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

Game Master BretI

Maps


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Agent's Respite: Once during the adventure, each PC can reroll a failed attack roll, save, or skill check.

With respect to Full Speed:
However, because the vehicles are all moving at high speed, the differences in speed cancel out somewhat, so combatants take the normal penalty instead of the higher penalty for full speed.

Second Seekers (Jadnura)

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

From the turret position of the second car, Orrian tries to steady the turret as the group drives ahead.

"Are we shooting at these guys? That's the plan?"

If shooting is the plan:

Advanced Gen X Gun at full speed: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Damage: 2d12 ⇒ (4, 4) = 8

Exo-Guardians

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

Zarg responds over the comms. "Yer gonna shoot em. We're gonna drive up next ta 'em and smack em around a bit!"

He yells at Gunnz. "Think ya can bring us right in front o' em? Ah've gotta spell that'll do em good but ah dun wanna catch us innit too."

For the meanwhile he takes aim and unleashes a barrage of magic missiles to batter the vehicle. Assuming they're within 150 ft

Full Round Magic Missile: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

If they are further than 150 ft:

Autodisabler fishing for Crits: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 subtract range penalty as appropriate

Wayfinders

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

"Alright!" says Gunnz as she, ahh, guns the engine.
Rrrrrrrrrrrwwwwwwwwwwwwwwwwwwwwww" agrees the cruiser as it leaps in pursuit of the truck.

Flooring the accelerator Like, she knows any other tactics Gunns heads for the tunnel, keen to catch up with the truck.

Speedup, tunnel, cruiser, DC 22: 1d20 + 18 + 2 + 2 ⇒ (1) + 18 + 2 + 2 = 23

Luckily the tunnel confuses the other driver, and Gunnz quick reactions (and not putting on the headlights) allows her to catch up. Though not without terror and bladder inducing moments of terror for those in the car, when she accidently steers into the lane of oncoming traffice to bypass a slow driver.

Acquisitives

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

Srurdez pushes various buttons at random on the control panel for the autodisabler, gripping his axe with the other hand, clearly keen on one option over the other.

Full Attack /w non-proficiency penalty:

Go Crit Fish!
1d20 + 5 - 4 - 4 ⇒ (16) + 5 - 4 - 4 = 13
1d20 + 5 - 4 - 4 ⇒ (10) + 5 - 4 - 4 = 7


Gunnz, what is the extra +2 for? The first +2 is for the vehicle.

Gunnz believes in digital acceleration, all on or all off. Mostly all on. The vehicle rockets in pursuit of the hover truck. She doesn’t fall behind, but she doesn’t fall behind either.

Conrad moves at a much more sensible rate.

Conrad’s vehicle is too far behind, neither he nor the people in his vehicle can shoot at the fleeing vehicle.

Zargothrax uses a spell on the other vehicles driver, a female Pahtra.

Srurdez fails to hit with any of his shots.

——
Intersection: No one there

Tunnel: Conrad’s vehicle.
Split Routes: Tunne (shortcut: +2 to Piloting to keep pace or speed up, or +2 to trick action), or surface street (-1 to Piloting compared to Tunnel)

Heavy Traffic: Gunnz’s vehicle
Altered Attacks: vehicle gridlock (cover);
Active Hazard: oncoming traffic (must evade or vehicle takes 5d8 damage);
New Tricks: hack traffic signals (altered movement gives pursuers –2 to Piloting)

Construction: Sivi’s Grab ‘N Grub
Altered Movement: closed lanes (–4 to Piloting);
New Tricks: jump ramp (altered movement gives vehicle +4 Piloting checks to speed up)

——

Sivi Evade DC 18: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22

Wayfinders

Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Our car doesn't move forward one?

    Bloody hell. Hang on to your butts, I have to try and make up some distance here!" Conrad regrips the wheel, his fingers finding purchase one after the other like a wave. He slams the accelerator. "Desna, I hope you're smiling...."

    Pilot (Speed Up): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27


    First Seeker Luwazi Elsebo once again summons her chosen agents to the Hall of Discovery. Workers bustle about the chamber, oblivious to the urgent meeting taking place. Luwazi addresses the gathered agents.

    “Congratulations,” she begins, grinning proudly. “You’ve met the objectives outlined in my first meeting. Thanks to your hard work, the AbadarCorp board refused to pass the vote of no-confidence Datch initiated against Iseki-Okaibo. The executive archdirector’s position is secure, and our new allies proposed a counter-motion to remove Datch from her position, pending investigation.” Luwazi pauses for a moment to savour the first true victory over her adversary.

