GM Bret's PbP Gameday IX: SFS #3-00 The Last Bite (Tier 5-6) (Inactive)

Game Master BretI

Maps


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Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Inertial dampers scream in protests and Gunnz brings the Pegasus around in a very tight circle, aiming to get in behind the smuggler. As the engines start the max out, she grins, snaps open a hatch under the pilots console and carefully removes two fuses marked Safetly cut outs

"We won't be needing these bad boys for the next few minutes."

With careless disregard for the speed she is running at, Gunnz cranks up the [ulr=https://www.youtube.com/watch?v=2S24-y0Ij3Y]volume[/url] as she pulls in behind the other ship.

"All yours boys."

Wanting to stay on the ships tail, she does her best to not let it get away on her.

init for next round, computer node: 1d20 + 18 + 1 + 3 ⇒ (8) + 18 + 1 + 3 = 30


Results of Zargothrax’s scan:

Basic Information:
CERULEAN SHRIKE TIER 6
Small light freighter
Speed 8; Maneuverability good (turn 1); Drift 1
Complement 6

Defenses:
AC 24; TL 23
HP 50/50; DT —; CT 10
Shields medium shields 140 (forward 35, port 35, starboard 35, aft 35)
Power Core Pulse Green (150 PCU)

Weapons:
Attack (Forward) coilgun (4d4; 20 hexes)

There is more that can be learned from further scanning.

Conrad successfully taunts the enemy helm. They will remain off balance for the next 4 rounds.
Taunt duration: 1d4 ⇒ 4

More to come...


Starship Combat Round 1

Pegasus Tier 6:

Medium explorer
Speed 10 12; Maneuverability good (turn 1); Drift 1
AC 14; TL 16
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) twin laser (5d8)
Attack (Port) laser net (2d6)
Attack (Starboard) light plasma torpedo launcher (3d8)
Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

Computer nodes used by Orrian and Thom.

Engineering Phase:
Enemy Engineer: 18
Starfinder Engineer: None
Srurdez Chief Mate: Targeting Aid Success!

Helm Phase:
Captain Kerbouchard: Taunt enemy Helm for 4 rounds.
Enemy Pilot initiative: 32
Gunnz’s initiative: 38
Enemy Science Officer: 23 Scan
Enemy Pilot Evade: Success
Gunnz’s Pilot Evade: Success
Zargothrax Science Officer: Scan

Gunnery:

Orrian fires turret missile: Hit aft enemy ship for 24 damage, exposes them to low radiation.

Thom fires forward twin lasers: Miss

Enemy gunners do not fire at you.


Enemy Engineer: 1d20 + 13 ⇒ (18) + 13 = 31

Enemy Pilot Initiative, Taunt: 1d20 + 18 - 2 ⇒ (13) + 18 - 2 = 29

They move first.

Enemy pilot attempts a Flip & Burn: 1d20 + 18 - 2 ⇒ (6) + 18 - 2 = 22 Failed because of taunt.

I have moved the enemy ship.


Starship Combat Round 2

Enemy Science Officer: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13

Pegasus Tier 6:

Medium explorer
Speed 10 12; Maneuverability good (turn 1); Drift 1
AC 14; TL 16
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) twin laser (5d8)
Attack (Port) laser net (2d6)
Attack (Starboard) light plasma torpedo launcher (3d8)
Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

Computer node used by Gunnz. One available.

Engineering Phase:
Enemy Engineer: Success
Zargothrax Engineer:
Srurdez Chief Mate:

Helm Phase:
Enemy helm actions taunted until Round 6.

Enemy Pilot initiative: 29
Gunnz’s initiative: 30
Enemy Science Officer: Failed
Enemy Pilot action: Failed attempt to Flip & Burn
Gunnz’s Pilot action:
Starfinder Science Officer:

Gunnery:

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"Alright, looks like they may be gunless behind." smiles Gunnz as she moves SMC onto the next track

For once the acceleration and turns are kept to a minimum! Well, kind of, she still does some Hopefully unnecessary twists and turns.
evade DC 19,ship: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31

And to keep things ticking over
init round 3, ship, node: 1d20 + 18 + 1 + 3 ⇒ (6) + 18 + 1 + 3 = 28

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

I thought Orrian fired both forward weapons last round with the Chief Mate bonus?

