| GM Hmm |
Luwazi Elsebo sends a message to every vessel in the Starfinder fleet, ordering each of the ships to exit the Drift. One by one, the ships disappear out of the Drift and arrive moments later near the planet Saaruq-5. There, dozens of Kreiholm and jinsul ships dart around each other, already engaged in intense firefights. Blinding flashes of laser cannons and plasma appear in fantastic displays over the blue-green surface of Sarruq-5.
Shortly after exiting the Drift, you receive additional orders from First Seeker Jadnura: “Get to your battle stations! Our fleet is deploying to assist the Kreiholm Freehold's ships and engage these damned jinsuls. You have a special task—our analysts have identified an unexpected threat. The enemy has deployed a new type of starship, and they're mercilessly taking down several of our ships trying to join the Kreiholm Freehold's defense. Destroy those new jinsul ships before they cause more trouble!”
In the distance you can see two of these ships, fresh from a battle with a Starfinder ship, and looking for more prey.
SHIP COMBAT TIME -- ROUND ONE
I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order. Gunners, please put your rolls under spoilers as these are the most likely to be influenced by other players. Don’t spoiler your roleplay, though!
SLIDESHOW MAP KEY:
Red=Jinsul
Red tinged with Blue=Supplicant Class Jinsul Vessels
Green=Starfinders
★ --- ★ --- ★ --- ★
Friendly and Enemy Starships—Ships marked on the map as jinsul units represent the jinsul assault fleet while friendly units represent the defenders of Saaruq-5, comprising the Kreiholm Freehold's fleet as well as the recently arrived Starfinder fleet. If the Starfinders move through a hex occupied by a jinsul ship (or a jinsul ship moves through the defending fleet), an enemy ship fires a laser cannon on them!
Threat Zone—The shaded hexes between friendly and jinsul battle formations represent crossfires and smaller vessels performing attack runs. If a starship flies through these hexes, enemies fire on their ship as though it were flying through an enemy ship's hex with the following adjustments: for the purpose of determining which quadrant the attack targets, there is a 50:50 chance the attack comes from a Starfinder ship or a jinsul ship. The pilot of the ship entering the threat zone can attempt an Average Piloting check to avoid getting attacked while entering the area, provided that the pilot does not attempt any other stunts on the same turn. A starship ending its turn in one of these hexes may not attempt the Piloting check to avoid the attack.
★ --- ★ --- ★ --- ★
ENEMY SHIP SCANS
Nothing yet!
Roll Computers or Mysticism to start going through this process!
[b]JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Power Core Pulse Red (175 PCU)
You learn everything above, plus one of the weapons.
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Attack (forward) maser (6d10)
Power Core Pulse Red (175 PCU)
You learn everything above, plus the next most powerful weapon
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Attack (forward) maser (6d10)
Attack (turret) linked coilguns (8d4)
Power Core Pulse Red (175 PCU)
If you get above this, I’ll give you more information!
★ --- ★ --- ★ --- ★
★ --- ★ --- ★ --- ★
Piloting Initiative:
Maverick Piloting: 1d20 + 23 ⇒ (10) + 23 = 33
Jinsul Pilots: 1d20 + 18 ⇒ (11) + 18 = 29
★ --- ★ --- ★ --- ★
Team Jinsul moves first!
★ --- ★ --- ★ --- ★
STILL TO ACT
If your dice roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
| GM Hmm |
ENGINEERING and HELM PHASE -- TEAM JINSUL
Blue Jinsul Engineering: 1d20 + 13 ⇒ (17) + 13 = 30
Blue Jinsul Computers: 1d20 + 15 ⇒ (5) + 15 = 20
Blue Jinsul Pilot: 1d20 + 18 ⇒ (8) + 18 = 26
Sky Blue Jinsul Engineering: 1d20 + 13 ⇒ (3) + 13 = 16
Sky Blue Jinsul Computers: 1d20 + 15 ⇒ (17) + 15 = 32
Sky Blue Jinsul Pilot: 1d20 + 18 ⇒ (12) + 18 = 30
Both pilots successfully evade as they move forward! One of them, the Sky Blue one, does not manage to achieve as much initial speed as its compatriot.