    “Datch isn’t the sort to cooperate with an investigation, unfortunately. As I predicted, Datch already fled to her private hideout, a secure compound orbiting Verces. She’s absconded with an armada of automated battle drones, and I’m sure that’s not her only line of defence. Thanks to the evidence you helped collect, the Stewards have authorized the Society to engage the drones and oversee Datch’s arrest.” Luwazi glances around at her assembled teams, an expression of triumph on her face.

    “Starfinders, this is our first opportunity to act against Datch directly. I know many of you want this, so I don’t need to tell you how important this mission is. Using the elevation ceremonies as cover should give us the element of surprise, but let’s not waste any more time. Travel to Verces immediately, and be ready for anything.”

    Table GMs, Part Three has begun.


    Oops! My mistake! Yes all cars should have moved forward one.

    In response to the announcement, you are told to break off the chase and report to the docking bays to get your ship.


    After obtaining special permissions from the Stewards to act against Datch, Luwazi sends you to Verces for the final step in her plan to take down Datch. An ominous cloud of countless drones forms a barricade between the Starfinders fleet’s positions and the orbital compound.

    Ahead you see a barrier of drones preventing you from reaching Datch's compound. Looks like it is time to turn some drones into scrap!

    Preparing the Starship combat. I will post again once it is set up correctly.
    You did have an 8 hour rest before starting this.


    Map set. Reworking my Starship template to handle two opponents.

    Red Drone pilot initiative: 1d20 + 15 ⇒ (19) + 15 = 34
    Yellow Drone pilot initiative: 1d20 + 15 ⇒ (11) + 15 = 26

    Neither drone appears to take an action in Engineering Phase.

    Wayfinders

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

    The extra +2 was due to taking the tunnel, it said +2 to pilot checks

    Gunnz smiles as she slides into the sweet pilots seat of the Pegauss once again.

    "Pity about the road block at the end of the tunnel. Oh well, win some..."
    And then she sets the Pegasus on a set of intercept rolls.
    pilot, node, ship: 1d20 + 18 + 3 + 2 ⇒ (10) + 18 + 3 + 2 = 33
    Gahhh, move between their moves. Not ideal.


    Yellow Drone has moved

    Yellow Scan: 1d20 + 10 ⇒ (11) + 10 = 21

    Exo-Guardians

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

    Silly question... is there any reason why we cant just attempt to run the barricade? I mean... we are stupid fast and all.

    "Hah! Little teeny drones! Ah reckon there just gonna be speed bumps. Prepare for ramming speed!"

    Only got 5 nukes left, so trying not to use 'em if we don't have to.

    Science Officer (Scan):

    Computers to Scan: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19


    Zargothrax McDonald wrote:
    Silly question... is there any reason why we cant just attempt to run the barricade? I mean... we are stupid fast and all.

    There are an infinite number of drones. You only see two in your area because you chose a weak point to enter from and otherwise all the GMs would rage quit having to run that many ships.

    Wayfinders

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

    Gunnz pulls the Pegasus into a tight curve trying to get in behind the drone.
    evade: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32

    Second Seekers (Jadnura)

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

    Orrian will take the primary gun and a node again. He will hold off on using the nukes, at least initially.

    Gunnery:

    Gunnery: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
    I'm not sure which arc we'll end up in for targeting, but assuming we can fire from forward...
    Damage: 5d8 ⇒ (1, 2, 6, 1, 8) = 18

    Acquisitives

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

    Srurdez is there again in the depths of the ship, undoing Tall Sam's hard work in putting the ship back together again.

    Manual Realignment DC19: 1d20 + 15 ⇒ (6) + 15 = 21 success. Boosts the scan.

    Exo-Guardians

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

    Thomagar quickly hops back to his familiar gunnery station, opening fire open from a secondary weapon.

    (Assuming Orrian fires from the front weapon, Thomagar will fire whichever arc is facing an enemey.)

    Secondary Gunnery:

    gunnery: 1d20 + 7 ⇒ (1) + 7 = 8
    If there's a spare comuputer node this turn, +3.

    Exo-Guardians

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

    Recommended ConradBot action if it comes to it: Encourage main gunner (Orrian) which I believe cannot fail.

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • What time zone are you guys?

    Conrad leans forward in the chair, knuckles white and eyes on the prize, "Orrian, show the other Starfinders how it's done and blow this thing out of the sky." Can't fail.


    Sorry for the late update.

    Srurdez helps Zargothrax with the scan. The two of them get the following information on the nearest enemy drone.