Zargothrax spins his seat a full 360, then hops up and waddles over to the engineering display. "Here ya go Thom, kept the seat warm fer ya. Ahm a go see what ah can do with this one."

Divert (Weapons): 1d20 + 12 ⇒ (10) + 12 = 22

"Ann Captain Barkeep? Think maybe you could convince em to... ya know... surrender? Before we gotta nuke em again?"

Second Seekers (Jadnura)

Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
Spoiler:
Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

"Should I not be nuking them? We have other weapons, but this seemed like the quickest way to get them to stop," Orrian comments as he readies another nuke for launching. Assuming the Captain doesn't say anything, he takes a node and presses the button...

Rolls:

Gunnery 1: 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22
Nuke damage: 5d8 ⇒ (8, 6, 4, 5, 3) = 26
Also would potentially benefit from the divert to weapons from Zargothrax.

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Saw a suggestion for Thomagar to go Science Officer, but I think it's better for there to be a secondary gunner?

Acquisitives

Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

If we have a 2nd gunner I won't do Targeting Aid again, since we don't have an arc with 3 weapons.

The Lizard Wizard is there with Srurdez as the cocky Vesk seems to be tearing panels off the wall to give the engineer direct and easy access to what they need.

Srurdez attempts the Maintenance Panel Access action, DC 19: 1d20 + 15 ⇒ (15) + 15 = 30

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Thomagar hesitates briefly but decides to keep up the offensive.

Gunnery: whichever weapon is in arc:

gunnery: 1d20 + 7 ⇒ (10) + 7 = 17
I think both computer nodes are used.

Wayfinders

Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "Come on now, let's put that one right up their exhaust! You got this!"

    Encourage Gunner on Orrian:

    Diplomacy: 1d20 + 18 + 1d6 + 1 ⇒ (5) + 18 + (5) + 1 = 29


    Srurdez, I assume you routed power to the Engines. Weapons already has it and your shields are at full. Science Officer post is empty.

    Zargothrax pushes a little more power into the weapons systems.

    Srurdez is making a mess of engineering, ripping off panels and rerouting power. He gets Gunnz even more speed!

    The rest of you are convinced that Gunnz is trying to see if she can shake the rest of you out of the ship. The way she is jinking, you doubt most gunners will be able to follow.

    Captain Kerbouchard gives Orrian some encouraging words.

    Orrian uses the other computer node and hits the Cerulean Shrike with the missle doing 26 damage. Without both assists, he would not have achieved lock-on!

    Thom fires the twin lasers, but misses.

    They once again do not fire at you.

    Starship Combat Round 2

    Enemy Science Officer: 1d20 + 13 ⇒ (19) + 13 = 32

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Computer nodes used by Gunnz and Orrian.

    Engineering Phase:
    Enemy Engineer: Success
    Zargothrax Engineer: Success Divert Power Weapons
    Srurdez Chief Mate: Success Maintenance Panel Access

    Helm Phase:
    Enemy helm actions taunted until Round 6.

    Enemy Pilot initiative: 29
    Gunnz’s initiative: 30
    Enemy Science Officer:
    Enemy Pilot action: Failed attempt to Flip & Burn
    Gunnz’s Pilot action: Successful Evade.
    Starfinder Science Officer: None.

    Gunnery:
    Captain Kerbouchard encourages Orrian.
    Orrian hits their aft for 26 damage.


    Enemy Engineer: 1d20 + 13 ⇒ (20) + 13 = 33

    Enemy Pilot Initiative: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23

    Enemy Captain Encourage: 1d20 + 13 ⇒ (7) + 13 = 20
    Enemy PIlot Flip & Burn: 1d20 + 18 - 2 + 2 ⇒ (20) + 18 - 2 + 2 = 38

    This time the enemy pilot manages to flip & burn!

    Enemy Science Officer: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27

    Starship Combat Round 3

    Enemy Science Officer: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Computer node used by Gunnz. One available.

