Sarangari Steelscales
|
Steelscales keeps up the pounding.
Full Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d3 + 13 ⇒ (3) + 13 = 16
Full Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d3 + 13 ⇒ (2) + 13 = 15
Fort: 1d20 + 8 ⇒ (8) + 8 = 16
| GM bigboom |
Steelscales continues his assault, first attack misses but the second attack lands, taking the former Captain Jessyn down!! (Damage was right on the dot! 15 HP left!)
Bruf, about to launch a series of attacks at Jessyn, sees her go down, so refocuses his attention, bringing his laser to bear on the last remaining nihili.
Slam vs KAC: 1d20 + 11 ⇒ (8) + 11 = 19
B damage: 1d6 + 7 ⇒ (1) + 7 = 8
As Bruf re-aims, yellow lunges forward and slams Bruf right in the chest! Only to be completely stopped by Bruf's armor. With yellow's fist still up against Bruf's armor, Bruff looks yellow straight in the eye and opens fire directly into yellow's chest, leaving a basketball sized hole as yellow falls down, dead dead.
Selene, we'll say all this happened before you cast, so no need to expend that spell slot!
Combat Concluded!!!
-----------------------------------------------------
There are no more threats on the ship, so going to do a little fast forwarding here...
You have no problem collecting and securing the bodies appropriately for transport. You also can search the remaining areas of the ship:
Computer Lab
This facility has been stripped of usable materials.
-----------------------------------------------------
Transmission Center
This room appears largely stripped of valuables and information, save for one large device on the aft side that was visibly sundered by melee weapons.
-----------------------------------------------------
Gunner's Station
-----------------------------------------------------
After concluding your sweep of the disabled ship, you return to your own ship and relay your findings to Venture-Captain Naiaj. The gnome venture-captain nods. "Thank you for salvaging some value from the Starfinders' sacrifice. And I'm sure their loved ones will appreciate you recovering their remains." She immediately contacts other teams with urgent orders to reinforce the transmission tower at Bastiar-8. Before breaking off communication with you, Naiaj says, "Thank you again. Try to stay safe on your next mission!"
And which mission is next? Bear in mind that the Jinsul fleet is still at Agillae-4.
Feel free to spend a RP to recover stamina. And also, if you weren't already assuming it, every time you return to your ship, I consider your batteries recharged per this post: CLICK.
Bruf
|
Thanks for the handy link! That is good to know for society play. And I have already saved the nice Starship role doc to my google drive. Very well consolidated!
Bruf lets out a slow, deep chuckle after the last zombie's pitiful last swing. Then he suddenly remembers that they were former Starfinders and had plead for mercy, and he blushes with extreme guilt.
After a quick breather, he throws a corpse over each shoulder, and then begins searching the ship for useful salvage or intel.
perception: 1d20 + 10 ⇒ (8) + 10 = 18
"Nothing to see here."
piloting: 1d20 + 18 ⇒ (17) + 18 = 35
"Huh, I think this is their comm relay. This could certainly help share massive amounts of data with The Parting Glance."
engineering to aid: 1d20 + 5 ⇒ (1) + 5 = 6
BLEEP, BLOOP, BOOP.
"Ah crap I broke--I mean this wasn't working when I got here."
Tyler plants his face in his palm, and shakes his head.
piloting: 1d20 + 18 ⇒ (13) + 18 = 31
Bruf again chuckled as he read the gunner's log, "It looks like Jessyn's crew did a heck of job focusing their fire on the Jinsul's air to ground torpedos!" he pulls her corpse off his shoulder and clumsily holds her up like a ragdoll in one hand, while gives her a quick salue with his other hand. "Way to help out the cause!"
Bruf will spend 1 RP to recover his stamina.
Selene Scintilla
|
Selene uses Mending spells to reattach Kenny's head to his body before sealing him in the bodybag.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
PhysicalSci: 1d20 + 10 ⇒ (7) + 10 = 17
Piloting: 1d20 + 3 ⇒ (3) + 3 = 6
Piloting: 1d20 + 3 ⇒ (17) + 3 = 20
I got absolutely - nothing she finally concludes after the ship search. She does however pick up crew personal effects to take back with the bodies. Oh Bruf - after that traumatic event, if you need my services and help with any nightmares, come see me
Back on ship, she makes sure her batteries and her stamina are recharged (spending 1rp)
| GM bigboom |
Venture-Captain Arvin remotely briefs you as you arrive at the aftermath of a skirmish with jinsul starships in the space surrounding Callion-1.
