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Sefel sends a quick telepathic missive to nearby his party members.
Their captain is fishing for information from us, though it is unclear whether he seeks anything specific.

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"You don't think he meant our bodies, do you?" Donovan gets better situated at his station.

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corpse fleet init: 1d20 + 14 ⇒ (14) + 14 = 28
Starfinders move first
Status, round 1
JackoJare (pilot) to move
Donovan (role)
Sefel (role)
Chivix (role)
Bugface (role)
Bluuu(role)

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captain encourages DC15: 1d20 + 21 ⇒ (19) + 21 = 40
engineer power to weapons DC 25: 1d20 + 16 ⇒ (12) + 16 = 28
pilot manoeuvre DC 25: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
science target life support DC15: 1d20 + 16 ⇒ (19) + 16 = 35
starboard gunner: 1d20 + 14 ⇒ (1) + 14 = 15
turret gunner: 1d20 + 14 ⇒ (11) + 14 = 25 miss due to evade
glitching: 1d100 ⇒ 40 Weapons
arc: 1d4 ⇒ 2
The corpse fleet opens fire. While its close in lasers miss by a long shot, the emp turret comes distressingly close to hitting, only Jac's desperate last minute evasion keeping you safe.
Status, round 1
Donovan (role)
Sefel (role)
Chivix (role)
Bugface (role)
Bluuu(role)
JackoJare (pilot) Evaded

Chivix Velloro |

Chivix sat down at the controls to the forward weaponry and familiarized himself with them. When the enemy ship declared their intent to attack, Chivix lined them up in the crosshairs and pulled the trigger, only to be thrown sideways as Jac slewed the ship around in evasive maneuvers.
plaasma cannon: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 5d12 ⇒ (2, 4, 11, 6, 3) = 26

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During the Gunnery Phase, Donovan will attempt to Taunt the enemy ship.
"Most unfortunate that you have chosen to face your final death." He turns to his crew. "Destroy that vessel. Reduce it to its component atoms."
Intimidate w/Expertise: 1d20 + 12 + 1d6 + 1 ⇒ (6) + 12 + (3) + 1 = 22

Bluuuuu |

Following Chivix’s lead, Bluuuuu has a nuke loaded into the turret’s launcher and shoots out the missile, watching as it races towards the opposing ship.
Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Assuming that is still on target, put missile on map

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{Let's put these guys down.}
Engineering: 1d20 + 17 ⇒ (9) + 17 = 26
Diverting power to weapons.

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Chivix opens up with the plasma cannon, but the Congretation's deflector shields push the blast aside. miss
Donovan opens up a channel, but it seems like his taunts about death fall on an uninterested audience.
Bluu fires a missile, but a long range point defence system quickly takes it out. miss
Bugface meanwhile directs more power into your weapons, although your poor shooting makes that somewhat redundant.
Sefel tries an aggressive scan of the enemy ship.
computers DC 15: 1d20 + 17 ⇒ (6) + 17 = 23
He sends a stream of information to your consoles.
The CONGREGATION OF PERPETUAL AGONIES is a Large destroyer with Speed 6; Maneuverability average (turn 2); Drift 1; with just a common crew compartment it can hold a crew of between 6 and 20.
He gets a quick overview of its defences.
AC 21; TL 19
HP 170; DT —; CT 34
Shields medium 100 (forward 30, port 25, starboard 25, aft 20)
baddies, init round 2: 1d20 + 14 ⇒ (5) + 14 = 19
Status, round 2
JackoJare (pilot) Roll for init, if you don't beat a 19, then move.
Donovan (captain)
Sefel (science officer)
Chivix (gunner)
Bugface (engineer)
Bluuu (gunner)

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"Hey, Bluuuu, those really disappointed me. Could you please let them know how hurt we are."?
Encourage Gunner: 1d20 + 12 + 1d6 + 1 ⇒ (17) + 12 + (4) + 1 = 34

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The corpse fleet finishes turning around and closes head on with your ship.
Status, round 2
JackoJare (pilot) move and stunt.
Sefel (science officer)
Chivix (gunner)
Bugface (engineer)
Bluuu (gunner)
Donovan (captain) encouraged Bluuu
Enemy has moved but not otherwise acted.

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{Bugface is going to give the guns more power again. This time Bugface suggests hitting them.}
Engineering: 1d20 + 17 ⇒ (14) + 17 = 31

Bluuuuu |

Of course Donovan. Bluuuuu replies as he carefully aims before firing again.
attack v TL: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 for damage: 5d8 ⇒ (3, 6, 7, 8, 7) = 31

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Back!
I see general info and defenses from that last scan, so:
Sefel continues scanning, this time to reveal the Agonies' weapon systems.
Computers, scan for weapons: 1d20 + 17 ⇒ (12) + 17 = 29 starting with the mentioned emp turret, and if I make addition 5s over the DC, then other forward weapons first.