    Engineering Phase:
    Enemy Engineer: Success
    Zargothrax Engineer:
    Srurdez Chief Mate:

    Helm Phase:
    Enemy helm actions taunted until Round 6.

    Enemy Pilot initiative: 23
    Gunnz’s initiative: 28
    Enemy Captain encourages pilot.
    Enemy Science Officer: Success
    Enemy Pilot action: Flip & Burn Success
    Gunnz’s Pilot action:
    Starfinder Science Officer: None.

    Gunnery:
    Gunnery turret: Orrian
    Gunnery other: Thom

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zargothrax shakes his head. "They've taken two nukes up the keester without so much as a partin' shot ann they're still tryin' ta fight! Just fer a lousy shipment to... Wait a minnit.... I wonder if Datch has got somethin on 'em? Like a bomb? Did you watch that episode of that show a while back?"

    He hops back to computers as a thought crosses his mind.

    Science Officer (Scan):

    Particularly looking for any... remote controlled bombs on board.
    Computers + Pegasus Bonus: 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    The acceleration couch takes a real hammering as the Pegaus approaches speeds that are in theory impossible for the craft to reach.

    "This is almost as good as dancing on stage at an SMC concert!" she screams into the intercom. "Whatever you are doing, keep doing it!"

    Of course, she does have time to cut to the next combat track

    And init for round 4, node used
    pilot, node, ship: 1d20 + 18 + 3 + 1 ⇒ (17) + 18 + 3 + 1 = 39

    "Want to ask them if they mind accepting an inspection now. They have to see this is too one sided."

    BTW our base speed is 13. 10 from Pegaus, +1 from sky jockey, and +2 from best engines. Up to 15 for this round though. Wheeeee.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    "Wow... Thanks for... the asists... team!" Orrian forces out through gritted teeth as the acceleration pushes his form back into the couch. "Honestly haven't ever... gone this fast..."

    Forcing himself to focus, Orrian pulls up his targeting display again and attempts to lock onto the target once more.

    "Taking a node... any help's... appreciated!"

    He fires.

    Nukes:

    Gunnery 1: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24 Using computer node 2 plus whatever other help comes along
    Damage: 5d8 ⇒ (7, 8, 6, 2, 4) = 27

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Seeing his fellow Vesk leave the engineering room, instead of continuing to tear open panels, he begins to manually realign the sensor array, muttering something about dilithium crystals and crazy pilots.

    Athletics Check DC19: 1d20 + 15 ⇒ (10) + 15 = 25

    Success = bonus Scan result


    Srurdez fine tunes the alignment, allowing for a better scan.

    Zargothrax scans the enemy ship, getting an update on their current shields and any new systems he was able to scan.

    Defenses:
    AC 24; TL 23
    HP 42/50; DT —; CT 10
    Shields medium shields 140 (forward 35, port 21/35, starboard 21/35, aft 35/35)
    Power Core Pulse Green (150 PCU)

    Weapons:
    Attack (Forward) light particle beam (3d6; 10 hexes)
    Attack (Port) light particle beam (3d6; 10 hexes)
    Attack (Starboard) light particle beam (3d6; 10 hexes)

    There is more to scan. Unfortunately he knows that if there were a self-destruct or other such system his scans would not have shown it yet.

    Starship Combat Round 3

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Computer node used by Gunnz and Orrian.

    Engineering Phase:
    Enemy Engineer: Success
    Starfinder Engineer: None
    Srurdez Chief Mate: Manual Realignment Success

    Helm Phase:
    Enemy helm actions taunted until Round 6.

    Enemy Pilot initiative: 23
    Gunnz’s initiative: 28
    Enemy Captain encourages pilot.
    Enemy Science Officer: Success
    Enemy Pilot action: Flip & Burn Success
    Gunnz’s Pilot action:
    Zargothrax Science Officer: Scan Success

    Gunnery:
    Gunnery turret: Orrian
    Gunnery other: Thom

    Waiting on Conrad and Thom.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Conrad will encourage Thom: DC15 is auto-success.
    Thom weapon attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
    Twin Laser damage: 5d8 ⇒ (1, 3, 2, 2, 1) = 9

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Sorry guys. I could have SWORN I posted. That would have been my move anyway.