Bursts of energy light up near space as several jinsul starships self-destruct. A flight of victorious Starfinder ships darts between the jinsul wrecks, as if dancing on their proverbial graves. Venture-Captain Arvin’s image suddenly appears on a communications screen, his face furrowed with concern. “We just defeated this pack of jinsuls, but one of their scout ships escaped into the Drift. We can’t let it report our fleet’s position back to its superiors. Enter the Drift and stop that runaway!”
Your ship's communication systems scream with piercing feedback as you enter the Drift—the telltale shrieking that often accompanies jinsul attacks. The horrific sound indicates that the fleeing jinsuls are nearby.........
Drake or Pegasus? Or anyone have access to an alternate hull?
Starship Combat Initiated!!!
Distance: 3d6 + 5 ⇒ (4, 2, 4) + 5 = 15
Round 1 initiative:
Bruf's Piloting: 1d20 + 18 ⇒ (9) + 18 = 27
Jinsul's Piloting: 1d20 + 16 ⇒ (2) + 16 = 18
Bruf has won initiative. I've moved the jinsul ship - they're fleeing away from you at top speed!!! Everyone may declare your actions and take your rolls! After everyone has posted their actions, I'll compile and post the results and move us into the next round.
Bruf, when you move your ship, please use the green arrow to indicate your flight path - although I'm guessing it'll probably be a straight line? Also, if you wish to roll initiative yourself for the next round, feel free to do that as a part of your next post. Otherwise, I'll roll initiative for you each round.
Bruf
|
Ok, definitely sounds like the Pegasus's speed is needed here more than the Drake's firepower. But if anyone has access to a different ship speak up now.
Selene Scintilla
|
Somehow Ayoka, the ex-Devourer cultist red and black skittermander, turns up at the hanger and gives Selene a six-armed hug which is returned. Ayoka heard friend Selene needed help. Ayoka here to help
Very glad to see you again Ayoka. Hope you're doing okay Selene replies.[/b]
Oh yes Ayoka replies. Selene's talks helpful. Now Ayoka follow Black Butterfly
She then scampers down to Engineering to be helpful. On the way out she says over her shoulder. Ayoka also fix coffee machine. Should be good coffee now
That was a standing joke between the two. Selene hated coffee - preferring tea as a beverage[/b]
Now in combat, Selene sat at her console on the Pegasus Starship Spitfire wondering if her sister had survived the dogfight although she was fairly sure she saw the ship her sister had been piloting, flying victory rolls a bit earlier. She also looked at her console wondering the best thing to do as a mystic officer. During the Engineering phase she augmented the forward weapon with a burst of her magic to increase it's range by 5 hexes
mysticism: 1d20 + 13 ⇒ (14) + 13 = 27
| GM bigboom |
Okay, Pegasus it is! Stats are up in the slides. Everyone please post up your actions and dice rolls. Bruf, go ahead and move the ship on the map. I'll bot Twich later on if she doesn't have a chance to post - probably kick off with a science scan.
Selene, you've already got your magic officer action posted which is great! Go ahead and post up Ayoka's actions as well.
Selene Scintilla
|
Down in Engineering, Ayoka is trying to increase the power output of the engines to make the Spitfire go faster.
engineering: 1d20 + 8 ⇒ (14) + 8 = 22
How's it going Ayoka? Trying to break the laws of physics again?
Ayoka bend, not break physics. Friend Selene more likely to do that
Good point. I guess one of these days someone is going to figure out how that works
Ayoka think Selene might find answer to that in quantum space/time physics
Argh .... no thanks .... that stuff makes my head hurt
Bruf
|
I will use my boon to upgrade the ship computer from a duonode to a trinode (meaning instead of +3 to 2 checks per round the ship grants +3 to 3 checks per round. That should help Ayoka especially be a bit more effective with her lower skill bonuses, and work well with our 4 person party. I get +1 to Piloting already, so I will forego the bonuses unless I start struggling to win initiative.
Bruf shyly waves hello to their new crewmember, "Hi Nufriend!"
As combat breaks out, Bruf looks up at the rest of the crew in the large mirror he seems to have quickly installed above his station, "Alright boys and girls. Things are going to get bumpy, so I'm gonna need all of you to sit down and buckle up. And Tyler, I swear to the gods, if you pelt me with another spitball, I'm gonna space you."
