Hmm's SFS 1-39 Herald's War (Inactive)

Game Master Hmm


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Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

I'm fine with Maverick not being the pilot. He always gets to be the pilot so I don't want to take away the opportunity for someone else to have a go at it. I've played starship combat many times and pretty much always have been the pilot.

My favored strategy is to use the Drake and take advantage of its heavy firepower by firing all its weapons at once. However, I would be interested to see how a different pilot handled the Pegasus in combat since I haven't had as much success with it.

Maverick is probably the teams best gunner at +16 so he can do that.

We can also use our boons to up gun the Pegasus which I haven't seen done before.

Actually I would prefer we do this since it would be a change of pace for me and I'd be interested in seeing how we could mod the Pegasus to be harder hitting.

I will go with whatever the team decides is best.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Sorry, probably should have made it more clear.

My character, Zeyram, always wants the fastest ship.

The player is fine with the character not always getting what they want. You are the better pilot here, take the pilot seat.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Naylor also tends to prefer the speed and maneuverability of Pegasus. They are often pilot and very happy to let Maverick take the helm. The best way to experience that difference is in the pilot's chair.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

I normally prefer the pegasus - at least when as pilot.

But Drake is a lot more survivable, and in the last year got a decent upgrade from its initial sub-par status. I'm happy with either.

@Mavaric, how did you get +16 to gunnery?

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

10 ranks in piloting and +6 bonus from dexterity. My character sheet on Paizo.com is not updated, but there is a link in my tagline to my current sheet.

Grand Lodge

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Have no real preference which ship we use.

I'll look into the boon options from the factions. I never think of those. All my characters have fame and reputation they never use.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Can any of you pick up the Abundant Ammunition boon? It is a Acquisitives boon and it will allow us to have 7 shots on our biggest missile launcher as opposed to 5.

I have this boon, but it would probably better for me to slot Rune Drive Rewrite so we can boost our overall speed and Naylor can use Defender of the Fleet to boost our weapon damage or shields.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Ahh... level 10. I'm such a baby.

I can pick up Rugged Hull or Scrappy little ship if anyone would prefer, but generally defender of the fleet is probably more helpful.
My version only has finest computers/engines/weapons as options though, nothing for shields.


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Defender of the Fleet is the best!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste
Jerris "Maverick" Sakai wrote:
Can any of you pick up the Abundant Ammunition boon? It is a Acquisitives boon and it will allow us to have 7 shots on our biggest missile launcher as opposed to 5.

Sorry, I only have two rep with that faction.

Assuming the scenario doesn’t call for Honorbound Allies, my best Starship boon is probably either Weapons of a Lost Civilization or purchasing one of the Wayfarer starship boons.

I agree that Defender of the Fleet is better than those other boons, Compucast.


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So it sounds like you have selected the Drake -- surprisingly to me, even Luwazi recommends it in the scenario text. They don't usually do that!

And while we're at it... I now have the slide show linked in my header. Can you move your tokens?

Grand Lodge

Yes


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Jerris "Maverick" Sakai wrote:

Maverick can fill any of the starship roles but his best skills are piloting +23 and acrobatics +22.

We should also discuss what starship boons we have available.

Mav, can you update your character sheet? It's still showing your Level 9 information.

Acquisitives

Shirren Engineer 9| SP 72, HP 60, RP 9 | EAC 26, KAC 28 | F+8; R+12; W+8 Init +6 | Perc +17
GM Hmm wrote:

And while we're at it... I now have the slide show linked in my header. Can you move your tokens?

Yes I can!

Acquisitives

Shirren Engineer 9| SP 72, HP 60, RP 9 | EAC 26, KAC 28 | F+8; R+12; W+8 Init +6 | Perc +17

Boons:

Ally - dream whispers
Faction - improved acquisitives champion
Personal - scoured stars survivor
Promotional - t-shirt reroll
Social - Athaeum insight
Starship - defender of the fleett


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Thank you!

