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Speaker for the Dead tries to use a calming tone to ease tensions in the room. "Although it seems indisputable that an attempt was made to disrupt the re-enactment, we should not rush to hasty conclusions until a full investigation is conducted. If nothing else, I can assure that my fellow Starfinders were not involved."
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

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"The Lashunta were not involved with this I promise you. Felzhen was embittered from the onset, sitting alone in the camps. I believe it likely that whoever paid him took advantage of his impending student debt, but I do not believe there is any evidence pointing to the Lashunta. My colleagues and I nearly took casualties apprehending Felzhen, why would they place their entire delegation in danger like that?"
Diplomacy+Expertise: 1d20 + 6 + 1d6 ⇒ (10) + 6 + (5) = 21

The Bot Behind the Screen |

The Lashunta envoy continues their entreaties. "We can help find who was behind this if you would simply let us investigate..."
The Formians soften a bit at Speaker and Raelis's descriptions of the situation and finally invite a few of the Lashunta engineers to join the Formians in analyzing the skull. They speak with Felzhen... with several weapons leveled at him... and after 10 minutes of further discussion one of them speaks up. "It seems as though this skull also acts as a transmitter to a ship in orbit."
A formian flips around his computer for all of you to see. A ship in orbit around Castrovel appears to be the receiver for this transmitter. One of the Lashunta nods as she looks it over. "We must intercept the ship and retrieve this weapon."
With that the formians begin to bristle. "And leave you in control of the weapon? Absolutely not!"
Zusurra pipes up, "Perhaps a neutral third part?" She eyes the Starfinders pointedly.
Jontane grins and nods. "I do believe we can provide quick transport to your vehicle if you are willing."
Now might be a good time to remind each other on your preferred starship roles, and what starship boons you are bringing to the table.

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I don't have any starship boons with this PC. As for role . . . well . . . I'm not going to be particularly good at anything. I guess Captain, or maybe a secondary Gunner.

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"Oh, sure! Anything to leave this, uh "exotic", endeavour, as soon as possible!"

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I call dibs on the guns!
He looks at the formians and lashunta.
Umm... do you guys really distrust each other that much that you can't even trust each other with a weapon of mass destruction? Now that I say that out loud..... nobody heard anything I said except for the guns part.

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Lexicor expresses visible interest at the chance to travel back into space.
It would be prudent to have a trustworthy third party to act as mediator in this investigation. And we are definitely willing and able to fulfill the prescribed duties as well as anyone you will be able to find on such short notice. As the odds have it, I would call that a win-win-win.
+8 pilot, computers, engineering...all the same to me.

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Vecro simply nods at the idea for the Starfinders to intercept the ship. He is interested to discover who stays behind this mess.
He goes towards the exit and heads towards the pickup place.

The Bot Behind the Screen |
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The Formians look somewhat sheepish at Laanok's observation. "We... trust each other enough to agree that we would be best to trust you. That is... significant progress over where we were just a few generations ago."
Given the emergency situation, your ship is cleared for takeoff in about as much time as it takes you to buckle up, and before you even have time to let the whole situation sink in, you find yourselves closing on the signature of the vessel in orbit around Castrovel. The starship's transponder gives the name 'Better Days' and is a heavy freighter sporting architecture that resembles a large satellite dish with its antennae pointing down. The bridge is easily seen on the apex of the convex side of the ship. It is an ugly ship, resembling a
working prototype rather than an established manufactured line. Nearly immediately upon closing to scanning distance, the Better Days maneuvers towards you, weapons charging.
Distance: 3d6 + 5 ⇒ (1, 1, 4) + 5 = 11
Round 1:
Enemy Initiative: 1d20 + 7 ⇒ (15) + 7 = 22Engineering Phase:
Enemy Engineer: Boost Weapons: 1d20 + 5 ⇒ (5) + 5 = 10Bolded have not acted yet:
Lexicor
Vecro
Laanok
Vaal
Speaker
Raelis
Everyone can go ahead and post their actions. Please put your die rolls in spoiler tags, and only look at spoilers for phases that occur before your action. I believe the pilot is Lexicor, but since I didn't have confirmation on that I haven't rolled your initiative yet. Usually I roll both sides initiative to get movement order decided quickly. Once you roll, if you didn't beat the enemy initiative go ahead and move.