The boy nonchallantly lowers his straw, muttering "I wasn't really gonna do it. Jeez, Mr. Bruf gets all serious when he's Starfinding." Still pouting a little, he breaks out his comm unit and begins playing a new round of Doot, Doot, Magic Flute, filling the cabin with its inane but catchy music.
Satisfied that he'd reduced his student to his lowest possible distraction level, Bruf gave a self satisfied nod, then addressed the others, "Twich, how are things looking in the engine room? Can you give Spitfire great name, BTW a little extra juice? They've got a good lead on us, and we need to close the gap before they get away. I'm gonna push this baby as fast as it'll go!"
Momentarily mesmerized by Selene's arcane movements, Bruf exclaims, "Wow, your magic works on ships? That's awesome! Can you have Ayoka scan their ship? I'd like to know what we're up against.
Assuming, we successfully divert power to the engines, I will spend 1 RP to take the Full Power push action to fly (10+2)*1.5 = 18 hexes straight at the Jinsul ship. If we don't divert to the engines, please move us back 3 hexes.
"Steelscales, now's your time to shine. Let's see if we can slow them down with some well-placed shots!"
Don't forget 3 of our rolls get +3. Selene and I have already rolled, so Ayoka, Twich and Steelscales should all take a +3.
Ninja'd! Ok retcon all that to swap suggestions to Twich and Ayoka (or you guys can feel free to just ignore the busdriver barking orders. God knows his kids do.) Definitely see if you can still edit so we make use of those 3 +3s though!
| GM bigboom |
Twich and Steelscales botted in-line below.
Round 1 Results
Engineering Phase:
Helm Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 65/65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) light EMP cannon (EMP, 5 hexes)
Power Core Pulse Blue (200 PCU); Complement 6
Gunnery Phase:
Cumulative Damage Dealt to jinsul scout: 32
Spitfire Status:
HP: 65/65
Shields (F/P/S/A): 0/25/25/25
Round 2 initiative:
Bruf's Piloting: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Jinsul's Piloting: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Jinsul wins initiative! Bruf please move the Spitfire! Alternatively, if Selene attempt precognition and succeeds, we'll retcon this and I'll move the jinsul ship first.
Everyone may declare your actions and take your rolls!
Sarangari Steelscales
|
"You ain't gettin' away from me," Sarangari growls as he initiates a Broadside.
Going to use an RP to fire the forward and turret weapons. Using computer bonus as well.
Twin Laser Attack: 1d20 + 11 + 3 - 2 ⇒ (17) + 11 + 3 - 2 = 29
Damage: 5d8 ⇒ (8, 4, 2, 6, 5) = 25
Light Particle Beam Attack: 1d20 + 11 + 3 - 2 ⇒ (5) + 11 + 3 - 2 = 17
Damage: 3d6 ⇒ (1, 6, 3) = 10
Selene Scintilla
|
Ayoka puts power to the shields to boost them
engineering: 1d20 + 8 ⇒ (14) + 8 = 22
While Selene looks at all the flashing lights and concentrates on the infinite probabilities of the multiverse to determine what the jinsul is most likely going to do.
mysticism: 1d20 + 13 ⇒ (17) + 13 = 30
Bruf
|
Thanks, Selene! Very appreciative for that initiative boost. We are definitely going to have to be careful with our facing. Don't forget though, that Ayoka should take the +3 bonus from the ship computers every round. She can really use a bit of a boost.
"Yowza! Sorry about the turbulence. Turns out these guys have powerful weapons in their aft! We took a beating to our front shields, I'll try to keep from facing them head on until we can get those shields back."
So with the precog boost, I will wait to move the ship til after they move.
| GM bigboom |
Alrighty, the jinsul ship has moved. Bruf, please go ahead with your move and piloting action! Twich please go ahead with yours too if you're able but if not, I'll continue botting!
Bruf
|
OK I moved. We are not closing as fast as I thought, so I will burn another RP for another Full Power burn. I pulled us along their port side and shown them our starboard instead of our front. Hopefully their port guns are weaker than their brutal aft guns.
| GM bigboom |
@Bruf, that's a fascinating strategy. Twich botted in-line below.
Round 2 Results
Engineering Phase:
Helm Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 65/65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) light EMP cannon (EMP, 5 hexes)
Power Core Pulse Blue (200 PCU); Complement 6
Gunnery Phase:
Cumulative Damage Dealt to jinsul scout: 46
Spitfire Status:
HP: 65/65
Shields (F/P/S/A): 10/25/37/8
Round 3 initiative:
Bruf's Piloting: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Jinsul's Piloting: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Wow, exact same init rolls as last round with the jinsul winning! However, I'm assuming Selene would attempt precognition again, so I'll go ahead and bot Selene's round 3 action & roll: Mysticism, DC19: 1d20 + 13 ⇒ (7) + 13 = 20.