Compucast
|
Compucast, sitting at the science officer's console starts an aggressive scan of the jinsul ships.
computers: 1d20 + 19 ⇒ (5) + 19 = 24
"Their counter measures are going to take some time to break through.." he mutters.
That first spoiler... I can't open for some reason
"But I do have some information coming through..."
| GM Hmm |
I can't open that spoiler either! Weird.
But here is what it said!
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
Compucast
|
"They are similar configurations to us, faster but no more maneuverable" notes Compucast. "Well, faster, prior to our upgrades.."
Naylor
|
| 1 person marked this as a favorite. |
Previously
When Naylor first reported to duty, one of the senior Starfinders of their acquaintance had taken them aside and had a few words. As a result, Naylor went through the appropriate steps and saw the appropriate people to have the necessary funds transferred and undergo the procedure to implant a mk2 synaptic accelerator. They then spent several minutes twitching and gyrating as they adapted to the upgrade.
Now
Naylor nods at Maverick, making no attempt any longer to hide. "This looks like more of a tactical situation to me, good luck!" They then head toward one of the weapon consoles ready to respond to the crews need at any time.
Jerris "Maverick" Sakai
|
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).
We also have either three or four +2 bonuses to checks every round or three +3 bonuses (Defender of the Fleet). I suggest the gunner takes all of them this round. We also have a +2 to all computer checks.
Once we settle what our boons are we will know what bonuses we can take.
Everyone gets a free resolve point just for starship combat.
Zeyram
|
So do we put Spanner in as captain to auto aid gunner and then I am Chief Mate, or should I go Captain?
Jerris "Maverick" Sakai
|
The DC for Targeting Aid is 32; it depends on how high your Acrobatics or Athletics bonus is. A bonus from the Captain's role is actually easier.
Spanner can go science officer since we can can have more than one and do a Lock On.
Naylor and Zeyram will have to decide between the two of you who is the best gunner and what is the best way to add another bonus to the gunner's shot. It can either be from the Captain's role or the Chief Mate's role or any other role that I may have missed that is useful that you have skill in.
If Spanner does a Lock On that will add a +2 bonus for all the Broadside shots. If one of the operatives does an Encourage it will add a +2 to one shot in the Broadside. If the operative instead tries for a Targeting Aid it will negate the -2 on the Broadside for all four shots, but if he fails that skill roll their are penalties imposed on the all the shots in the Broadside.
Zeyram
|
You do not want me on guns. Rereading it, Chief Mate is better since the captain Encourage is only for one of the shots, Chief Mate benefits them all.
Zeyram takes one of the consoles and starts handling the secondary sensor data, using it to do the fine tuning of the fire controls. He feeds the data to Naylor’s console so they can focus on when is the best time to shoot.
Chief Mate, Targeting Aid: 1d10 + 21 ⇒ (10) + 21 = 31 Failed
Jerris "Maverick" Sakai
|
Okay, Targeting Aid failed, but not by 10 or more so there is no penalty. Spanner can do a Lock On. Naylor has a +14 for gunnery so I'm guessing they is our best shooter. They can also take all three or four +2's from the Drake's computer for their shots once we decide how we are going to use our Defender of the Fleet bonus.
Both you and Spanner spend your free resolve point to do your actions. Spanner don't forget the Drake's computer gives you a +2 bonus to your computer check to Lock On.
Jerris "Maverick" Sakai
|
Maverick jumps into the pilot seat of the Drake the team has been assigned and launches it into space.
"Command-1 this is Ghostrider-1, we are engaging the enemy starships in sector 5."
Maverick throttles the Drake's enhanced engines to beyond their maximum power. Everyone is thrown into the backs of the chairs they are sitting in as the Drake rockets straight at the Jinsul ships.
Mav spends a resolve point to do a Full Power maneuver and move up to 18 hexes.
Spanner
|
Spanner seems serene as he sits at his station with his eyes closed and his hands floating above the control console.
Lock-On Computers: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24 computer bonus.
Jerris "Maverick" Sakai
|
I'm guessing Spanner succeeded at the Lock On so Naylor can broadside now. They still take a -2 penalty to all the attacks, but you get a +2 bonus on all of them from Spanner and another +2 on all of them from the Drake. The light blue Jinsul is in our forward and turret arc. You also can reroll all 1's you roll for damage.