    Basic Information:
    ASD-3 Victor Tier 4
    Tiny fighter
    Speed 12; Maneuverability good (turn 1); Drift none
    Complement 0 crew

    Defenses:
    AC 21; TL 20
    HP 40; DT —; CT 8
    Shields light shields 80 (forward 20, port 20, starboard 20, aft 20)
    Power Core Pulse White (140 PCU);

    Weapons:
    Attack (Forward) tactical nuclear missile launcher (5d8; 20 hexes)

    Gunnz does some crazy jinking, making it harder for the other ship to hit.

    Red quickly maneuvers to close in on the port side.

    Red Evade: 1d20 + 15 ⇒ (9) + 15 = 24
    Red Science Officer Scan: 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29
    Yellow Evade: 1d20 + 15 ⇒ (9) + 15 = 24
    Yellow Science Officer Scan: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16

    Light Particle Beam: 3d6 ⇒ (3, 4, 2) = 9

    Thom misses with the Laser Net.
    Conrad encourages Orrian.
    Orrian hits with the light particle beam in Red's forward arc for 9 damage.

    Red Gunner: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33
    Pegasus Laser Net: 1d20 + 10 ⇒ (1) + 10 = 11
    Red damage: 5d8 ⇒ (6, 8, 7, 8, 1) = 30

    Red hits with a tactical nuke, the laser net isn't able to react quickly enough to intercept.
    Red does 30 damage to the port side.
    Yellow doesn't fire.

    Crit on Pegasus: 1d100 ⇒ 70 Engines!

    Starship Combat Round 1

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 25, port 0, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus Shields: forward 25, port 0, starboard 25, aft 25
    Pegasus hull: 60/65
    Engines: Glitching!

    Computer nodes: Gunnz, Orrian

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Starfinder Engineer: None
    Srurdez Chief Mate: Manual Realignment success

    Helm Phase:

    Red Enemy Pilot initiative: 34
    Yellow Enemy Pilot initiative: 26
    Gunnz’s initiative: 33

    Red Enemy Science Officer: Scan success
    Red Enemy Pilot action: Evade success
    Yellow Enemy Science Officer: Scan success
    Yellow Enemy Pilot action: Evade success

    Gunnz’s Pilot action: Evade success
    Zargothrax Science Officer: Scan 19

    Gunnery:

    Orrian: Hit red forward for 9 damage.
    Thom: Miss.

    Red hit port for 30 damage.

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax
    Gunnz Pilot
    Conrad Captain
    Srurdez


    Neither Red nor Yellow have any engineering actions.

    Red Pilot Init: 1d20 + 15 ⇒ (13) + 15 = 28
    Yellow Pilot Init: 1d20 + 15 ⇒ (3) + 15 = 18

    Starship Combat Round 2

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 25, port 0, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus Shields: forward 25, port 0, starboard 25, aft 25
    Pegasus hull: 60/65

    Computer nodes: None

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Starfinder Engineer: None
    Srurdez Chief Mate:

    Helm Phase:

    Red Enemy Pilot initiative: 28
    Yellow Enemy Pilot initiative: 18
    Gunnz’s initiative:

    Red Enemy Science Officer:
    Red Enemy Pilot action:
    Yellow Enemy Science Officer:
    Yellow Enemy Pilot action:

    Gunnz’s Pilot action:
    Zargothrax Science Officer:

    Gunnery:

    Orrian:
    Thom:

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax
    Gunnz Pilot
    Conrad Captain
    Srurdez

    Exo-Guardians

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

    "Whell what thee eff?! That thing done nuked us!"

    Zargothrax leaps over to the engineering console to bring the shields back up.

    Engineering (Shields up!):
    Engineering: 1d20 + 12 ⇒ (11) + 12 = 23 Replenishing downed shield.

    Wayfinders

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

    Gunnz pulls the Pegasus around trying to get into a good position with the drones.
    init, pegasus, node, engines: 1d20 + 19 + 2 + 3 - 2 ⇒ (8) + 19 + 2 + 3 - 2 = 30
    Assuming that jinking engines also hits init

    Even with the engines on the blink, Gunnz is about to outwit the drones.
    Drones move first

    Sparks fly as the pegasus is rocked by the nuclear blast. "See what happens when I don't get time to put SMC on?" she says, reaching forward for a selection of combat music (tm).

    As soon as the music is safely on, Gunns sends the ship into a series of complex corkscrew rolls to try and throw the drones off target.

    Likely do an evade, depending on where they end up.

    "If you have them, SMOKE them" suggests the pilot.