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Vecro sits on the gunner chair and turns on 4 hands UI optimization. He looks at the ship and aims.
"It seems that I locked the target first, so let me shoot the torpedos this time." As his hands select the guns to shoot this time. With aid from the computer he locks the enemy starship.
"Starship locked... torpedos launched!"
Attack, computer bonus: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage, torpedoes: 4d8 ⇒ (1, 8, 4, 2) = 15

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Raelis sits uncomfortably in the captains chair, having never captained during a combat mission before and she looks around uncertainly.
"Pilot maneuver us into an advantageous position!" Whatever that looks like.
Encourage: Diplomacy+Expertise: 1d20 + 6 + 1d6 ⇒ (4) + 6 + (2) = 12 Fail

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Vaal Noor activates the science officer systems on his computer and directs the ships’ budget medium-range sensors towards the enemy. “Now, tell us all your secrets!”
Round 1 Helm Phase
DC 5 + 1,5 x enemy ship tier + enemy ship defensive countermeasures
Solid start

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Speaker for the Dead hears whispers of those long departed, no longer bound by space or time. "Pilot, this one suggests a .37 degree angle of attack relative to universal axis plane."
Using the "Precognition" action in the engineering phase to attempt to give the pilot a +2 bonus to their Piloting check at the beginning of the helm phase to determine piloting order. The DC for this check is 10 + 1.5 times our starship's tier.
Mysticism: 1d20 + 9 ⇒ (13) + 9 = 22

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Lexicor takes his post at the pilot station or helm and accustoms himself with the controls
”A typical layout in standard control clusters. “
The Android nods at the advice provided by the other officers.
”Acknowledged “
Pilot : 1d20 + 8 ⇒ (15) + 8 = 23
.
None of the aids were included , just his base roll

The Bot Behind the Screen |

Round 1:
Engineering Phase:
Enemy Engineer: Boosted Weapons (Failed)Helm Phase:
Enemy Initiative: 22
Lexicor Initiative: 23+2
Enemy Pilot: Evade: 1d20 + 10 ⇒ (12) + 10 = 22
Lexicor Pilot: ???
Magic Officer: Speaker for the Dead - Precognition (Success)
Captain: Raelis - Encourage (Failed)
Science: Vaal - Scan (1 piece of information)Gunnery:
Vecro (Firing torpedo)
Laanok ???
Enemy: ???Remaining actions:
Lexicor's maneuver
Laanok
Also, the pilot can go ahead and roll next round's initiative as well
Vaal begins a scan of the enemy vessel and doesn't get much info... however he does notice that there are no occupants on the ship whatsoever... It seems to be operating on AI alone! That should make it a little more... predictable. Enemy moved, Starfinders can move now. Thanks to the predictable AI, you all now have +2 to all checks against the Better Days.

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Lexicor will pursue the evading ship (not sure what that maneuver will be....looking it up).
They appear to be operating very logically. Almost entirely too much so.
pilot: 1d20 + 8 ⇒ (1) + 8 = 9
And does he need another pilot roll for next round too?
pilot: 1d20 + 8 ⇒ (3) + 8 = 11
And now our ship is operating very erratically. Some of these buttons were not calibrated according to specs.

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Laanok considers which weapons would be most effective.
Sorry - first combat in space...ever. What exactly are the choice of weapons available on our ship...are there more torpedoes or cannons somewhere?
I will be right there, Vecro. Save some for me!
gunner: 1d20 + 2 ⇒ (20) + 2 = 22

The Bot Behind the Screen |

Sorry, meant to link the starship stats in the Combat log.
Critsmas: 2d100 ⇒ (2, 64) = 66
Captain: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Enemy Attack, Missile/Gun: 1d20 + 5 - 4 + 1 ⇒ (1) + 5 - 4 + 1 = 31d20 + 5 - 4 + 1 ⇒ (10) + 5 - 4 + 1 = 12
Wow...
The two ships face each other, prow to prow, and unload on one another. When the debris clears several power fluctuations emanate from the Better Days as it clearly is beginning to experience malfunctions... which may explain the horrible targeting it has... who knows?
Enemy Pilot Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
Everyone can act, Lexicor moves first.

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Lexicor continues with his methodical approach to piloting the ship despite the adjustments on the controls.
Weapons teams, we need that ship down while it is struggling and before it can return effective fire.
pilot: 1d20 + 8 ⇒ (2) + 8 = 10
But the android continues to adjust the fine trim on the controls rather than course corrections.