Naylor
|
Naylor listens to the various chatter, pulling out specific instructions and relevant data, then concentrates as they make the final inputs, tweak a few settings and finally flip the essential switches.
Attack-turret-heavy antimatter missile launcher: 1d20 + 14 - 2 + 2 + 2 ⇒ (3) + 14 - 2 + 2 + 2 = 19
broadside, lock-on, computer
Damage-antimatter missile: 10d10 ⇒ (2, 7, 4, 6, 10, 2, 3, 3, 9, 1) = 47 53 after reroll
Attack-turret-light particle beam: 1d20 + 14 - 2 + 2 + 2 ⇒ (13) + 14 - 2 + 2 + 2 = 29
broadside, lock-on, computer
Damage-light particle beam: 3d6 ⇒ (2, 1, 5) = 8 13 after reroll
Attack-forward-persistent particle beam: 1d20 + 14 - 2 + 2 + 2 ⇒ (3) + 14 - 2 + 2 + 2 = 19
broadside, lock-on, computer
Damage-persistent particle beam: 10d6 ⇒ (3, 1, 5, 5, 2, 4, 6, 1, 6, 3) = 36 43 after reroll
Attack-forward-coilgun: 1d20 + 14 - 2 + 2 + 2 ⇒ (20) + 14 - 2 + 2 + 2 = 36
broadside, lock-on, computer
Damage-coilgun: 4d4 ⇒ (1, 3, 4, 4) = 12 14 after reroll
They watch the tracking data and await the results, knowing they have done the best they can initiating their small part in this larger battle.
reroll one from missile damage: 1d10 ⇒ 7
reroll one from light particle beam: 1d6 ⇒ 6
reroll 2xone from persistent particle beam: 2d6 ⇒ (3, 6) = 9
reroll one from coilgun: 1d4 ⇒ 3
Naylor
|
| 1 person marked this as a favorite. |
If it is not too late, I'd like to use my shirt reroll on that first attack roll.
Promotional boon (shirt) reroll with 1 nova: 1d20 + 14 - 2 + 2 + 2 + 1 ⇒ (13) + 14 - 2 + 2 + 2 + 1 = 30
| GM Hmm |
ENGINEERING AND HELM PHASE -- TEAM STARFINDER
Chivix boosts the engines! Compucast attempts to scan the enemy ships, but their defenses are making it difficult to much useful information about the ship at all. Maverick boosts the ship's speed, moving it closer in for a broadside. Chief Mate Zeyram attempts a targetting aid, but his hands slip as the sudden boost in speed surprises him. Spanner locks on to boost the gunnery attacks.
GUNNERY PHASE -- TEAM STARFINDER
Although Naylor's Antimatter Missiles looks for the moment like they are going to veer in the wrong direction, at the last moment they turn and hit their target squarely! Naylor also hits with the light particle beam and the coilgun.
They tear through Sky Blue's Forward Arc.
Sky's Hull Damage: 53 - 25 + 13 + 14 = 55
That is three crit threshholds!
Crit Threshholds: 3d100 ⇒ (18, 82, 81) = 181
Sky has a malfunctioning Power Core and glitching sensors!
GUNNERY PHASE -- TEAM JINSUL
Blue's front isn't facing you, so all you get for attacks from Blue is the Captain's Gunnery in the Turret.
Captain's Gunnery Attack (turret) linked coilguns: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 8d4 ⇒ (1, 1, 2, 2, 3, 4, 3, 3) = 19
19 into your Port Shields.
Sky's front is facing you, and they are out for revenge!
Attack (forward) coilgun: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 4d4 ⇒ (4, 4, 1, 3) = 12
Attack (forward) maser: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 6d10 ⇒ (1, 8, 4, 6, 1, 1) = 21
Captain's Gunnery Attack (turret) linked coilguns: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 8d4 ⇒ (2, 3, 3, 2, 2, 1, 1, 3) = 17
Unfortunately, with all the boons on the Drake, I have lost track of what your shield points currently are. Maverick can you help me out so I can know if they got through to your hull?
Sky's Science Officer had targeted Power Core this turn, so if the Captain's attack managed to get through your shields, your Power Core is now glitching.