And Bruf wins initiative! The jinsul ship turns starboard and continues to flee away from the Spitfire! Bruf please go ahead and move the Spitfire! Everyone may declare your actions and take your rolls!
Bruf
|
OK a single d8 laser is a lot kinder than a 4d4 coilgun, so I am going to continue to try to stay to their port side. Man, am I glad we took the Pegasus, cuz we are still struggling to keep pace with them! But I think we can afford not to go Full Power as long as we boost the engines. In which case will take Evasive Action this turn to boost our defenses (I can't fail the piloting check DC). If we fail the engine boost check, or if we need/decide to do something else instead I will go for a 3rd full power burn and be more aggressive, turning our front against their port (blue line for this alternate plan). We get to fire our big 5d8 gun this way and end up a little closer, but we'll need to shore up our weakened front shields and we won't have the evasive AC boost.
Selene Scintilla
|
Ayoka attempts to boost power to the engines. engineering: 1d20 + 8 ⇒ (13) + 8 = 21
Meanwhile it looks like Selene has gone into a dream state trance as she reports predictions for the Jinsul pilot
| GM bigboom |
With the divert to engines successful, it sounds like the strategy is to keep the Spitfire's starboard facing the jinsul. I've updated the map to reflect this. Nice use of the blue to reflect the hypothetical tho!!
Twich and Steelscales may take their actions anytime!
| GM bigboom |
Twich botted in-line below.
Round 3 Results
Engineering Phase:
Helm Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 65/65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) light EMP cannon (EMP, 5 hexes)
Power Core Pulse Blue (200 PCU); Complement 6
Gunnery Phase:
Cumulative Damage Dealt to jinsul scout: 62
Spitfire Status:
HP: 65/65
Shields (F/P/S/A): 10/25/37/8
Round 4 initiative:
Bruf's Piloting: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
Jinsul's Piloting: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
And Bruf wins initiative! The jinsul ship turns starboard and continues to flee away from the Spitfire! Bruf please go ahead and move the Spitfire! Everyone may declare your actions and take your rolls!
Selene Scintilla
|
Ayoka continues to overclock the engines for more speed.
engineering: 1d20 + 8 ⇒ (20) + 8 = 28
Meanwhile, with a combination of mystic precognition and 'what would my sister do' Selene keeps trying to predict the jinsul pilot's reactions.
mysticism: 1d20 + 13 ⇒ (12) + 13 = 25
Bruf
|
"You slippery little--" Bruf muttered under his breath as the agile Jinsul fighter turned away. "That's it! Hold on back there. I am gonna keep us nice and tight with him, and cut off his angle."
The ship shook violently as he continued to push it beyonds its limits.
"Steelscales, I got 'em dead ahead, give 'em another broadside with all we've got! Me and Spitfire can't keep this up for ever."
"Twich, I can't do much dodging at this speed. Any chance you can boost the front shields for the punishment they throw back at us?"
Burning another RP for another Full Burn. Doing what I should have done last turn, getting them in our front arc so we can unload our big whammy and hopefully finally inflict some critical damage.
Selene Scintilla
|
Ayoka calls up from engineering
Hey! You want Ayoka to keep boosting speed or should Ayoka channel the extra to weapons instead?
| GM bigboom |
Steelscales botted w/ broadside & Twich botted with re-balance to front arc below.
Round 4 Results
Engineering Phase:
Helm Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 65/65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) light EMP cannon (EMP, 5 hexes)
Power Core Pulse Blue (200 PCU); Complement 6
Gunnery Phase:
Gun: 1d20 + 9 ⇒ (5) + 9 = 14 ; damage: 4d4 ⇒ (3, 1, 4, 3) = 11; The jinsul fires guns which doesn't come close!!!
Cumulative Damage Dealt to jinsul scout: 91
Spitfire Status:
HP: 65/65
Shields (F/P/S/A): 39/25/8/8
Round 5 initiative:
Bruf's Piloting: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
Jinsul's Piloting: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
And Bruf wins initiative! The jinsul ship turns starboard and continues to flee away from the Spitfire! Bruf please go ahead and move the Spitfire! Everyone may declare your actions and take your rolls!