The Bot Behind the Screen |

Round 2:
Enemy Vessel:
Basic Information:
BETTER DAYS TIER 1
Heavy freighter
Speed 6; Maneuverability average (+0 Piloting, turn 2); Drift 1
Starfinder Vessel:
STARFINDER SOCIETY DRAKE TIER 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC1214; TL1214
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) gyrolaser (1d8)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk12 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods
Modifiers+1+2 to any three checks per round;
Complement 4–7
Special:
Enemy Captain (Init 28): Encourage Pilot (DC 10): 1d20 + 7 ⇒ (9) + 7 = 16
Stafinder Captain (Init 11):Engineering:
Enemy Engineer: Divert (Shields) DC 11: 1d20 + 5 ⇒ (20) + 5 = 25
Starfinder Engineer:
Starfinder Magic Officer:Helm:
Enemy Science Officer:
Starfinder Science Officer:
Enemy Pilot:
Starfinder Pilot: Lexicor - FailGunnery:
Enemy Gunner(s):
Starfinder Gunner(s):

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Vecro throws to Laanok
"Nice shoot! Now you may take the torpedos, I will use the lesser guns."
Vecro tries to use his four hands to aim two guns at the same time.
"Let us see if how this goes."
Attack, fire at will: 1d20 + 5 + 2 - 4 ⇒ (1) + 5 + 2 - 4 = 4
coilgun: 4d4 ⇒ (3, 1, 3, 3) = 10
Attack, fire at will: 1d20 + 5 + 2 - 4 ⇒ (15) + 5 + 2 - 4 = 18
gyrolaser: 1d8 ⇒ 5

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Inwardly pleased that his first taste of battle in space is going so well, Speaker for the Dead again asks the spirits for advice and relays directions to the pilot.
Using the "Precognition" action in the engineering phase to attempt to give the pilot a +2 bonus to their Piloting check at the beginning of the helm phase to determine piloting order. The DC for this check is 10 + 1.5 times our starship's tier.
Mysticism: 1d20 + 9 ⇒ (6) + 9 = 15

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Sorry, Lexicor was just performing the basic 'maneuver' maneuver, trying to help the gunners bring all weapons into firing arcs.
Bringing the ship around for another shot...

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Encourage Pilot: 1d20 + 6 + 1d6 ⇒ (11) + 6 + (2) = 19
"Good job adjusting to the ships controls Lex, keep it up."
She looks toward the gunners with a nod as well, thankful for their accuracy.

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“A little further now, perhaps?”
Round 2 Helm Phase
DC 5 + 1,5 x enemy ship tier + enemy ship defensive countermeasures

The Bot Behind the Screen |

Round 2:
Enemy Vessel:
Basic Information:
BETTER DAYS TIER 1
Heavy freighter
Speed 6; Maneuverability average (+0 Piloting, turn 2); Drift 1Defenses:
AC 12; TL 10
HP 28/45; DT —; CT 9
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Power Core Pulse Gray (100 PCU);Weapons:
Attack (Forward) light laser cannon (2d4; 5 hexes)
Attack (Turret) light torpedo launcher (2d8; 20 hexes)
Starfinder Vessel:
STARFINDER SOCIETY DRAKE TIER 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC1214; TL1214
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) gyrolaser (1d8)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk12 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods
Modifiers+1+2 to any three checks per round;
Complement 4–7
Special:
Enemy Captain (Init 28): Encourage Pilot - Success
Stafinder Captain (Init 11): (Raelis) Encourage Pilot - SuccessEngineering:
Enemy Engineer: Divert to Shields - Success
Starfinder Engineer: N/A
Starfinder Magic Officer: (Speaker) - Precognition - SuccessHelm:
Enemy Science Officer: Scan: 1d20 + 12 ⇒ (12) + 12 = 24
Starfinder Science Officer: (Vaal) Scan - Success
Enemy Pilot: Maneuver: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Starfinder Pilot: (Lexicor) Maneuver - FailGunnery:
Enemy Gunner(s): Missile, Coilgun: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 111d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Starfinder Gunner(s): Laanok and Vecro
Despire Speaker's foresight, Vecro is unable to outmaneuver the AI and finds himself in an undesirable arc... at least according to Vaal's latest readout (Enemy ship stats updated with new info) Nonetheless, Vecro and Laanok make do with what they have and exchange fire with the drone. Once again the drone's shots go wide. Vecro has a difficult time getting a good lock on the deftly maneuvering foe, but Laanok sends another torpedo straight into it's recently regenerated front shields.
Crit: 1d100 ⇒ 73
[ooc]Updating my tracker, but everyone can act again.