    Sorry if I missed your post, Conrad.
    Would it help if I put something at the bottom listing crew yet to act?

    Captain Kerbouchard encourages Thom to hit with the Twin Lasers, which is effective!

    Orrian fires the missiles and hits for 27 to their Aft.
    Thom fires the twin lasers and hits for 9 on their Aft.

    The two hits seem to cause the enemy some engine problems.
    Crit Threshold: 1d100 ⇒ 66

    Starship Combat Round 3

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Enemy has malfunctioning engines.

    Computer node used by Gunnz and Orrian.

    Engineering Phase:
    Enemy Engineer: Success
    Starfinder Engineer: None
    Srurdez Chief Mate: Manual Realignment Success

    Helm Phase:
    Enemy helm actions taunted until Round 6.

    Enemy Pilot initiative: 23
    Gunnz’s initiative: 28
    Enemy Captain encourages pilot.
    Enemy Science Officer: Success
    Enemy Pilot action: Flip & Burn Success
    Gunnz’s Pilot action:
    Zargothrax Science Officer: Scan Success

    Gunnery:
    Captain Kerbouchard encourages Thom.
    Gunnery turret: Orrian hits with missles.
    Gunnery other: Thom hits with twin lasers.


    Enemy Engineer: 1d20 + 13 ⇒ (4) + 13 = 17
    Enemy Captain Encourage Pilot win Initiative: 1d20 + 13 ⇒ (7) + 13 = 20
    Enemy Pilot Initiative, node, encourage, engines, taunt: 1d20 + 18 + 2 + 2 - 2 - 2 ⇒ (12) + 18 + 2 + 2 - 2 - 2 = 30

    They lost, so they have to move first.

    Enemy Pilot Evades while turning in place: 1d20 + 18 - 2 - 2 ⇒ (20) + 18 - 2 - 2 = 34
    Enemy Science Officer: 1d20 + 13 - 2 + 2 ⇒ (10) + 13 - 2 + 2 = 23

    Starship Combat Round 4

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Enemy has malfunctioning engines.

    Computer node used by Gunnz.

    Engineering Phase:
    Enemy Engineer: Failure
    Starfinder Engineer: None
    Srurdez Chief Mate:

    Helm Phase:
    Enemy helm actions taunted until Round 6.

    Enemy Pilot initiative: 30
    Gunnz’s initiative: 39
    Enemy Science Officer: Success
    Enemy Pilot action: Successful Evade
    Gunnz’s Pilot action:
    Zargothrax Science Officer:

    Gunnery:
    TBD:

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Science Officer
    Gunnz Pilot
    Conrad Captain
    Srurdez Chief Mate

    Wayfinders

    1 person marked this as a favorite.
    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    "Alright, hold onto your hats folk.." calls out the excited Gunnz who, distracted by changing to yet another combat track looks to have somehow forgotten that the enemy ship is straight ahead!

    flyby DC24: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22 Fail

    The audacious stunt doesn't seem to have quite been pulled off as the enemy ship unleashes its weapons on the Pegasus.

    "Darn, I was sure that I was going to be able to return the Pegasus with no scratches this time."

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    And,,, init for next round

    Keen to keep the Pegasus in good shape, Gunnz again uses the computers predictive algorithms..
    init round5, ship,node: 1d20 + 18 + 1 + 3 ⇒ (19) + 18 + 1 + 3 = 41

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian concentrates as he prepares to fire again.

    "I'm gonna keep using this node. Wish me luck!"

    Gunnery main:

    Nukes: 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 21
    Damage: 5d8 ⇒ (3, 5, 7, 1, 7) = 23

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    "With as fast as yer flyin' imma gonna be surprised if ya return it with the wings still onnit!"

    He continues his scan... looking for a surprise from Datch.

    Science Officer (Scan):

    Computers (Scan): 1d20 + 13 + 4 ⇒ (14) + 13 + 4 = 31

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Sorry for the silence yesterday. Ended up being out the whole day.