Zeyram
|
Dissatisfied with his performance, Zeyram decides he can do more to help from the Captain's console.
Do we want to consider having two gunners? I'm thinking the broadside is nice, but so is optimizing the missiles. We know they have great counter measures, which makes missiles harder.
One person just shoots the missiles using Computer plus Encourage, other shoots everything else.
| GM Hmm |
I missed an earlier Nat 20 in Naylor's rolls, so let's get you that crit too.
Crit Threshhold: 1d100 ⇒ 23
Sky's sensors are malfunctioning as well!
| GM Hmm |
SHIP COMBAT TIME -- ROUND TWO
I am going to assume that your power core is not glitching currently just so that we can move forward, especially since a glitching power core by itself is not problematic enough to effect piloting rolls.
SLIDESHOW MAP KEY:
Red=Jinsul
Red tinged with Blue=Supplicant Class Jinsul Vessels
Green=Starfinders
★ --- ★ --- ★ --- ★
Friendly and Enemy Starships—Ships marked on the map as jinsul units represent the jinsul assault fleet while friendly units represent the defenders of Saaruq-5, comprising the Kreiholm Freehold's fleet as well as the recently arrived Starfinder fleet. If the Starfinders move through a hex occupied by a jinsul ship (or a jinsul ship moves through the defending fleet), an enemy ship fires a laser cannon on them!
Threat Zone—The shaded hexes between friendly and jinsul battle formations represent crossfires and smaller vessels performing attack runs. If a starship flies through these hexes, enemies fire on their ship as though it were flying through an enemy ship's hex with the following adjustments: for the purpose of determining which quadrant the attack targets, there is a 50:50 chance the attack comes from a Starfinder ship or a jinsul ship. The pilot of the ship entering the threat zone can attempt an Average Piloting check to avoid getting attacked while entering the area, provided that the pilot does not attempt any other stunts on the same turn. A starship ending its turn in one of these hexes may not attempt the Piloting check to avoid the attack.
★ --- ★ --- ★ --- ★
ENEMY SHIP SCANS
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
Continue rolling computers or mysticism if you want to know more!
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Power Core Pulse Red (175 PCU)
You learn everything above, plus one of the weapons.
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Attack (forward) maser (6d10)
Power Core Pulse Red (175 PCU)
You learn everything above, plus the next most powerful weapon
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Attack (forward) maser (6d10)
Attack (turret) linked coilguns (8d4)
Power Core Pulse Red (175 PCU)
If you get above this, I’ll give you more information!
★ --- ★ --- ★ --- ★
★ --- ★ --- ★ --- ★
Piloting Initiative:
Maverick Piloting: 1d20 + 23 ⇒ (18) + 23 = 41
Blue Jinsul Pilot: 1d20 + 18 ⇒ (14) + 18 = 32
Sky Jinsul Pilot with Malfunctioning Power Core: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
★ --- ★ --- ★ --- ★
Both Jinsuls need to move first.
★ --- ★ --- ★ --- ★
STILL TO ACT
If your dice roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
| GM Hmm |
ENGINEERING and HELM PHASE -- TEAM JINSUL
Blue Jinsul Engineering: 1d20 + 13 ⇒ (9) + 13 = 22
Blue Jinsul Computers: 1d20 + 15 ⇒ (17) + 15 = 32
Blue Jinsul Pilot: 1d20 + 18 ⇒ (15) + 18 = 33
Sky Blue Jinsul Engineering: 1d20 + 13 ⇒ (6) + 13 = 19
Sky Blue Jinsul Computers: 1d20 + 15 - 6 ⇒ (14) + 15 - 6 = 23
Sky Blue Jinsul Pilot: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17
Blue continues to evade, and his science officer successfully does something.
The Sky team, faced with a malfunctioning power core, fail to patch and fail to do pretty much everything else they were attempting. Sky stays where it is.
Chivix
|
"Chivix thinks the goal in starship combat is to avoid getting hit. Chivix is working on restoring lost shields, so your power may flicker for just a moment."
Chivix boosted power to the shield generator by using a tap run directly from the power core for that purpose. It couldn't be in place all the time, or the system would burn out, but for the moment...