Selene Scintilla
|
Basically it's rinse and repeat down in engineering. Ayoka continues to monitor the engines as they are overclocked for speed.
engineering: 1d20 + 8 ⇒ (15) + 8 = 23
However, Selene, realising Bruf has the piloting well in hand, uses her mystic powers to increase the range of the weapons.
mysticism: 1d20 + 13 ⇒ (4) + 13 = 17
Bruf
|
"Great job, team!" Bruf cheers after the successful dogfighting round.
After the shots still fail to penetrate their opponents shields, Brufs broad smile turns to a frown as he furrows his brow.
"I don't understand how the shields on these bastards are holding up. Selene, those neat magical powers of yours that were helping me know which way they were gonna turn. Can they tell you anything about their ship?"
I don't think range will be an issue since I am doing everything I can to keep them close, but if you can scan the ship it'd be really helpful to know where their guns are and where their shields are strongest/weakest.
"Twich and Ayoka, you little guys are kicking ass back there! The engines are really humming, and I think we are finally gaining on them. I can keep them in front of us, so we got our shields where we want 'em. Might be time to start recharging the shields overall though. Those hits we took were brutal!"
Twich, if you wouldn't mind, I think we could definite do with some shield regeneration.
"Fantastic shooting, Steelscales! Let's keep it up!"
Not sure if you want to broadside again. We could definitely use the burst damage since we've barely scratched their hull so far, but I know this already cost us several RP.
I will fly evasively this round (can't fail the piloting check)
| GM bigboom |
Twich, if you wouldn't mind, I think we could definite do with some shield regeneration.
Note that divert can be done only once per round. So if Ayoka does a divert to engines, Twich cannot execute a divert to shields. However, if the party wants, you could have Ayoka stand down for a round and have Twich spend a RP to attempt Overpower which can be used to effectly divert to engines, shields and science/weapons.
Sarangari Steelscales
|
Steelscales is double tough, I've never come close to using all my RP so I'll hit em again.
"Those shields can't stand up to much more!
Attack: 1d20 + 11 + 3 ⇒ (11) + 11 + 3 = 25
Damage: 5d8 ⇒ (4, 1, 6, 5, 1) = 17
Attack: 1d20 + 11 + 3 ⇒ (19) + 11 + 3 = 33
Damage: 3d6 ⇒ (5, 6, 3) = 14
| GM bigboom |
Twich botted with Overpower.
Round 5 Results
Engineering Phase:
Helm Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 65/65; DT —; CT 13
Shields medium 100 (forward 8, port 28, starboard 6, aft 4)
Attack (forward) light EMP cannon (EMP, 5 hexes)
Attack (port) gyrolaser (1d8; 5 hexes)
Attack (starboard) gyrolaser (1d8; 5 hexes)
Attack (aft) vandal rocket (4d8 plus drones; 20 hexes; 2 rockets left)
Attack (turret) coilgun (4d4; 20 hexes), laser net (2d6; 5 hexes)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, mk 2 duonode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo holds (4)
Modifiers +2 to any two checks per round, +2 Computers (sensors only), +1 Piloting, reversible; Complement 6
Reversible Jinsul ships’ overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.
Vandal Rocket This weapon functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. Each successive gunnery phase, the target ship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
Gunnery Phase:
Cumulative Damage Dealt to jinsul scout: 122
Spitfire Status:
HP: 65/65
Shields (F/P/S/A): 30/25/8/8
Round 6 initiative:
Bruf's Piloting: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
Jinsul's Piloting: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
And Bruf wins initiative! The jinsul ship flees straight ahead!! Bruf please go ahead and move the Spitfire! Everyone may declare your actions and take your rolls!
Bruf
|
Ah good catch. I forgot that you can't double up on diverting power (other than Overpower). Btw your comment at the start says you botted Twich for Overpower, but it seems she scanned instead. Just want to have that clarified so she doesn't lose a RP for nothing, especially since it wouldn't be a bad idea to overpower this turn instead.
@Selene, can Ayoka act as a science office with computers as well or only engineering? I ask cuz we could certainly benefit from a Target Systems action. Likewise, if you can scan them again I suspect that they keep shifting their shields around with Shield Balance actions. If we can know where they are currently weakest I can make sure to fly us over to attack from that side.