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Sefel continues his scan of the ship, finding out it has at least three weapons, an EMP cnnon in the turret, and facing forward a heavy laser net and a plasma cannon. You really don't want to end up in front of it.
Bugface directs power to weapons and Bluuu lets fly with his own weapon.
Boom
Can someone provide actions for Jack and Chivix.
Status, round 2
JackoJare (pilot) move ship and stunt.
Chivix (gunner)
Donovan (captain) encouraged Bluuu
Enemy has moved but not otherwise acted.
Sefel (science officer) (Scanned)
Bugface (engineer) (diverted power to weapons)
Bluuu (gunner) (fired 31 damage, exactly where depends on your final postion and orientation)

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Is the green arrow Jackojare's previous ship movement or something he intended for this turn? If this turn, it looks like we're just missing two more movement for the round.

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Green arrow is the current orientation of your ship.
The move currently on the map is your last move, I'll change it to make it more obvious.
You do not have to move, you can stay right where you are if you like, but it would still pay to do a stunt, even if only an evade.

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Is this a reasonable Chivvix box?
plasma cannon: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 5d12 ⇒ (11, 5, 6, 6, 2) = 30

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Just check as you are in the front arc of the other ship. I realised the arrow was facing in the wrong direction. I'll do an update in a couple of hours, but give you time to relocate if you wanted.

Bluuuuu |

If they are anything like us (fair guess, were at least from the same manufacturer :p ) I’d suggest trying to keep out of their front arc as much as possible while still being able to face them.]

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Your weapons tear through the front shields of the corpse fleet ship. Ouch 61 damage!
shields 0/25/25/0
Hull 139/170
captain encourages gunner DC15: 1d20 + 21 ⇒ (1) + 21 = 22 yes!
engineer power to weapons DC 25: 1d20 + 16 ⇒ (6) + 16 = 22 yes!
pilot evade DC 20: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 yes!
science target lief support : 1d20 + 16 ⇒ (5) + 16 = 21 yes!
forward gunner (FaW): 1d20 + 14 - 4 + 2 ⇒ (11) + 14 - 4 + 2 = 23 miss
forward gunner (FaW): 1d20 + 14 - 4 + 2 ⇒ (5) + 14 - 4 + 2 = 17 miss
turret gunner: 1d20 + 14 ⇒ (13) + 14 = 27 hit
EMP system: 1d100 ⇒ 7 life support
pilot init: 1d20 + 14 ⇒ (17) + 14 = 31
The ships opens fire with its formidable front weaponry. However it looks like the gunner was a little too entheusastic, and Jack manages to narrowly avoid the barrage.
The EMP cannon however gets a direct hit on your life support, which is now glitching!
Status, round 3; Your life support is glitching. What would you expect from a corpse fleet ship?
JackoJare (pilot) init - if you don't beat a 31 then also move
Chivix (gunner)
Donovan (captain) e
Sefel (science officer)
Bugface (engineer)
Bluuu (gunner)

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init: 18 + 1d20 ⇒ 18 + (4) = 22
Well, it is is a good thing we didn't get to close to the enemy ship. I'm afraid if I lose init to many times, being too close makes it easier for enemy to get behind me or for the enemy to get out of our firing arc.
piloting backup manuever: 1d20 + 18 ⇒ (14) + 18 = 32

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The "Congregation of Perpetual Agonies" powers forward, opening up with all its forward weapons!
It's weapons tear through your forward shields, causing quite a bit of damage.
Your Forward shields are on zero, 14 hull damage. Note this happens during the gunnery phase, so divert is not an option for you. If you chose to balance to bolster your front shields, I'll rework the damage.
shields (T:70) 0/25/25/20
Hull 139/170
captain encourages gunner DC15: 1d20 + 21 ⇒ (9) + 21 = 30 yes
engineer power to weapons DC 25: 1d20 + 16 ⇒ (15) + 16 = 31 yes
pilot evade DC 20: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 yes
science balance : 1d20 + 16 ⇒ (12) + 16 = 28 yes
forward gunner : 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 yes
forward gunner : 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31 yes
forward laser net: 5d6 ⇒ (3, 5, 3, 2, 5) = 18
forward plasma cannon: 5d12 ⇒ (4, 3, 12, 1, 6) = 26 +1 from divert
44 damage to SF ship.
COPA shields after balance:
shields (T70) 49/7/7/7
Status, round 3; Your life support is glitching. What would you expect from a corpse fleet ship?
Chivix (gunner)
Donovan (captain) (glitching life support, -2 to skill checks)
Sefel (science officer)
Bugface (engineer)
Bluuu (gunner)
JackoJare (pilot) init for next round if you want. But don't do any moves.