Engineering DC 23: 1d20 + 18 ⇒ (11) + 18 = 29
Should get us back 12 Shield Points, unless the PCU has been upgraded?
| GM Hmm |
Okay the Drake's shields were not buffed. So...
Even with a glitching power core, Chivix restores some power to the front shields!
Zeyram
|
No upgrade on PCU. Are you putting that all into the front shield?
Compucast
|
As Maveric dodges missiles... sometimes successfully, Compucast is busy redirecting the Drake's shields, trying to keep a barrier of force between the little ship that could... and the big nasty jinsul bullies.
balance shields: computers DC22: 1d20 + 19 ⇒ (16) + 19 = 35
Base shields: Shields medium (T:160; forward 40, port 40, starboard 40, aft 40)
After round 1 Shields medium (T:101; forward 00, port 21, starboard 40, aft 40)
Engineer restores 12 forward shields (T:113; forward 12, port 21, starboard 40, aft 40)
Likely rebalance (T:113; forward 41, port 21, starboard 40, aft 11)
I need to leave at least 11 shields where I loot them from (likely aft shields), where will they go? Likely front, but depending on our final facing I may change that.
Jerris "Maverick" Sakai
|
"Hold on everyone I'm coming around. Banking right, I'm maneuvering for the shot."
Maverick takes the Drake through an array of evasive maneuvers before rolling onto the Jinsul ship's tail.
"We're on his six. Take the shot!
Evade DC 22: 1d20 + 23 ⇒ (13) + 23 = 36
We have a +2 bonus to our AC and TL this round.
I'm fine with 2 gunners as long as we fire all our forward arc and turret weapons again. We should figure out which one statistically gives us the best chance to hit with all our weapons.
Compucast
|
Confirm shields arrangement as above.
Jerris "Maverick" Sakai
|
I don't think Spanner's gunnery bonus is as good as Naylor's +14. Once he confirms his gunnery modifier we will know better. Actually, looking at his character sheet I'm thinking it's +11. If Naylor broadsides again and Spanner Locks On again plus an Encourage from you the HAMM's total bonus will be +4 and the rest of the weapons will be +2. That is with the gunner taking all the +2's from the Drake. If you successfully Demand from the Captain's role the bonus to the HAMM would be +6. For each +1 it increases the chance to hit by 5%.
If we have two gunners firing all the weapons I think one would have to fire the HAMM and one would have to Broadside for us the fire them all. The only other option is to have them both Fire at Will, but each shot would have a -4 penalty which is brought down to -2 by the Drake's bonuses, but only one of those shots would then be modified by the Captain's Encourage.
We have 6 HAMM's left.
Zeyram
|
Spanner Piloting 8 ranks + 3 Dex = +11 Gunnery
Naylor with the penalty is still one better than him.
Next round if we want to do it differently, Spanner can also auto-Aid Gunnery.
My chance at Demand is negligible. My character doesn’t do Intimidate, the only reason I have a chance is it is Starship combat, I’m an Ace Pilot, and have a Charisma bonus.
Zeyram concentrates on the Heavy Antimatter Missile, preparing likely firing solutions. He shares them with Naylor so they can concentrate on when to fire.
“Firing solutions ready for you Naylor!”
I can not fail to Encourage, +2 on Heavy Antimatter Missile shot.
Spanner
|
Spanner continues to operate his station.
Lock-On Computers: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 computer bonus.
Note that in addition to Miracle Worker that all Mechanics get, Spanner has Quick Patch to help fix crits.
Jerris "Maverick" Sakai
|
Okay, if the dice are with us we should be able to take out the first Jinsul ship this round.
@Naylor, go for the Broadside again. You still take the -2, but you will get a +2 bonus to all your attacks from the Drake's computer and a +2 to all your attacks from Spanner's Lock On. Your attack with the HAMM with also get another +2 from Zeyram's Encourage bonus.
@Spanner, this last Lock On will cost you a resolve point.
Jerris "Maverick" Sakai
|
Another thing to keep in mind is Maverick can pilot and do gunnery in the same round. If we are in a position where Maverick can do a Glide action to pilot the ship and no one else does gunnery he can broadside using his +16 gunnery bonus.