Selene Scintilla
|
According to the boon - engineering only I'm afraid
Selene sounds half asleep as she acknowledges her new instructions. She reaches out in the dreamscape and attempts to read the jinsul's instrument settings.
mysticism: 1d20 + 13 ⇒ (16) + 13 = 29
Meanwhile Ayoka moves power to the shield generators engineering: 1d20 + 8 ⇒ (20) + 8 = 28
Bruf
|
I was afraid of that. Ah well. Thanks for scanning. I will hold off on moving til we hear back about the current status of the enemies shields and hull. I am surprised we haven't hit a critical threshold yet, but that's gotta mean that there is potential to hit two at once with good rolls.
| GM bigboom |
You're right. Twich didn't use overpower, but scanned instead. Also, the Jinsul ship did take some hull damage but I missed updating that bit. Apologies!
Round 6
Engineering Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 55/65; DT —; CT 13
Shields medium 100 (forward 8, port 10, starboard 6, aft 4)
Attack (forward) light EMP cannon (EMP, 5 hexes)
Attack (port) gyrolaser (1d8; 5 hexes)
Attack (starboard) gyrolaser (1d8; 5 hexes)
Attack (aft) vandal rocket (4d8 plus drones; 20 hexes; 2 rockets left)
Attack (turret) coilgun (4d4; 20 hexes), laser net (2d6; 5 hexes)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, mk 2 duonode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo holds (4)
Modifiers +2 to any two checks per round, +2 Computers (sensors only), +1 Piloting, reversible; Complement 6
Reversible Jinsul ships’ overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.
Vandal Rocket This weapon functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. Each successive gunnery phase, the target ship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
Helm Phase:
Gunnery Phase:
Bruf
|
OK, now that we finally understand that they are waiting until we move to balance their shields in our direction (clever strategy btw that we should totally steal!), I swung us around a bit to keep them just barely in our forward arc, while staying just outside of their rear arc.
"Alright ya slippery little devil. I know your game now. We're comin' for ya. We're gonna fill your ship full of holes. And then it's gonna depressurize, and ya know what? Then, then, you're gonna get sucked out into the vacuum of space... through a TINY little hole, and then... and then... we're gonna find your frozen corpse and we're gonna ..." Bruf's angry rant was suddenly cut short as he caught sight of the wide-eyed horror on Tyler's face in his overhead mirror.
He cleared his throat, adjusted the metal collar of his power armor and quietly finished, "give it a respectful burial."
| GM bigboom |
I've actually already been applying the same thing when botting Twich, although it wasn't obvious. When rebalancing the shields, she'd attempt to rebalance the shields after the ship has moved, reinforcing the arc that ends up facing the enemy ship. The jinsul shield regeneration, rebalancing, and focus on the port arc allowed the jinsul ship to channel most of their shield points in the Spitfire's direction.
Overall, given all of the damage the jinsul shields have now taken, I'm guessing they won't last much longer!
Selene Scintilla
|
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It's okay Tyler .... Selene said sleepily I'll guard your sleep .. and help you fight the Nightmare ... Maybe I should tell you the story of the Elements of Harmony
| GM bigboom |
Steelscales & Twich botted in line below
Round 6 cont'd
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 55/65; DT —; CT 13
Shields medium 100 (forward 8, port 10, starboard 6, aft 4)
Attack (forward) light EMP cannon (EMP, 5 hexes)
Attack (port) gyrolaser (1d8; 5 hexes)
Attack (starboard) gyrolaser (1d8; 5 hexes)
Attack (aft) vandal rocket (4d8 plus drones; 20 hexes; 2 rockets left)
Attack (turret) coilgun (4d4; 20 hexes), laser net (2d6; 5 hexes)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, mk 2 duonode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo holds (4)
Modifiers +2 to any two checks per round, +2 Computers (sensors only), +1 Piloting, reversible; Complement 6
Reversible Jinsul ships’ overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.
Vandal Rocket This weapon functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. Each successive gunnery phase, the target ship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
Helm Phase:
Gunnery Phase:
Cumulative Damage Dealt to jinsul scout: 155
Spitfire Status:
HP: 65/65
Shields (F/P/S/A): 25/25/8/8
Round 7 initiative:
Bruf's Piloting: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20
Jinsul's Piloting: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
For the first time this combat, the jinsul wins initiative!! Bruf, please go ahead and move the Spitfire. Everyone may declare your actions and take your rolls!
For the purposes of PBP starship combat, I tend to go with a rule where if the target ship takes on three or more thresholds of damage beyond the PC ship, I'll call the battle in favor of the PCs. If this happens next round, is everyone okay with calling the battle?
Bruf
|
Yep, I have no objection to calling it. BTW what is the critical damage we have inflicted at this point? Either way, my plan is to make sure we get a shot in this round, so I am going to execute a Flyby stunt.
