| GMJones |
"Oh, that soundsh bad! But I'm just helping where I can. Boss captain lady yells at me to fix the engines." All of Ayoka’s arms gesticulate wildly with fists shaking as if she is imitating someone being furious. "She yells, 'Ayoka! You furball! Fix this, fix that!' And I help! I'm the engineer on this ship; the crew calls it the Jagged Maw. They are on a mission helping the "Great Devourer". They all like scar tattoos.” Ayoka then motions to her arm and says, “They gave me scar tattoos, too! But my scar tattoos all grew over with fur.”
You guys may attempt a few more diplomacy tries with Ayoka to press her for information or help. Also, you could attempt bluff, engineering or pilot checks, or profession (dockworker or maintenance worker) to connect with her.
Vyviane Isafira
|
Bluff? Why didn't you say so? I'll gladly roll my best skill ever!
"You know, Ayoka, I think that's not good. Being called a furball is a not a nice thing to do and only something that you call people you don't like. I think the boss captain lady doesn't like you. Especially if they're scarring you!"
Bluff: 1d20 + 13 ⇒ (7) + 13 = 20
| GMJones |
"Oh. Boss Captain lady yells alot. Calls everyone bad names. She's a lashunta." Ayoka wiggles her fingers over her head, imitating antennae. “"You think she really doesn't like me? Mostly she yells at me to put things together. That’s okay since she always yells at me to do fun stuff!"
She seems to be opening up to you, and continues chatting as you grow closer and closer to weapons range. "The big vesk—I call him Whomper—says he wants to take every planet in the universe apart. I told him he will need a bigger turret coil gun than this ship has if he wants to do that.”
Anyone else want to chime in?
Rhys Dawnstep
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Ayoka, do you know those people are really into taking things apart? Even a whole solar system, basically they like to destroy life and existence itself... Rhys tries to not work herself up too much and brings the horrors of those cultists to light. "As for bigger gun. THey are using the Black Hole in this system as a weapon!"
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24
I have not read what you wrote dear GM just saw you made a post.
And my last edit was eaten by the Black Hole...
Okay any more spelling mistakes and weird grammer is there for your amusement.
| GMJones |
Hmmm. I don't think I want to help with that! You seem like real nice people. Do you have anything on your ship that needs to be put back together? I like your ship. This cult one is hard to put back together, especially since I have to do it every day! These engines are Thaumtech L-Star-6 engines—very hard to work on.”
At the science station, Elwin discreetly pulls up information on Thaumtech L-Star-6 engines and pushes the information to everyone's terminals.
Speed 6; Maneuverability average (turn 2); Drift 1
Elwin the Technomancer
|
Elwin gives a quick reply.
"Oh, this ship is in fantastic shape! Our engines are MUCH better than those old L-Star-6 models! Come on over and we'll discuss the technical details!"
engineering: 1d20 + 9 ⇒ (10) + 9 = 19
| GMJones |
"Ok! I'll borrow one of their escape pods! Promise to pick me up!"
As you close the distance to withing firing range, a flash can be spotted from the Devourer ship as their escape pod leaves the vessel. Scans indicate the lone Skittermander is onboard.
You slow down just long enough to recover the pod as you pass it by, then relight the engines towards the Devourer craft. Without their engineer onboard, they cannot escape, and turn to bring the ship around to face yours.
Starship Combat!
Devourer Helm check: 1d20 + 7 ⇒ (15) + 7 = 22
Ziamat, could you make your pilot Initiative check? If you have less than the devourer ship, you may act. If you act second I will make the enemy movements before you can act. This should go smoother in subsequent rounds if you include your next round's piloting check at the end of each of your rounds, if you want to make the rolls. Otherwise I can make them for you, let me know what you prefer.
Once we establish this turn's piloting order, All players may act! Actions will be resolved in their regular phase order (i.e. Gunners fire last). I'll provide a narrative summary of how the turn went down once everyone has posted, and move onto the next. This should speed it up a little.
Vyviane Isafira
|
Vyviane gives Ayoka a thumbs up. "Wouldn't even dream of leaving you behind!"
She makes sure that the pick up and catch is timed and calculated perfectly before she turns to Ziamet. "Alright let's blast them to pieces. Ziamet, take us in! Elwin, extra power to the engines, or elsewhere if you feel that that works better, I trust your judgement. Ryhs can you get me details about the ship? I want to see exactly what we are fighting. Tixylix, get me any further details if you can! Berith, I want one thing from you: blast, blast, BLAST!"
Encourage: 1d20 + 9 ⇒ (20) + 9 = 29
Rhys Dawnstep
|
Rhys tries to use to feel a connection by looking at the stains of coffee she collected during her time on this ship at her station and feels nothing so she shakes her head and makes a tiny angry sound.