Exo-Guardians

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Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Boons Slotted

Ally: Gun Runner
Faction: Exo-Guardians Champion
Personal: Stain of the Perplexity
Promotional: Purple Volunteer Shirt
Social: Scoured Stars Memorial
Starship: Defender of the Fleet - Finest Weapons
Slotless:
Tatoo of the Starfinder
Marked Field Agent
Star Sugar Heartlove!!!
Abysshead Download

Purchase - Synaptic accelerator, mk 2 (Dexterity) - 6500 credits

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Boons:

Ally - Dream Whispers (+2 a roll 1/scenario)
Faction - SS(Jad)
Personal - SS Survivor
Promotional tshirt reroll
Social - Factions Friend
Starship - Defender of the fleet.

Bah, I think my master list is out of date, but that should do

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Perfect, we have 3 Defender of the Fleet boons so we can boost our engines, weapons, and computers. We have to decide if we want to up our computer from a trinode to a tetranode or just add a +1 to our current computer bonus. I can slot Runedrive Rewrite and up our shields to medium 200. However, we will need someone to slot Abundant Ammunition so our Heavy Antimatter Missile Launcher has 7 shots instead of 5. If no one can do that I can slot it.

If someone wants to slot Weapons of a Lost Civilization we can replace the coil gun or the light particle beam, but the launchers we replace them with will only have 5 shots each.

@GM HMM if it's okay I linked my character sheet in my tagline.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Depending on how we come in and what range we manage, Naylor could easily spend a Resolve to fire a broadside, which if it includes the forward and turret weapons would be four shots.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

@GM HMM, I'm assuming that we can shoot through the static ships. Am I correct?

@Naylor, yeah I'll get us in close and you can broadside.

Everyone gets a free resolve point for starship combat so don't waste it!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Would we like to replace the missile launcher with a solar cannon?

I just got my PaizoCon boons today and could put this one on Zeyram.

Heavy Solar Cannon Upgrade (Starship Boon):

You have acquired the technical blueprints to modify one of the weapons aboard your ship into a heavy solar cannon.
Benefit: When this boon is slotted, select one heavy weapon aboard your starship. Replace this weapon with a modified heavy solar cannon. This new weapon must go in the same arc as the replaced weapon.

Modified Heavy Solar Cannon—A heavy solar cannon is a heavy direct-fire weapon with medium range and the sustained 4 special property (see below). A modified heavy solar cannon deals 3d8 damage, uses 15 PCU, and costs 10 BP.
Sustained Starship Weapon Special Property—A weapon with this special weapon property becomes more powerful with each successive round it strikes a target. After hitting an opposing starship, if the sustained weapon hits the same target in the subsequent round, it deals an additional die of damage for that hit. As long as the ship keeps hitting its target, the ship can continue to increase the damage dice for sustained weapons, up to a maximum number of additional dice equal to the number listed by this special property. If this weapon changes targets or misses an attack roll, it loses the
bonus damage.

Special: You do not need to worry about the PCU and BP difference between the original weapon and this weapon when slotting this boon.

It would mean swapping out either the forward persistent particle beam (10d6) or the turret heavy antimatter missile launcher (10d10). I don’t think it is a good deal on the forward weapon, but if we are afraid of running out of ammo it could work in the turret. It only does 3d8 base damage, maximum of 7d8 (unlikely to ever get there).


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Jerris "Maverick" Sakai wrote:

@GM HMM, I'm assuming that we can shoot through the static ships. Am I correct?

@Naylor, yeah I'll get us in close and you can broadside.

Everyone gets a free resolve point for starship combat so don't waste it!

@ Maverick --

Hexes are broad, so yes, you can shoot through ships.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

I would rather slot Abundant Ammunition so the HAMM has 7 shots. It hits extremely hard so I don't want to get rid of it. Seven shots is usually enough to get through starship combat.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Alright, that weapon is probably better to put on a lower level character anyways.

Purchasing Enhanced Shield Regeneration, 2 fame.