"Dammit, the bastard hit the brakes, I'm going to overtake him. At least it'll give us a clean shot as we pass. Steelscales, get ready for a finishing blow. We gotta end this before he gets away. Twich, get ready to rebalance our shields towards them. Ayoka, I don't want to burn too far past him if I am just gonna have to turn around, so you can ease up on the engines for now. Probably best to give the juice to the shields. Selene, let us know where they are weakest so I know which side to flyby on and give Steel his best shot."
pilot DC 24: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29
| GM bigboom |
IC-ly, the PCs don't know what damage has been inflicted without a scan. OOC-ly, sensors and starboard weapons are glitching.
Selene Scintilla
|
Okie dokie lokieAyoka replies. She channels power to the shields. She does wonder if it would have been better to boost the weapons instead but captain always knows best.
engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Meanwhile Selene struggles to stay in the mystical dreamscape. She may have had some training from the Liavarian Dreamers but she wasn't as well versed in dreamwalking as they are. She attempts a mysticism scan.
mysticism: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Bruf
|
Hmm, I have never played where you don't get to know what critical damage you inflict. I don't doubt you are correct, just used to table play where the players roll for crit effect and obviously get to know the result and strategize from there. Either way it is moot assuming we scan them again this turn. BTW, I have really enjoyed the challenge in this Starship combat. I suspect that most GMs I've had in the past have not understood the tactics involved in it as well as you obviously do. It is usually just chasing each others tails and shooting until someone gets blown up. I am a huge fan of tactical games (X-Com, Battletech, X-wing, Batman Miniature Game, etc.) so this has been super satisfying, and makes me think that we've been "doing it wrong" in the past. I look forward to trying out some of these new strategies at the next game I play. Either way, I should probably mention that I have moved us on the map.
Lastly, @Twich, Selene, and Steelscales, I apologize for being kinda bossy throughout this scene. I really hope I haven't detracted from anyone else's fun. I promise to take more of a backseat and give everybody else a chance to shine after this.
| Overseer Tyranius |
Incoming transmission from First Seeker Luwazi Elsebo: "Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in."
You watch on the monitors as both the Starfinder fleet shifts to Agillae-2 and the Jinsul fleet begins to converge on Bastiar-8.
GM's Recovery Efforts has now been completed and the Scanner Defense Action Mission is now available!
| GM bigboom |
Botting Steelscales & Twich in line below
Round 7
Engineering Phase:
Speed 10; Maneuverability good (turn 1); Drift 1
AC 19; TL 19
HP 36/65; DT —; CT 13
Shields medium 100 (forward 8, port 5, starboard 5, aft 6)
Attack (forward) light EMP cannon (EMP, 5 hexes)
Attack (port) gyrolaser (1d8; 5 hexes)
Attack (starboard) gyrolaser (1d8; 5 hexes) [GLITCHING]
Attack (aft) vandal rocket (4d8 plus drones; 20 hexes; 2 rockets left)
Attack (turret) coilgun (4d4; 20 hexes) [GLITCHING], laser net (2d6; 5 hexes) [GLITCHING]
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors [GLITCHING], mk 2 duonode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo holds (4)
Modifiers +2 to any two checks per round, +2 Computers (sensors only), +1 Piloting, reversible; Complement 6
Reversible Jinsul ships’ overall shape and the positioning of their thrusters make it very easy for them to reverse their headings. The ship grants a +2 bonus to Piloting checks to perform the flip and burn stunt.
Vandal Rocket This weapon functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. Each successive gunnery phase, the target ship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
Helm Phase:
Gunnery Phase:
Explosions rip throughout the jinsul ship as it loses power and comes to a halt, completely disabled!!!
Starship Combat Concluded!!!
The jinsul crew abandons the ship immediately, after which point your group easily boards the derelict jinsul vessel, accessing its computer mainframe. Hacking the machine proves simple and you retrieve the coordinates of the jinsul headquarters where the ship was to deliver its intelligence.
Upon your return to the fleet, Venture-Captain Arvin delights at their surprise discovery and forwards the data to the rest of the leadership so they can perform a threat assessment on striking the site.