As she learned it she draws a few cards from the digital harrow deck and 'reads' the enemy vessel.
Mysticism for Scrying: 1d20 + 7 ⇒ (2) + 7 = 9
So one bonus was for Gunnery and the other from our ship?
"So the coffee stains on the station on the bridge is a myth. Seems it must be naturally part of the ship if you get what i mean..." And Rhys feeds the data she received into her station.
Scrying (Engineering Phase)
Mysticism check against a DC of 5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298 of Core Rulebook)
So a tier 2 enemy vessel with defensice countermeasures of 1 would be 5+3+ 1=9 for example.
For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
Berith Azazel
|
"If you can keep them off our tail, and at close range, that would help! Oh, and I am probably gonna need the computer to chart my firing solutions." Berith says as she preps the guns for firing.
I plan on taking both computer nodes for shots, unless someone strenuously objects.
Gunnery Check, Light Laser Cannon: 1d20 + 5 - 4 + 1 ⇒ (16) + 5 - 4 + 1 = 18 Ignore if not appropriate, see above.
Light Laser Cannon Damage: 2d4 ⇒ (3, 1) = 4
Gunnery Check, Coil Gun: 1d20 + 5 - 4 + 1 ⇒ (10) + 5 - 4 + 1 = 12 Ignore penalties if not firing light laser cannon, see above.
Coilgun Damage: 4d4 ⇒ (3, 1, 3, 4) = 11
Critical System, if Appropriate: 1d100 ⇒ 77
Elwin the Technomancer
|
Am I at engineering or science? :)
| GMJones |
The Devourer ship completes it's turn and begins closing the distance to your ship.
Ziamat and Tixylix may act! Ziamat, don't forget to roll your next turn's initiative for me at the end of your post so we can keep 'er movin'. Elwin, which action would you like to happen?
Rhys Dawnstep
|
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Ah, there was an Errata!
Check the errata here FAQ
The numbers in the first printing for Starship Combat are waaaaaaaaaay off!
Elwin the Technomancer
|
Sorry for my confusion. Got mixed up with what a character was doing in another game. :) The Engineering boost to engines please! :)
Ziamat
|
piloting evade: 1d20 + 10 ⇒ (17) + 10 = 27
And I move, showed my movement, now facing southeast edge of hex.
piloting to not be knocked of course: 1d20 + 10 ⇒ (16) + 10 = 26 Maybe I remembered wrong, but you had to pilot to not be knocked of course 4 hexes
piloting round 2: 1d20 + 2 ⇒ (12) + 2 = 14
Rhys Dawnstep
|
piloting round 2
You made us slower!
For the Initiative you can use the full value of the Piloting skil.But for our AC and TL we need to add your ranks in Piloting. And when you do the Evade stunt then an additional circumstance bonus +2 to AC and TL if you succeeded.
And don't forget the general +1 from our ship for Piloting it goes on top of each Piloting check be it initiaitve or stunts.
Ziamat
|
Oh jeesh, now I realize I rolled 1d20+2 and not 1d20+10. Actually 1d20+11 cause I forgot to add +1 from the ship. So Piloting for round 2 is 11+12(what I rolled). So 23 is init for round 2
| GMJones |
4d20 ⇒ (13, 15, 6, 5) = 39
4d4 ⇒ (4, 3, 3, 2) = 12
1d20 ⇒ 10
The turret on the Jagged Maw roars as it fires at your ship, but Ziamat's evasive actions send the superheated shells off into the void.
Berith lands a strike on the enemy vessel, causing scarring on the front of it's hull!
Jagged Maw Initiative: 1d20 + 7 ⇒ (13) + 7 = 20 Jagged Maw moves first! I have moved. All PC's may act!
Elwin the Technomancer
|
Elwin diverts power to the weapons...
engineering: 1d20 + 9 ⇒ (18) + 9 = 27
"You've got more power, let em' have it, Berith!!!"
Any '1's you roll on damage will become a '2'
Berith Azazel
|
"Aligning the computational matrix for another shot. Just keep it close and off our tail a little longer."
Same as before, I plan on using the computers. If the captain feels obliged, I wouldn't mind an encourage or a demand on the coilgun.
Gunnery Check, Light Laser Cannon vs AC with Computer: 1d20 + 5 - 4 + 1 ⇒ (3) + 5 - 4 + 1 = 5
Laser Cannon Damage: 2d4 ⇒ (4, 3) = 7
Crit Effect, if applies: 1d100 ⇒ 45
Gunnery Check, Turret Coilgun vs AC with Computer: 1d20 + 5 - 4 + 1 ⇒ (2) + 5 - 4 + 1 = 4
Coilgun Damage: 4d4 ⇒ (2, 1, 2, 1) = 6
Crit Effect, if applies: 1d100 ⇒ 15
Yeah, those are both misses anyway.