Boons:

Ally
Champion of the Downtrodden (Engineering, Perception, Physical Science)

Faction
Wayfinder Champion

Personal
Stain of the Perplexity (Always slotted)

Promotional
Messenger Bag

Social
Savior of the Scoured Stars

Starship
Enhanced Shield Regeneration

Slotless
Claimant to Salvation
Ghibrani Linguist
Explorer’s Perseverance
Jinsul Linguist
Marked Field Agent
Society Contract
Starfinder Insignia
Star Sugar Heartlove!!!
Surviving Companion

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Enhanced Shield Regeneration, that is a good boon.

We can slot Weapons of a Lost Civilization for our last boon or if our last PC can slot Abundant Ammunition I can slot Runedrive Rewrite.

If we slot Weapons of a Lost Civilization we are taking a slight chance that the enhanced damage will make up for the ammo dependency.

Abundant Ammunition is not necessarily needed. Most of the time in my experience you don't usually shoot over five missiles. However, I always prefer to "Nuke the enemy from orbit. It's the only way to be sure."

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .
Maverick wrote:
I'm planning on using a Full Power maneuver to get us in close to one of them so we can broadside. Whoever is our best gunner can fire that, but if we have someone who has a really high Acrobatics or Athletics skill he can do a Targeting Aid action to negate the -2 on the Broadside. We should use as many actions as possible to boost the Broadside like Lock On (Science Officer).

With the recent upgrade Naylor has

+14 Gunnery
+20 Chief Mate

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Starship boon wise we have four slotted so far.

3x's Defender of the Fleet which enhance our weapons, shields, and ship's computer. My recommendation is we should upgrade our computer to a tetranode so when we Broadside the gunner can take all four +2's for each attack.

Enhanced Shield Regeneration

Maverick will slot either Abundant Ammunition or Runedrive Rewrite depending on what Spanner slots.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

@GM HMM, did one of us have to slot Honorbound Allies to get the information that was provided?

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

The version of Defender of the Fleet that I have has choices to enhance Computers, Engines, and Weapons. Is there one that enhances Shields?


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I would have told you if you had to slot Honorbound Allies.

Defender of the Fleet does not boost shields.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Sorry, it's computers, engines, and weapons. If I slot Runedrive Rewrite I can enhance our shields.

We are in position to Broadside the sky blue Jinsul, but we still have to work our how many bonuses Naylor will have.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Going with Rugged Hull for the Starship Boon

Boons Slotted
* Faction
SS (LE) Champion, Improved
* Ally
[ ] [ ] Spirits of a Doomed People
* Personal
Devolved (simian)
*Promotional
T-Shirt
* Social
[X] [X] [X] [ ] Distinguished Ambassador
* Starship
Rugged Hull
* Slotless
Claimant to Salvation
Marked Field Agent
Private Vault
Society Contract
Surviving Companion (Bevel)
[ ] Triunite Technotheurgy

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Maverick Boons

Ally: Gun Runner
Faction: Exo-Guardians Champion
Personal: Devolved/Avian
Social: Known Quality
Starship: Abundant Ammunition
Slotless: Starfinder Insignia, Starfinder Tatoo, Purveyor of Fortunes, Marked Field Agent, Explorer's Perseverance, Slayer of Godspawn

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

As a matter of interest, what gives us the extra resolve point for starship combat?

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste
Starfinder CRB, pg. 322 wrote:

Starship Combat Resolve

As your combat expertise grows, you gain extra resolve that can help with high-level crew actions. At 8th level and again at 16th level, you gain 1 Resolve Point at the start of any starship combat encounter. These points can exceed your normal pool of Resolve Points; unspent points gained this way are lost at the end of the encounter.

Good thing I looked it up. I am only 7th level so I don’t get it. Updated my resolve.