    Thomagar, pleased to get off one shot, keeps up the attack. "Good firing, Orrian."

    Secondary gunnery:

    1d20 + 7 ⇒ (1) + 7 = 8


    You are all kept current of real time events as First Seeker Elsebo sends a message. ”Agents sent to a corporate retreat managed to influence high-ranking members of AbadarCorp. These agents survived some unorthodox workshop activities and persuaded an executive to oppose Datch’s vote. The cooperation of these AbadarCorp staff members may be enough to tip the scales in favour of Iseki- Okaibo.”

    Table GMs, covert mission four is now closed and action mission four is now available for selection.


    They say space is big, but Gunnz shows that sometimes it isn't quite big enough. She gets a little too close to the other freighter and isn't able to avoid giving them an opening to shoot.

    One advantage of the close approach, Zargothrax is able to finish the scan.

    Defenses:
    AC 24; TL 23
    HP 39/50; DT —; CT 10
    Shields medium shields 140 (forward 14/35, port 14/35, starboard 14/35, aft 35/35)
    Power Core Pulse Green (150 PCU)

    Load:
    Expansion Bays cargo holds (3)

    Other:
    Drift Engine Signal Basic; Systems basic long-range sensors, mk 7 armor, mk 7 defenses, mk 2 tetranode computer; Modifiers +2 to any 4 checks per round, +2 Computers (sensors only), +1 Piloting

    Malfunctioning Engines

    You have completely scanned the other ship.

    Starship Combat Round 4

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Enemy has malfunctioning engines.

    Computer node used by Gunnz and Orrian.

    Engineering Phase:
    Enemy Engineer: Failure
    Starfinder Engineer: None
    Srurdez Chief Mate:

    Helm Phase:
    Enemy helm actions taunted until Round 6.

    Enemy Pilot initiative: 30
    Gunnz’s initiative: 39
    Enemy Science Officer: Success
    Enemy Pilot action: Successful evade
    Gunnz’s Pilot action: Failed Flyby
    Zargothrax Science Officer: Scan

    Gunnery:
    Waiting to resolve other actions.

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Science Officer
    Gunnz Pilot
    Conrad Captain
    Srurdez Chief Mate

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "You got this Orrian, land that bad boy!"

    Encourage Orrian:

    I can't actually fail the roll :-)


    It doesn’t look like there is a Chief Mate activity that will help this turn. You already have as many gunners as weapons, the scan is complete and no one is acting as Engineer.

    We will proceed.

    Both Orrian and Thom miss the other ship. It was very close with the missiles.

    During the flyby the enemy ship hits your forward shields with their light particle beam, doing 12 damage.
    As your scan had confirmed, they have no weapons in a turret or aft arc.
    Gunnery, node: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
    Damage: 3d6 ⇒ (6, 4, 2) = 12


    Enemy Engineer, Node: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30

    The enemy’s engines stabilize.

    Enemy Pilot initiative, taunt: 1d20 + 18 - 2 ⇒ (6) + 18 - 2 = 22
    Enemy Pilot Evade, taunt: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23
    Enemy Science Officer, taunt: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31

    The enemy pilots makes a tight turn and stops directly in front of your ship!

    Starship Combat Round 5

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Pegasus shields: forward 13/25, port 25, starboard 25, aft 25

    Enemy has malfunctioning engines. Patched.

    Computer node used by Gunnz.

    Engineering Phase:
    Enemy Engineer: Successfully patched malfunctioning engines.
    Starfinder Engineer: None
    Srurdez Chief Mate:

    Helm Phase:
    Last round of Helm being taunted!

    Enemy Pilot initiative: 20
    Gunnz’s initiative: 41
    Enemy Science Officer: Success
    Enemy Pilot action: Successful evade
    Gunnz’s Pilot action:
    Zargothrax Science Officer:

    Gunnery:
    Waiting to resolve other actions.

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Science Officer
    Gunnz Pilot
    Conrad Captain
    Srurdez Chief Mate

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Despite the repeated misses, Thomagar remains calm and collected, setting aside the past failures as he concentrates on his next shot, lining up when ready.