The Bot Behind the Screen |

Crit #2: 1d100 ⇒ 66
A gout of flame erupts from the Better Days' engines and it ceases moving altogether, although the guns continue to track.
Round 3:
Enemy Vessel:
Basic Information:
BETTER DAYS TIER 1
Heavy freighter
Speed 6; Maneuverability average (+0 Piloting, turn 2); Drift 1Defenses:
AC 12; TL 10
HP 15/45; DT —; CT 9
Shields basic 20 (forward 5, port 4, starboard 3, aft 3)
Power Core Pulse Gray (100 PCU);Weapons:
Attack (Forward) light laser cannon (2d4; 5 hexes)
Attack (Turret) light torpedo launcher (2d8; 20 hexes)
Starfinder Vessel:
STARFINDER SOCIETY DRAKE TIER 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC1214; TL1214
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) gyrolaser (1d8)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk12 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods
Modifiers+1+2 to any three checks per round;
Complement 4–7
Special:
Enemy Captain (Init Autofail): Encourage Gunner: 1d20 + 1 - 2 ⇒ (19) + 1 - 2 = 18
Stafinder Captain (Init Autowin): (Raelis) - ???Engineering:
Enemy Engineer: Hold it together: 1d20 + 5 ⇒ (10) + 5 = 15 (Fail)
Starfinder Engineer: N/A
Starfinder Magic Officer: (Speaker) - ???Helm:
Enemy Science Officer: Balance: 1d20 + 12 ⇒ (5) + 12 = 17 (Pass)
Starfinder Science Officer: (Vaal) - ???
Enemy Pilot: Evade: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Starfinder Pilot: (Lexicor) - ???Gunnery:
Enemy Gunner(s): ???
Starfinder Gunner(s): Laanok and Vecro - ???
Enemy ship has to move first and is stuck in place. You have free reign.

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"It may be a heavy freighter, but to us it's a lightweight fighter! Smack it around a bit more and it's finished!"
Round 3 Helm Phase
DC 5 + 1,5 x enemy ship tier + enemy ship defensive countermeasures

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Laanok switches his targeting computer back to his trusty coilgun
” let’s sell this freighter for scrap parts once we are finished. I bet it has good computers...... for now.“
Gunnery : 1d20 + 2 ⇒ (4) + 2 = 6
Damage, coilgun : 4d4 ⇒ (3, 3, 3, 4) = 13
” DANGIT WHO PUT ARMOR ON THAT DANG SHIP!!!!!“
Somehow you figure he is really angry. I wonder how.

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Lexicor adjusts the trim once more on the controls
Pilot: 1d20 + 8 ⇒ (10) + 8 = 18
Evasive maneuver
.
”An improvement at least. “

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Speaker for the Dead watches the unfolding battle with curiosity.
I'm not going to roll this round, as it looks like Piloting checks are no longer a concern and there's not much else I can add from my current position.

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@Speaker for the dead, Laanok took coilgun this round, which means that Vecro will shoot torpedos. There is a gyrolaser that may be used;) 1d8 dmg but unlimited ammo ;)
Vecro spots what Laanok is doing so once again he takes over torpedos. Intensively he looks at the screen trying to not miss with that weapons.
Attack, computer aid: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage, torpedos: 4d8 ⇒ (7, 1, 4, 4) = 16

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@Vecro--thanks, but I think we've got this situation well-in-hand :)

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"Great job everyone, Vecro lets make sure those torpedoes find vulnerable spot."
Encourage Verco: 1d20 + 6 + 1d6 ⇒ (18) + 6 + (1) = 25

The Bot Behind the Screen |

Will update tonight, but in the meanwhile
Lexicor: I saw your evade roll (which succeeded), where did you want to move your ship?
Speaker: Landing another hit would mean the end of the encounter =P. Also don't forget that there are open crew actions as well.

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@GM: If my lost 1d8 damage means the difference between us winning or dying in a horrible TPK, I'll buy the whole group a beer ;)

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Considering all actions are on the board, I'm going to assume the GM meant that literally and it might actually mean ending the encounter, what can it hurt to just take the action?