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Sefel sends out a telepathic missive to his teammates, containing palpable anxiety.
They have made a gaping hole in our forward shields! I will borrow from the others and patch them up, but it seems they have the capability to tear through our defenses quickly!
Cryptwarden Tier 7: 15 + 1.5×7 ⇒ DC25 for balance shields
Shields Medium 100; forward 30, port 25, starboard 25, aft 30
Balance shields (Computers DC25): 1d20 + 17 ⇒ (10) + 17 = 27 0/25/25/30 ⇒ 20/20/20/20

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Encourage Bluuu. "Bluuuu please reiterate our disappointment in them."
Diplomacy w/Expertise: 1d20 + 12 - 2 + 1d6 + 1 ⇒ (10) + 12 - 2 + (3) + 1 = 24

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I think the aft shield value you had was a typo. It should likely have been 20. Given the 100 max shields. If you rebalance to make they all the same you will have 70/4=17 in each, and 19 in front. .

Bluuuuu |

Sounds good to me Bluuuuu replies as he digs deep into his Resolve and fires a Broadside of his attached nuclear launcher and their ship's laser net.
Attack, Nuke broadside: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18 for damage: 5d8 ⇒ (2, 6, 6, 5, 1) = 20
Attack Laser net broadside: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29 for damage: 5d6 ⇒ (5, 4, 1, 1, 4) = 15
Nice, a Crit! Also going to use my Promotional Re-roll boon on the nuke, with +1 from my GM glyph
Nuke re-roll: 1d20 + 11 - 2 + 1 ⇒ (11) + 11 - 2 + 1 = 21

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The laser net in the front of the 'Congregation tries to take out the nuke.
point defence DC 10+10=20: 1d20 + 12 ⇒ (9) + 12 = 21
And the nuke explodes before it can hurt the enemy ship.
Although double checking, even wit ha 21, that was a miss.
However your own heavy laser net causes chaos aboard the enemy ship as it tears into the forward shields, almost depleting them.
@Bluu, your broadside also lets you fire that plasma cannon. And don't forget your +2 to hit from the captain.

Bluuuuu |

I did forget the +2 from the captain, but thought that even when Broadsiding, each weapon could only be fired once in a round (and Chivix shot the plasma cannon)
Also while the laser net seems like it would have destroyed the nuke anyway, as a missile its going after their TL, which based on an earlier scan their TL is just 19, so even if they Evaded successfully I think that would've normally hit? Unless I'm missing something. Again, not relevant this time because of the net, but if Bluuuuu noticed something weird that may affect his future rounds' plans.

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I think the aft shield value you had was a typo. It should likely have been 20. Given the 100 max shields. If you rebalance to make they all the same you will have 70/4=17 in each, and 19 in front. .
Ah, I definitely missed that typo when I copied that from the slides. Wouldn't it have been 25 (four shields into 100)? Or were they already unbalanced? Otherwise, yes, whatever was left that level balancing with remainder to forward shield is what I intended.

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I missed Chiv, that will add a bit of damage. Good point about the missile, even with an evade, it would have hit without that point defense.
@Sefel, I'll take the unbalanced shields as a 'error in SF favor' and have the extra in the forward quadrant, which helps you a bit more as otherwise there would be give more damage to your hull
With the initial 33 damage from the plasma cannon, that would have burned through the front shields first. So an extra crit...
Shields (fixed from last time) 18/7/25/20
Hull 139/170
round 3 SF Plasma cannon 31 damage
Shields (fixed from last time) 0/7/25/20
Hull 126/170
crit: 1d100 ⇒ 93 power core glitching
ruond 3 SF Crit with lasers
Hull 111/170
crit from crit hit: 1d100 ⇒ 16 life support glitching
Total:
Shields end of round 3 0/7/25/20
Hull 111/170
Glitching Power (engineer), life support (captain)
Your ship:
Shields (T:70) 19/17/17/17
Hull: 156/170
Glitching life support. What else would you expect from a corpse fleet ship?
Status, round 3;
Bugface (engineer)
baddy has acted.
JackoJare (pilot)init 31 for round 4
Sefel (science officer) balanced shields
Donovan (captain) (glitching life support, -2 to skill checks) encouraged Bluu
Bluuu (gunner) fired
Chivix (gunner) fired

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The life support ystems come back online. "air pressure stabilised!"
corpse fleet init: 1d20 + 14 ⇒ (5) + 14 = 19
Thje pilot takes an aggressive stance, heading straight toward you!
Status, round 4;
Bugface (engineer)
JackoJare (pilot)
Sefel (science officer)
Donovan (captain)
Bluuu (gunner)
Chivix (gunner)
baddy has moved but not acted

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I could do a flyby or an evade. I suspect he has good rear guns as well, so I stay there and evade. piloting evade: 18 + 1d20 ⇒ 18 + (5) = 23 evade stay in place

Bluuuuu |

Bluuuuu takes the opportunity to fire the Laser Net from point blank range then, leaving the Plasma cannon to Chivix.
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 for damage: 5d6 ⇒ (2, 3, 4, 2, 1) = 12
I am not sure if we have had an excellent scan yet. the barathu exclaims. But they do see remarkably similar to us. And if that is the case, I think their rear may be quite exposed.

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I want each of those missiles to hit, continue to encourage Bluuu.
Diplomacy w/Expertise: 1d20 + 12 - 2 + 1d6 + 1 ⇒ (2) + 12 - 2 + (1) + 1 = 14