    (Will not take the computer node +3 unless no one else does.)

    Secondary Gunner:

    gunnery: 1d20 + 7 ⇒ (13) + 7 = 20

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Conrad turns his encouraging words to Thomagar, "Stay frosty. You got this!" Cannot fail to encourage.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    If Zagro is staying Science, Srurdez will try Engineer to bang on the shield systems to Divert to them, otherwise if Zagro is swapping back to Engineer I'll do Maintenence Panel Access to boost Shields or Weapons, whichever Zagro doesn't do.

    Skills dependant on Lizard Wizard actions:

    d20 Roll to be applied to either Engineering or Chief Mate: 1d20 ⇒ 4
    +3 for Engineering, or +15 to Athletics. DC19 either way

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    "He has rumbled onto my tactics. Oh well, lets see what I can do about that." mutters Gunnz as she repeats her chicken-run of moments before.

    fly by: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33

    As she nips past the other ship, Gunnz puts the Pegasus through a tight roll, avoiding the smuggers gun arcs but opening up all its own weapons!

    Three guns this round if you want!

    Cupboard doors bang open, and in the galley it looks like someone didn't put away the AbdarFlakes, as the float all over the place making a real mess.

    "Let's finish this!"

    init for next round, node, ship: 1d20 + 18 + 3 + 1 ⇒ (19) + 18 + 3 + 1 = 41

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian selects a node and gets ready to fire another nuke. "Ammo's getting a little low here - do we want to save any of these or use 'em all?"

    As Gunnz flies by the enemy, he'll launch one more and then see where things stand.

    Gunnery:

    Nuke: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29
    Damage: 5d8 ⇒ (6, 8, 6, 2, 4) = 26

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    "Huh... no surprises... guess they're just really adamant 'bout this. Whelp... time ta put on the brakes."

    Zargothrax configures the weapons array to target the enemy's engines.

    Science Officer, Target Engines:

    Computer: 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28

    The Nukes are limited supply from a boon, so any that you save are available later in the scenario. I have 10 total. As for actions, if we can land another crit on their engines then there's a solid possibility of this being immediately over very quickly.

    Also, in the spirit of getting it moving, I'd like to pop the aid token to give everyone's actions a +2 bonus this round. Gotta keep em moving.


    Aid Token activated. I will retroactively add it to the rolls already done.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Based on the posts in Discussion

    Orrian fires a non-nuke weapon at the enemy as Gunnz flies by, then launches the nuke see above after the fly by is complete.

    Gunnery fly by:

    light plasma torpedo launcher (starboard) on fly by with fire at will: 1d20 + 9 + 3 + 2 - 4 ⇒ (18) + 9 + 3 + 2 - 4 = 28
    Damage: 3d8 ⇒ (4, 4, 3) = 11

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "We don't have a bag of holding full of nukes, so make'em count!" Encourage Orrian Cannot fail


    Orrian, it looks like you applied the bonus for Computer Node twice. The bonus is to only a single roll. I am assuming you used it for the Nuke since that is limited ammo.

    Srurdez has problems figuring out exactly what the Lizard Wizard did to engineering.

    Meanwhile the Lizard Wizard has no problems finding where the enemy engines got hit last time and providing accurate targeting information to the gunners.

    This time Gunnz has no problems shooting past the enemy vessel while avoiding their lines of fire.

    Orrian is able to take advantage of the opportunity and fires the starboard torpedo at their aft doing 11 damage. He then follows that up with a direct hit to the same aft section with the nuke doing 26 damage.

    Thom just barely misses with his shot.

    Once again you are in the aft arc and they have no weapons with which to fire.

    Starship Combat Round 5

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Pegasus shields: forward 13/25, port 25, starboard 25, aft 25

    Enemy has malfunctioning engines. Patched.

    Computer node used by Gunnz, Orrian.

    Engineering Phase:
    Enemy Engineer: Successfully patched malfunctioning engines.
    Srurdez Engineer: Failed
    Starfinder Chief Mate: None

    Helm Phase:
    Last round of Helm being taunted!