Rhys Dawnstep
|
"I will continue to 'scan' them right now. Next time we can fire i would love to increase the range of one weapon. Which weapon should fire 5 more hexes, Berry?" And again she draws a few cards and pulls up data from the sensors without really using the sensors. "I will let you know when i feel i was successful so you can keep as further away from them Ziamat!"
Scrying (Engineering Phase): 1d20 + 7 ⇒ (16) + 7 = 23
Rhys hits send to all stations as soon as she sees data complete.
Let's pretend hexes is also used ingame. :)
Ziamat
|
Stunt: Turn in place, this doesn't require a skill check
piloting to not be knocked off course: 1d20 + 10 ⇒ (4) + 10 = 14
piloting round 3: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 +1 to any three checks per round.
Berith Azazel
|
"Depends which side of the boat they end up on, Rhys. The laser cannons are the stubby ones."
| GMJones |
Rhys reads her cards and determines the following.
Speed 6; Maneuverability average (turn 2); Drift 1
AC 12; TL 12 HP 49/55; DT —; CT 11
Shields basic 20 (forward 0/5, starboard 5, port 5, aft 5)
Attack (Turret) coilgun (4d4; 20 hexes)
Power Core Pulse Gray (100 PCU);
Drift Engine Signal Basic; Systems budget short-range sensors, mk 1 armor, mk 1 defenses, crew quarters (common), self-destruct system; Expansion Bays cargo holds (2), escape pods, smuggler compartment
Rhys also senses that the remaining escape pods are packed with explosives.
I'll wait until this evening to see if Tixylix or Viviane will act this round, but I'm not sure there's much they can assist with based on the rolls.
| GMJones |
Unfortunately the forward laser cannon has been fired this round. I will move on.
2d20 ⇒ (3, 9) = 12
4d4 ⇒ (3, 3, 3, 2) = 11
The Jagged Maw's shields shimmer as their power fluctuates, however their forward shields don't seem to stabilize.
Their turret barks once again, causing the Loreseeker to shudder under the impact. Your forward shields take the brunt of the damage, causing only slight scarring on the forward hull.
Forward Shields depleted, 1 point of hull damage.
Jagged Maw Initiative: 1d20 + 7 ⇒ (2) + 7 = 9 [ooc]Moves first.[/dice]
The Jagged Maw continues it's circle of your ship, looking for an advantage.
All PC's may act!
| GMJones |
Unfortunately the forward laser cannon has been fired this round. I will move on.
2d20 ⇒ (9, 3) = 12
4d4 ⇒ (3, 1, 2, 1) = 7
The Jagged Maw's shields shimmer as their power fluctuates, however their forward shields don't seem to stabilize.
Their turret barks once again, causing the Loreseeker to shudder under the impact. Your forward shields take the brunt of the damage, causing only slight scarring on the forward hull.
Forward Shields depleted, 1 point of hull damage.
Jagged Maw Initiative: 1d20 + 7 ⇒ (8) + 7 = 15 Moves first.
The Jagged Maw continues it's circle of your ship, looking for an advantage.
All PC's may act!
Edit, Values have changed on my dice since typing this post, getting my children out of bed, finishing and posting. I'm going to stick with original dice rolls because I've already written the summary based on them. Int was 9, damage was 11, and hidden d20's were swapped, 3&9
Berith Azazel
|
Crap! I'm sorry, Tixylix. I thought I was the only gunner and you were doing Engineering. I'll take the coil gun this round if you want to take the light laser cannon. Actually, can we get a sound off on positions/roles? I know we said it at the very start of the scenario, but it's been a while.
Rhys Dawnstep
|
I am only good as a Magic Officer. So no change of roles here.
"Point out the firing arc you will use and i will improve the range for the laser cannon in that arc by 5 hexes." Rhys looks at her screen for non-verbal communication and listens to her teammates. After confirmation her long fingers are touching the controls on her station.
She concentrates on one of the laser cannons to improve the range. Using her trusted tool for her job the harrow cards.
Eldritch Shot (Engineering Phase, Push): 1d20 + 7 ⇒ (6) + 7 = 13 DC is 13
"I successfully improved the range for that laser cannon! Ziamat you can let us keep a bit more distance this time if you like to."
To Pilot and Gunner: Please read this and decide which laser cannon you want to fire this round.
Elwin the Technomancer
|
Ah, that's why I was confused. I say grab the second gun. Unless we get desperate Elwin can shuffle from engineer to science officer.. Best to blast them at this point!
Elwin will divert power to the shields to get some protection back up front...
engineering: 1d20 + 9 ⇒ (16) + 9 = 25
That should get 7.5 points back to the front shields. Does it round up? Will have to grab the rulebook to see..