The Bot Behind the Screen |

I was suggesting the attack since the d8 could have saved me a round of updates.
Round 3:
Enemy Vessel:
Basic Information:
BETTER DAYS TIER 1
Heavy freighter
Speed 6; Maneuverability average (+0 Piloting, turn 2); Drift 1Defenses:
AC 12; TL 10
HP 4/45; DT —; CT 9
Shields basic 20 (forward 0, port 4, starboard 3, aft 3)
Power Core Pulse Gray (100 PCU);Weapons:
Attack (Forward) light laser cannon (2d4; 5 hexes)
Attack (Turret) light torpedo launcher (2d8; 20 hexes)
Starfinder Vessel:
STARFINDER SOCIETY DRAKE TIER 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC1214; TL1214
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) gyrolaser (1d8)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk12 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods
Modifiers+1+2 to any three checks per round;
Complement 4–7
Special:
Enemy Captain (Init Autofail): Encourage Gunner - Pass
Stafinder Captain (Init Autowin): (Raelis) - Encourage Vecro - PassEngineering:
Enemy Engineer: Hold it together - fail
Starfinder Engineer: N/A
Starfinder Magic Officer: (Speaker) - N/AHelm:
Enemy Science Officer: Balance Shields - Pass
Starfinder Science Officer: (Vaal) - Target PCU - Pass
Enemy Pilot: Autofail
Starfinder Pilot: (Lexicor) - Evade - PassGunnery:
Enemy Gunner(s): Gunnery, FAW: 1d20 + 5 - 4 + 1 + 2 ⇒ (2) + 5 - 4 + 1 + 2 = 61d20 + 5 - 4 + 1 ⇒ (19) + 5 - 4 + 1 = 21
Starfinder Gunner(s): Laanok and Vecro - Hit w/ Missiles for 16
Damage to Starfinders: 2d4 ⇒ (4, 3) = 7
A single shot rocks the drake but the shields hold. The Better Days however, has seen... well... better days. It barely holds together after another missile shatters it's fore shields yet again.
Round 4: Everyone can act

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"Oops, my hands slipped!"
Seeing the enemy vessel on its last legs, Vaal Noor grabs the gunnery controls and launches a missile towards the foe.
High explosive missile launcher: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 4d8 ⇒ (4, 8, 2, 4) = 18
"Well, that takes care of it - let's grab the wreckage and see what we can gather from the computer!"

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”YESSSS!!!!! you showed that hunk of junk who’s boss. let’s see what we can salvage from it. “
He goes into the cargo hold of the drake, returning with several space suits.
”let’s go! “

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Vecro keeps shooting, it ain't over until it's over. He aims at the damaged ship and fires the coilgun
Attack, computer bonus: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Coilgun: 4d4 ⇒ (1, 1, 4, 3) = 9

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Lexicor will continue flying (at this point not sure if ship position matters, but will move to within optimum range).
pilot: 1d20 + 8 ⇒ (20) + 8 = 28 for fancy stunt (not sure what that would be - victory roll or something).
Finishing it off would be prudent.
Too bad that was not my boon roll!

The Bot Behind the Screen |

Gunnery: 1d20 + 5 - 4 + 1 ⇒ (8) + 5 - 4 + 1 = 101d20 + 5 - 4 + 1 ⇒ (17) + 5 - 4 + 1 = 19
Damage: 2d4 ⇒ (4, 2) = 6
The two ships exchange fire, resulting in a disabled Better Days, and a small scratch on the side of the Drake. The ship falls silent, weaponry and engines fried leaving it open to be boarded.

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"Excellent job everyone!" Raelis says eagerly giving up the captains chair.
"Lex can you bring is in so we can take a look at the ship, maybe we'll find some information on board."

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”CAN WE GO NOW?!? I’VE BEEN WAITING FOR LITERALLY FIVE SECONDS! LETS GO ASAP AS IN NOW.“
He impatiently activates his environmental protections and starts waiting. In the meantime, he suggests Vaal scan the ship for life forms, transmitted signals, and shoddy or sketchy metal/traps.
”OK MAYBE WE CAN DO ONE QUICK SCAN BUT THEN WE GO! “

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Lexicor nods and attempts to bring the ship around in preparation of boarding
”Undoubtedly this became much less difficult now that the shooting has ceased. “
Pilot : 1d20 + 8 ⇒ (11) + 8 = 19 as he maneuvers the Drake in to dock.

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"The initial scan showed this was an uncrewed vehicle, there shouldn't be any problems when boarding. This is just a smash and grab, and we've done all the smashing already!"
Well, just in case... any Security systems? Self-destruct?
Computers: 1d20 + 10 ⇒ (13) + 10 = 23