Well done!!! Moving along to the next mission....
| GM bigboom |
SCOUT MISSION 1: GROUND FORCE INTEL
Zigvigix, the shirren faction leader of the Exo-Guardians, points at a screen depicting a green planet blemished by stretches of brown and ashen land. “Our scans show lots of jinsul activity here on Agillae-2. The planet is habitable, but it looks like the jinsuls stripped most of the vegetation to fuel their war industry. If I were a jinsul, I’d use the cleared terrain to run formation drills and test ground vehicles.” The shirren’s antennae bounce with glee, at odds with the seriousness of the moment. “But of course, I’m not a jinsul, so you’re going to see if I’m right! I’ll scramble their sensors long enough for you to sneak down there, find whatever you can about their troop organization, and get away as fast as you can. Don’t attract too much attention, or you might have to fight the whole army by yourselves!”
Zigvigix provides you with coordinates to a clearing within the remaining marshland where you can land your starship without notice. As Zigvigix predicted, the jinsul camp is furiously active: infantry platoons run battlefield-training exercises, engineers test-drive various vehicles, and officers catalog artillery weapons and other large armaments. You can gather strategic intelligence by spying on the camp and documenting the jinsuls' tactics, resources, and defensive measures.
----------------------------
RECONNAISSANCE METHODS:
The following represent the most informative methods of reconnaissance outside the camp. These tasks can be completed in any order. Assume that Ziggy wants all sorts of information. As GM, I can allow some leeway for creative solutions using skills or resources not presented so long as an appropriate skill check or consumption of resources is involved. Roleplay and surprise me!
Each task takes about 10 minutes, and most tasks do not allow support via the aid another action unless specifically stated.
Those not attempting a task can take a 10-minute rest instead. Failing any task means potentially drawing attention to yourself from the nearest perimeter patrol. Once you’ve dealt with a perimeter patrol, you can retry that check again, and with a +4 bonus, since you’ve learned more about the jinsul patrols through hard experience.
----------------------------
TASKS
Assume that Ziggy wants you to accomplish your Reconnaissance in a variety of ways. For the next ten minutes, what task are you attempting?
Closer Look (Stealth DC24): You can attempt to creep closer and identify markers of jinsul officers.
Distant Observation (Perception DC24): You attempt to spot weak points in the jinsuls' earthworks and battle formations.
Forensic Analysis (Life Science DC24): The border of the devastated marshland is riddled with evidence of felled trees and slain dinosaurs— victims of the jinsuls' violent colonization. You can attempt to find forensic evidence of the jinsuls' most common firearms and how they harm living creatures, as well as what natural resources the jinsuls are harvesting for building materials or fuel.
High Ground (Athletics DC20 or Acrobatics DC24): You can attempt to climb a tree and document the marching patterns being practiced. Those capable of flight can use Acrobatics instead, but it’s more difficult since flying doesn't afford as much natural cover.
Navigate Terrain (Survival DC24 -- and others may aid!): You can lead the party to an advantageous vantage point with the help of your friends.
Bruf
|
OK, running down the list I have:
+4 Stealth (+6 if I ditch my power armor)
+10 perception
nada for life science
+11 athletics (+12 if i ditch my armor)
+13 (15 sans armor) acrobatics, but I don't have flight
+5 survival
I also have +9 in Profession: School Bus Driver, but that's gonna be a real stretch here lol
High Ground is definitely my best bet. I can also try the Direct Observation check, but I have about a 2/3 chance of failure. I can aid on Navigate Terrain with a good chance of success for the aid. Anything else and I am very likely to fail, so best to only try those if we get desperate.
How do the rest of your skills look for these tasks?
Sarangari Steelscales
|
The high ground one is pretty much the only one I could do. I could probably roleplay a Prof Mercenary roll but my bonuc is lower than my athletics so...
Steelscales attempts to climb a tree.
Athletics: 1d20 + 9 ⇒ (7) + 9 = 16
But his tail gets in the way and he falls on his face.
Selene Scintilla
|
Selene spends much of the trip back sleeping and, somehow, Tyler doesn't have any nightmares during this period.
Selene has no ranks in stealth, survival or athletics, only +3 on Life Sciences, refuses to climb a tree as it's too high, and only +8 perception.
Selene is appalled when she sees the mess that the jinsul have made of the ecosystem. She and her sister had already protested against attempts to intrude into the jungles of Castrovel and also protested about near extinctions of some species such as the Feathered Renkrodas on that planet. She starts wondering if she can devise a way to get revenge on the Jinsul by attacking them with Nightmares through the Dreamscape.
So, after borrowing a pair of binoculars from somewhere, she attempts to observe the Jinsul from a safe distance.
perception: 1d20 + 8 ⇒ (4) + 8 = 12