Ziamat
|
Okay, I think that is legal, moves 6 spaces and turned three times. Both forward arcs are showing.
piloting evade: 1d20 + 10 ⇒ (10) + 10 = 20
piloting to not be knocked of course: 1d20 + 10 ⇒ (11) + 10 = 21
piloting next round init: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Berith Azazel
|
Okay, I'm going to assume Tixylix is doing the other gun and just fire the coilgun.
"Activating the turret autotracker."
Coilgun Damage: 4d4 ⇒ (4, 1, 4, 2) = 11
Critical Roll, if needed: 1d100 ⇒ 71
Berith Azazel
|
I'd be happy with a demand, if that is higher.
Vyviane Isafira
|
Vyviane gives a small shake of her head as she breaks out of the daze she'd slumped into. "What the... Where the... Right, combat! Ziamet, nice flying! Elwin, you handle that engineering board like a puppet master! Tixy, good shooting. Berry! What the? Are you shooting where the enemy is and not where they are going to be? Arguh!"
Demand!: 1d20 + 9 ⇒ (16) + 9 = 25
| GMJones |
I was just coming to bot you, I had a "Look at me, I am the captain now" joke all lined up and everything.
At the captain's suggestion of leading the ship, Both Tixylix and Berith hammer the aft of the Devourer ship, causing it's shields to fail and scoring directly to the engines! One of the engines begins sputtering and can't seem to remain alight. Glitching
The devour vessel fires back! Gunnery, Turret: 1d20 + 6 ⇒ (2) + 6 = 8, but it's shot fly wildly off into space as Ziamat easily avoids the projectiles.
Jagged Maw Initiative: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 Jagged Maw moves first. It speeds away while trying to evade the Loreseeker's fire.
Evade: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Just, AC is 14 for this round
Dc18 piloting check: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
All PC's may act!
Berith Azazel
|
"Well, lets see if I can get one more tungsten rod through their defenses. And I wouldn't mind some encouraging words, here."
Taking one of the computer nodes to fire the coilgun.
Coilgun Damage: 4d4 ⇒ (1, 1, 3, 1) = 6
Ziamat
|
Ziamat flies towards the ship and evades
piloting evade: 1d20 + 10 ⇒ (10) + 10 = 20
piloting to not be knocked off course: 1d20 + 10 ⇒ (15) + 10 = 25
piloting init next round: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Tixylix
|
Tixylix lines up teh targetting reticule again and pulls teh trigger.
Light Laser Cannon: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 2d4 ⇒ (4, 3) = 7
His gnomish eyes must have been playing tricks as the shot flies way wide.
Elwin the Technomancer
|
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Seeing a chance to end this quickly Elwin diverts power to the weapons..
engineering: 1d20 + 9 ⇒ (17) + 9 = 26
Any damage rolls of 1 become a 2 now.
Vyviane Isafira
|
Vyviane looks over at Berry and smiles at the tiefling. "Encouraging words? You've been doing fine! I doubt there's much I need to say!"
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
Berith Azazel
|
Nice. I think that means I hit and that I did 9 damage instead of 6.
Rhys Dawnstep
|
"I will improve the range for one laser cannon again. Tixylix and Ziamat, the laser cannon in our forward arc?" Rhys waits for the first answer to her question.
Reshuffling her cards first she draws five cards.
Eldritch Shot (Engineering Phase, Push): 1d20 + 7 ⇒ (1) + 7 = 8 DC 13, so not this round.
"Something is blocking the flow of magic right now, normal range this time!"
| GMJones |
4d20 ⇒ (17, 1, 2, 16) = 36
Damage: 4d4 ⇒ (3, 4, 1, 4) = 12
The shields on the Jagged Maw's aft shimmer into veiw before being blasted away again my the bombardment. It returns fire, rocking your ship with a huge hit. The front shields fail. Hull has taken 6 point of damage
Jagged Maw Initiative: 1d20 + 7 ⇒ (11) + 7 = 18 Loreseeker moves first! All PC's may act!
Rhys Dawnstep
|
"I am going to improve the range of the forward laser cannon."
Rhys mumbles to herself "This should work now...".
Holding her breath she draws the cards and controls the flow of the magic.
Eldritch Shot (Engineering Phase, Push): 1d20 + 7 ⇒ (17) + 7 = 24 DC is 13
"It worked this time! Forward laser cannon can be fired up to 10 hexes without any issues. Go disable that ship!"
Berith Azazel
|
Third verse same as the first...
"Captain, you make me feel like I could do anything. I could listen to you all day."
Gunnery Check: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Coilgun Damage: 4d4 ⇒ (1, 1, 2, 1) = 5
Ziamat
|
As Ziamat doesn't want the enemy ship trying to get behind him, he does a backup manuever. piloting: 1d20 + 10 ⇒ (8) + 10 = 18
piloting to not be knocked off course: 1d20 + 10 ⇒ (6) + 10 = 16
piloting init next round: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25