I originally though we could also switch pilot roles easily but the rules say:
You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions). You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions).
| GM Hmm |
We have a 6 person crew. Minor crew actions are really meant for 1-2 person crews. Just be pilot, or if you wish, you and Naylor can switch roles next round.
Zeyram
|
You NEVER want to glide! Let Naylor take Pilot if you want to gun.
Our AC and TL would plummet, we couldn’t evade, and they would automatically win initiative if you went for glide.
As for switching positions, yes it has to happen between gunnery and engineering phase. If you want to switch, now is the time to announce it.
Since Spanner has quick patch, we may want him to switch to Engineering in order to fix the glitch.
Naylor
|
Naylor carefully tunes out general chatter and concentrates on the relevant information once again. When they hear Maverick confirm positioning for another broadside, Naylor lets their fingers fly in a well-trained sequence.
Attack-turret-heavy antimatter missile launcher: 1d20 + 14 - 2 + 2 + 2 + 2 ⇒ (1) + 14 - 2 + 2 + 2 + 2 = 19
broadside, lock-on, computer, encouraged
Damage-antimatter missile: 10d10 ⇒ (1, 7, 3, 2, 5, 1, 6, 3, 4, 5) = 37
Attack-turret-light particle beam: 1d20 + 14 - 2 + 2 + 2 ⇒ (3) + 14 - 2 + 2 + 2 = 19
broadside, lock-on, computer
Damage-light particle beam: 3d6 ⇒ (3, 1, 5) = 9
Attack-forward-persistent particle beam: 1d20 + 14 - 2 + 2 + 2 ⇒ (2) + 14 - 2 + 2 + 2 = 18
broadside, lock-on, computer
Damage-persistent particle beam: 10d6 ⇒ (1, 5, 6, 5, 6, 3, 4, 3, 4, 2) = 39
Attack-forward-coilgun: 1d20 + 14 - 2 + 2 + 2 ⇒ (14) + 14 - 2 + 2 + 2 = 30
broadside, lock-on, computer
Damage-coilgun: 4d4 ⇒ (4, 4, 2, 4) = 14
They once again watch the results closely, trying to finesse any last-minute adjustments.
But as the results become clear, anyone observing would see the very faint tracing of circuitry, normally barely visible in the android, suddenly flare as they hang their head in despair and shame.
Dice bot can be so cruel. At least the one good shot scored almost maximum damage.
Jerris "Maverick" Sakai
|
@Naylor that's the way it goes sometimes. You can only try to get the percentages on your side as much as possible, but you can't control the dice. Karma says you will roll a 18, 19, 20 next round, but reality says that's the gambler's fallacy.
The main reason I suggested a Glide action if it came to that is because we don't know how many times we will have to Broadside and I don't want to put Naylor in a situation where they are eating up all their resolve points. Another option is to have Zeyram and Naylor switch positions or use two gunners.
Just for rules clarification they way I read the CRB interpretation of when you can switch roles it sounded like switching the pilot role was not something that could be done easily. If we can freely can switch between roles there is no need to Glide.
"You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions)."
As far as Glide the CRB says it's meant for small crews, but it doesn't say you can't do it with a crew of six. I understand that the gunner wouldn't be able to take any other action other than a minor one if the pilot Glides and fires the weapons. However, if we are in a tight situation where we need highest bonuses to fire all our weapons I wanted everyone to know that we have that option.
The CRB doesn't say you lose initiative if you Glide because it doesn't state that you leave the piloting role when you do a Glide. This rule probably needs to be evaluated because it leaves if you remain the pilot open to interpretation. You still add your piloting ranks to your AC and TL if you Glide. It's the same as choosing to do any other stunt such as a Flyby or Barrel Roll.
Zeyram
|
Just for rules clarification they way I read the CRB interpretation of when you can switch roles it sounded like switching the pilot role was not something that could be done easily. If we can freely can switch between roles there is no need to Glide.
Someone switches out of Pilot position. Pilot position is now open. Someone else switches into Pilot position. Done.
I will have to reread the Glide minor crew action. I was going mostly off memory. I had a scenario where the minor crew actions were required, and it came out that piloting and using a minor crew for gunnery was much better than glide and full gunnery.
If we are to go into a deeper rules analysis, we should move this to discussion.
| GM Hmm |
ENGINEERING AND HELM -- TEAM STARFINDER
Compucast rebalances the shields.
