- ★ --- ★
Team Jinsul gets to move first! Duhm's Precognition and the Glitching Engines made all the difference!
The pilot evades and moves forward!
Piloting: 1d20 + 21 - 2 ⇒ (8) + 21 - 2 = 27
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
| GM Hmm |
Er... That was actually ROUND THREE
Raatchet
|
Drake status
100/100 HP
Shields 160 (F/P/S/A/) 40/40/36/40
Power Core: 250 PCU
"Shields are looking not too shabby! Power to weapons!! Or maybe engines...?"
Engineering, DC22: 1d20 + 21 ⇒ (5) + 21 = 26
I forget. Didn't we have the Finest Weapons boon? If not, then Raatchet will divert power to weapons this round. If we do have Finest Weapons already, then Raatchet will divert power to engines.
| GM Hmm |
Jindam slotted Finest Weapons!
Ivok Dracusk
|
Ivok relinquishes the captain's chair as he takes on one of the guns.
"They are exhausted while we are just hitting our stride! Let's keep going!" Rushing from weapon to weapon, leaping over the consoles Ivok keeps locked onto them with every weapon he is able.
If it seems fine, and we have them in our forward arc, I can use broadside and just fire the coilgun and light particle beam and leave the other two weapons for either Thri-Kreen or both Thri-Kreen and Duhm.
Spending 1 Starship RP for a broadside!
Forward/Port Coilgun vs AC: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Coilgun Damage: 4d4 ⇒ (1, 3, 1, 4) = 9
Turrent Light Particle Beam vs AC: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Coilgun Damage: 3d6 ⇒ (6, 5, 1) = 12
Finest Reroll: 1d6 ⇒ 6
17 damage if it hits
Buff-Bot 9000
|
Buff-Bot looks at the vacant captain's chair, then back at his console. He grabs the captain's hat from Ivok's head as he moves off to gunnery, and takes a seat. With full determination he opens comms to the targetting desk. THRI-KREEN, I BELIEVE YOU ARE CAPABLE OF GOING THREE-FOR-THREE WITH THAT MISSILE LAUNCHER. FINISH THIS.
Encourage Thri-Kreen with his missile launcher: 1d20 + 18 + 1d6 ⇒ (1) + 18 + (1) = 20
Ivok Dracusk
|
I will admit I didn't think my attack through as I did it, and only really makes sense if Thri-Kreen and Dumn are on the guns. Will se how the plays out. If Thri-Kreen is broadsiding, they can take on all the weapons and ignore my attacks. If the other remaining gun isn't fired, I'll fire that as well though.
Jindam Lightstream
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Has the jinsul toke actually moved on the map? It looks like it's in the same spot? If the jinsul token hasn't moved yet, I'm not sure what to do because I don't know their position. I'm going to put what I will do, assuming they've already moved, in a spoiler. If they haven't moved, please let me know when they have and I'll adjust what I do accordingly.
Piloting Check, Slide 4 Hexes SW DC22: 1d20 + 16 ⇒ (9) + 16 = 25 EDIT: That's SE to our forward/starboard, not SW. My bad!
That should put him and us in magic hexes again, but this time it's our forward/port vs their forward/port. That gives us an extra weapon attack this round from the port coilgun.
"Light him up."
Buff-Bot 9000
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I don't think those hexes give extra weapon attacks.
First, determine the range between the two starships (counted in hexes) and the arc of attack. For every range increment beyond the first, the gunnery check takes a cumulative –2 penalty. The attacking starship can fire a weapon against only ships in the same arc as that weapon; see the diagram on page 318. If the targeted starship is in a hex that lies in two arcs (the shaded hexes in the diagram), the gunner decides which arc’s weapons target it; it can’t be targeted by weapons in two arcs.
| GM Hmm |
@Jindam: You moved back, they moved forward. We can't fire from two arcs without a broad arc upgrade / boon.
@Ivok: If you wish to take back your move and assume Chief Mate or Engineer, that's fine.