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Before I launch into next round, can you give me a status report on the Drake? I've lost track of what your current shield points are with all the boons floating around.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Oh, nice. I've only just hit L8 on this character (my highest) so this has never come up for me before.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

Starship boons:

Naylor
Defender of the Fleet - Finest Weapons (reroll 1s on damage)

Chivex
defender of the fleet -- Finest Engines (+2 move)

Compucast
Defender of the fleet. -- Finest Computers (I don't know if he decided for bigger bonus or more nodes)

Zeyram
Enhanced Shield Regeneration -- allows him to restore 24 shields once during the combat (Tier 3 in faction x Tier 8 ship)

Spanner
Rugged Hull -- Increases our Critical Threshold by 2 (Spanner's tier with SS LE faction)

Maverick
Abundant Ammunition -- gives us two extra missiles

None of these change the base shields on the Drake. The Rugged Hull will change the critical threshold though.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

I know that I have been enjoying that extra resolve as Charli! She blows through resolve so fast it's nice to have something give one back!

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Any feeling about which way you would prefer computers to go?

Doing the numbers we start with
3x+2 = total bonus +6.
4x+2 gives a total bonus of +8, while
3x+3 gives a total bonus of +9. Which also probably helps best the things we need help on the most.

I'm inclined to go 3x+3 unless anyone has a strong opinion for the other way around.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Surely, they move first, with Maverick's result of 41?

Just checking, because if I move shields around, it would be nice to know where we will need them.


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Refresh.

My starship combat template says, "Alas the Starfinders move first" until I edit my post. This time I failed to spot it and edit it before posting.

(I should change it given how much of a piloting advantage Mav has in this combat. Okay, now I have edited it.)

It said the wrong thing for about 30 seconds!

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

How many computer nodes did we use last turn? We used the nodes, I'm just not sure how many and where.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

I think if we are going with 3x3 then the fourth attack roll would be two less and everything else would be 1 more. I doubt it affects anything unless the 19 was a miss by one.


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At any rate, I have set us up for the next round. You're all free to make your starship rolls! If your power core does turn out to be glitching, the engineer will take a -2 to everything but Patch and Hold it Together.

Second Seekers (Jadnura)

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Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

No worries. And if we used 4x2 last turn, lets leave it as that for the computer configuration.

Can you give us a rundown on the current state of our shields?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

-19 to your port
Front Shield Damage: 12 + 17 + 21 = 50

I don't know how much Mav buffed that shield with his boon, and whether you took hull damage. If you took any hull damage, you have a glitching power core.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps
Zeyram wrote:

Starship boons:

Naylor
Defender of the Fleet - Finest Weapons (reroll 1s on damage)

Chivex
defender of the fleet -- Finest Engines (+2 move)

Compucast
Defender of the fleet. -- Finest Computers (I don't know if he decided for bigger bonus or more nodes)

Zeyram
Enhanced Shield Regeneration -- allows him to restore 24 shields once during the combat (Tier 3 in faction x Tier 8 ship)

Spanner
Rugged Hull -- Increases our Critical Threshold by 2 (Spanner's tier with SS LE faction)

Maverick
Abundant Ammunition -- gives us two extra missiles

None of these change the base shields on the Drake. The Rugged Hull will change the critical threshold though.

Oh! I missed this. You have a glitching power core, no front shield and -10 damage to your hull.

Wayfinders

Male CG Kasatha Ace Pilot Solarian 2 / Operative 5 | SP 0/51 HP 33/44 | RP 8/9 | EAC 26 KAC 27 | Fort +5; Ref +10; Will +8 | Init: +8 | Perc: +10, SM: +3 | Speed 50 ft Swim 40 ft Climb 40 ft | Reroll used | Mode: Photon 2| Active conditions: Haste

19 into your Port Shields.
12+21+17 = 50 to front

Drake status:
Forward 0
Port 21
starboard 40
aft 40

HP 90/100
CT 22
Glitching Power Core

Sky status:
I haven't a clue because other than the missiles, I don't know what hit.
Shield must be down.

55 damage to hull, malfunctioning sensors and power core.

Blue status:
Blue is untouched.

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