    Enemy Pilot initiative: 20
    Gunnz’s initiative: 41
    Enemy Science Officer: Success
    Enemy Pilot action: Successful evade
    Gunnz’s Pilot action: Successful flyby.
    Zargothrax Science Officer: Successful target engines.

    Gunnery:
    Orrian hits twice on the aft, doing 11 and 26 damage.
    Thom misses.


    Enemy Engineer: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19

    Enemy Pilot Init: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40 If only the captain had known to encourage it...
    Enemy Pilot: 1d20 + 18 ⇒ (20) + 18 = 38
    Enemy Science Officer: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
    Enemy Pilot Evade: 1d20 + 18 ⇒ (10) + 18 = 28

    Enemy has moved.

    This technically happens in Gunnery Phase.

    Enemy Captain Taunt: 1d20 + 13 ⇒ (6) + 13 = 19 Failure

    You get a transmission from the other vessel. You can see the captain saying something but there is no audio. Just as the captain is finishing, you finally get audio. "...only way you can even hit."

    Probably would have been a lot better if Captain Lulari had checked their microphone before starting the transmission.

    Starship Combat Round 6

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Pegasus shields: forward 13/25, port 25, starboard 25, aft 25

    Enemy has malfunctioning engines. Patched.

    Computer node used by Gunnz. One available.

    Engineering Phase:
    Enemy Engineer: Success.
    Srurdez Engineer:
    Starfinder Chief Mate:

    Helm Phase:

    Enemy Captain Taunt: Failure
    Enemy Pilot initiative: 40
    Gunnz’s initiative: 41
    Enemy Science Officer: Success
    Enemy Pilot action: Successful evade.
    Gunnz’s Pilot action:
    Zargothrax Science Officer:

    Gunnery:
    Orrian
    Thom

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Science Officer
    Gunnz Pilot
    Conrad Captain
    Srurdez Chief Mate

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    "If you're gonna do that again Gunnz then I'm turning off the weapon safeties!"

    If Gunnz does another Flyby:

    Targeting Aid (DC29): 1d20 + 15 ⇒ (10) + 15 = 25 Failure but not enough to penalize

    If Gunns does not Flyby:

    [ooc]Engineering Divert to Shields (DC19): 1d20 + 3 ⇒ (13) + 3 = 16

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    "No flyby this time, they have backed off. Going to hit the Afterburners. Didn't realise the Pegasus had them but... a friend of mine did a mod before we left.."

    If we have power diverted to engines I can actually get us pointing at their rear rather than relying on the turret and port guns

    With a new high pitch shriek, the Pegasus engines send throbs of pain throughout the poor ship. Pushed to speeds that the theoretical physicists at Absalom station, let alone the Pegasus designers never expected, Gunnz can't even reach the music to change tracks as the ship heads off in pursuit of the smuggler.

    Oh yes, spending my bonus RP for 'Full Power' boosts us to speed 13+6=19 for the round. If we have power diverted to engines that would give us a speed of 22. Perhaps the highest ever reached in Starfinder history. Go on engineer, you know you want to do it.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Gunnz: What you also need is for the captain to use 'orders' to make you take another action for maximum effort. However at this point, I think we've got the end in sight.

    "If ah reckon correctly, one more shot to their keester'll put em outta commission..."

    Target (Engines): 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Ha! This is the first game I've played at Level 6. I completely never even registered that. Again, I'm sorry for being the dead weight!

    "Gunnz, make good on your name and your first round is on me!"

    Orders to Gunnz:

    Pilot DC 19: 1d20 + 10 ⇒ (20) + 10 = 30

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Thomagar simply nods at the vesk's assessment, as he stay focus on the target, firing when it cross the path of his weapons.

    Secondary Gunnery:
    gunnery: 1d20 + 7 ⇒ (19) + 7 = 26
    If there's a spare comuputer node this turn, +3.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian grabs a node and also tries to follow through with another nuke.

    Primary gunnery:

    Nuke: 1d20 + 9 + 3 ⇒ (14) + 9 + 3 = 26
    Damage: 5d8 ⇒ (2, 6, 7, 4, 7) = 26

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