Likely rebalance (T:113; forward 41, port 21, starboard 40, aft 11)
Jerris evades, Zeyram encourages, Spanner locks on.
GUNNERY -- TEAM STARFINDER
Naylor discovers that the dice bot is glitching along with their ship's power core! They score one hit for 14 points that blows right into Sky's open front shields for another crit threshhold.
Crit Threshhold: 1d100 ⇒ 84
Sky's Power Core is wrecked! 69 points of hull damage!
GUNNERY PHASE -- TEAM JINSUL
Sky's aft is facing you!
Captain's Gunnery Attack (turret) linked coilguns: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
Damage: 8d4 ⇒ (4, 3, 4, 1, 4, 4, 4, 2) = 26
Attack (aft) coilgun: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
Damage: 4d4 ⇒ (3, 2, 1, 4) = 10
Alas, despite Maverick's evasion, both hit your front shields. The Aft Coil Gun hits on the nose! -36 to your front shields.
Blue fires at your Starboard Arc!
Attack (forward) coilgun: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 4d4 ⇒ (3, 2, 4, 2) = 11
Attack (forward) maser: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 6d10 ⇒ (4, 5, 3, 7, 10, 7) = 36
Captain's Gunnery Attack (turret) linked coilguns: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 8d4 ⇒ (3, 3, 3, 3, 1, 4, 1, 2) = 20
-36 into your Starboard Shields! No crit effect because it did not reach the hull!
| GM Hmm |
SHIP COMBAT TIME -- THREE
Maverick and Naylor switch places, just to spice things up!
SLIDESHOW MAP KEY:
Red=Jinsul
Red tinged with Blue=Supplicant Class Jinsul Vessels
Green=Starfinders
★ --- ★ --- ★ --- ★
Friendly and Enemy Starships—Ships marked on the map as jinsul units represent the jinsul assault fleet while friendly units represent the defenders of Saaruq-5, comprising the Kreiholm Freehold's fleet as well as the recently arrived Starfinder fleet. If the Starfinders move through a hex occupied by a jinsul ship (or a jinsul ship moves through the defending fleet), an enemy ship fires a laser cannon on them!
Threat Zone—The shaded hexes between friendly and jinsul battle formations represent crossfires and smaller vessels performing attack runs. If a starship flies through these hexes, enemies fire on their ship as though it were flying through an enemy ship's hex with the following adjustments: for the purpose of determining which quadrant the attack targets, there is a 50:50 chance the attack comes from a Starfinder ship or a jinsul ship. The pilot of the ship entering the threat zone can attempt an Average Piloting check to avoid getting attacked while entering the area, provided that the pilot does not attempt any other stunts on the same turn. A starship ending its turn in one of these hexes may not attempt the Piloting check to avoid the attack.
★ --- ★ --- ★ --- ★
ENEMY SHIP SCANS
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
Continue rolling computers or mysticism if you want to know more!
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Power Core Pulse Red (175 PCU)
You learn everything above, plus one of the weapons.
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Attack (forward) maser (6d10)
Power Core Pulse Red (175 PCU)
You learn everything above, plus the next most powerful weapon
JINSUL SUPPLICANT-CLASS STARSHIP (2) TIER 6
Medium transport Speed 10; Maneuverability average (turn 2); Drift 1
AC 20; TL 21 HP 85; DT —; CT 17 Shields light 70 (forward 25, starboard 15, port 15, aft 15)
Attack (forward) maser (6d10)
Attack (turret) linked coilguns (8d4)
Power Core Pulse Red (175 PCU)
If you get above this, I’ll give you more information!
★ --- ★ --- ★ --- ★
★ --- ★ --- ★ --- ★
Piloting Initiative:
Naylor Piloting: 1d20 + 21 ⇒ (14) + 21 = 35
Blue Jinsul Pilot: 1d20 + 18 ⇒ (17) + 18 = 35
Sky Jinsul Pilot with Malfunctioning Power Core: 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 18
★ --- ★ --- ★ --- ★
Team Jinsul once again moves first!
★ --- ★ --- ★ --- ★
STILL TO ACT
If your dice roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
Compucast
|
Base shields: Shields medium (T:160; forward 40, port 40, starboard 40, aft 40)
After round 1 Shields medium (T:101; forward 00, port 21, starboard 40, aft 40)
Engineer restores 12 forward shields (T:113; forward 12, port 21, starboard 40, aft 40)
Post rebalance (T:113; forward 41, port 21, starboard 40, aft 11)
After round 2 combat (T 41: forward: 5; port 21, starboard 4; aft 11)
"I recommend we try to keep our port side facing one of them." comes the comment from the science officer. "It's the only shield with any realistic chance of holding against one of their volleys."
I'll almost certainly rebalance, depending on where we end up
balance shields DC 22: 1d20 + 19 ⇒ (10) + 19 = 29
The vesk starts the process of keeping the Drake's shields as close to "up" as he can manage.
| GM Hmm |
ENGINEERING and HELM PHASE -- TEAM JINSUL
Blue Jinsul Engineering: 1d20 + 13 ⇒ (18) + 13 = 31
Blue Jinsul Computers: 1d20 + 15 ⇒ (16) + 15 = 31
Blue Jinsul Pilot: 1d20 + 18 ⇒ (14) + 18 = 32
Sky Blue Jinsul Engineering: 1d20 + 13 ⇒ (13) + 13 = 26 PATCH FAILS
Sky Blue Jinsul Computers: 1d20 + 15 - 8 ⇒ (6) + 15 - 8 = 13
Sky Blue Jinsul Pilot: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30
Despite its still-wrecked power core, Sky's Pilot is able to heroically evade. The the ship limps along, trying to take advantage of the chaos of nearby ship battles.
Meanwhile, Blue flies in aggressively to engage your ship.
Jerris "Maverick" Sakai
|
How did we hit their front quadrant I thought we were firing on their port quadrant?
| GM Hmm |
I messed up the shield you fired in. But rather than rewinding all the effects from a wrecked power core, we'll just let my bad call stand for now since it was in the party's favor. Fair?
Jerris "Maverick" Sakai
|
Certainly fair.
Zeyram
|
"I don't think I've seen a Jinsul ship flee before..."
"Although I can't be sure on these ships, in general Jinsul ships don't have much in the rear arc for weaponry. We could probably pursue the fleeing vessel to finish it off and the other ship wouldn't be able to do much about it." Zeyram notes.
"It might give something for our aft laser net to shoot at too!"
He starts preparing firing solutions for the missile.
Will auto aid on antimatter missile.
Looks like the Jinsul have moved.
Naylor
|
Naylor is slightly flustered at the sudden change and tries to quickly assess the situation. An internal debate takes place regarding pursuing the ship they have so severely damaged in the hopes of finishing it off, versus facing the greater menace. One thing sticks out from the chatter, keep them on the port side.
"Our port to their starboard," calls Naylor. "Have at 'em!"
Piloting to evade vs DC 22: 1d20 + 21 ⇒ (12) + 21 = 33
Zeyram
|
Seeing what Naylor is doing, Zeyram quickly revises his firing solutions for the missile. "...or we could do that." is his only comment on the maneuver.
| GM Hmm |
HELM AND ENGINEERING SO FAR -- TEAM STARFINDER
Compucast rebalances the shields. Zeyram encourages. Naylor positions their Port to the Jinsul's Starboard.
Still Awaiting Spanner and Chivix
Compucast
|
"Redirected aft shields to the starboard." notes Compucast.
"As I have no faith that fleeing ship won't leave us a parting gift. Spanner if you can bolster the Starboard shields some more as well that would be prudent."
Base shields: Shields medium (T:160; forward 40, port 40, starboard 40, aft 40)
R1 combat Shields medium (T:101; forward 00, port 21, starboard 40, aft 40)
R2 Engineer restores 12 forward shields (T:113; forward 12, port 21, starboard 40, aft 40)
R2 rebalance (T:113; forward 41, port 21, starboard 40, aft 11)
R2 combat (T 41: forward: 5; port 21, starboard 4; aft 11)
R3 rebalance (7 from aft to starboard) (T 41: forward: 5; port 21, starboard 11; aft 4)
"Soon there will be too little energy in the shield system to make this worthwhile. I may join Spanner in engineering, or would you prefer my locking our weapons onto them?"