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "Keep it up, and don't let them flank us. You got this!" Will continue to inspire Orrian to new heights of gunnery-fu. Can't fail.


    Red Pilot Back Off: 1d20 + 15 ⇒ (12) + 15 = 27
    Red Science Officer Scan: 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32

    Yellow Pilot Evade: 1d20 + 15 ⇒ (12) + 15 = 27
    Yellow Science Officer Scan: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31

    All succeed, moved ships.

    Will give a full update later, wanted to get this out so Gunnz could act.


    A burst of light accompanies the destruction of the first drone. The rush of victory is short lived, as two more of the furious machines immediately engage. The First Seeker’s abruptly speaks through the ship’s comm unit, “Don’t lose hope, Starfinders. Your friends have messages for you. I’m patching the first transmission through now.”

    The upbeat voice of Zo! blares through the speaker. “Greetings, future mega-celebrities! My studio just released the uncut edition of your episode of Pact World Warriors. I’ve got enough fan mail here for you to create another Liavarian moon.” Zo! clears his throat and begins reading from the fan submissions.

    “I heard you saved AbadarCorp execs on Castrovel from dangerous wildlife. Did you prepare a meal afterward just like in the Combat Cooking Extravaganza? You and Zo! should open a restaurant and call it Live Ingestion Extreme!”

    “I looooooooved your season, oh em gees! Starfinder merch when? Just take my credits already!”

    “It’s me, your biggest fan in the Veskarium. Here’s some pics of my pet squox’s litter. I hope it’s okay that I named them after you.”

    “I’m only six, but I want to be a Starfinder when I grow up. How do I join?”

    Zo! stops reading and remarks, “They’re all cheering for you. Oh, and if you take footage of your ongoing battle, I’d be happy to use that as promotional material for the release. Call me!”

    Wayfinders

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

    Gunnz pulls around behind the yellow drone, continuing to corkscrew the ship as she does so.

    evade: 1d20 + 19 + 2 - 2 ⇒ (2) + 19 + 2 - 2 = 21

    "Hold on, we are coming in behind it."

    More sparks fly and the standard array of unsecured cupboards slam open, spilling yet more AbdarFlakes across the galley. Who keeps stocking them anyway?

    init for next round (extra +2 if engines are fixed),ship, node, jinking engines: 1d20 + 19 + 2 + 3 - 2 ⇒ (8) + 19 + 2 + 3 - 2 = 30

    "Zo! never misses a chance... Call him? Maybe."
    She changes the music to a slightly slower track.


    Zargothrax manages to restore energy to the port shield.

    Conrad encourages Orrian to hit with the best weapon.

    Gunnz isn't quite as unpredictable a flyer this time as she is known for. That engine glitch is interfering!

    Starship Combat Round 2

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 25, port 10, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus Shields: forward 25, port 10, starboard 25, aft 25
    Pegasus hull: 60/65
    Pegasus engines: Glitching

    Computer nodes: Gunnz

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Zargothrax Engineer: Divert 10 Power to Port Shield
    Srurdez Chief Mate:

    Helm Phase:

    Red Enemy Pilot initiative: 28
    Yellow Enemy Pilot initiative: 18
    Gunnz’s initiative: 30

    Red Enemy Science Officer: 32
    Red Enemy Pilot action: Back Off success
    Yellow Enemy Science Officer: 31
    Yellow Enemy Pilot action: Evade success

    Gunnz’s Pilot action: Evade Failure
    Starfinder Science Officer:

    Gunnery:

    Orrian: +2 from Conrad’s encouragement
    Thom:

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner

    Zargothrax Engineer
    Gunnz Pilot
    Conrad Captain
    Srurdez

    Exo-Guardians

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

    Thomagar grimaces every so slightly at the shot he triggered hitting the fire button way too early, but serenity quickly descends. He takes careful aim and fires again.

    (Assuming Orrian fires from the front weapon, Thomagar will fire whichever other arc is facing an enemey.)

    Secondary Gunner:

    gunnery: 1d20 + 7 ⇒ (16) + 7 = 23
    If there's a spare comuputer node this turn, +3.

    Second Seekers (Jadnura)

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

    Feeling encouraged, Orrian claims a node and fires again from the front!

    Gunnery:

    Firing: 1d20 + 9 + 3 + 2 ⇒ (1) + 9 + 3 + 2 = 15
    Damage: 5d8 ⇒ (5, 4, 4, 3, 8) = 24


    The crackle of static signals another incoming transmission. “Hello! Can you hear me?” asks a timid voice. “I’m Riika. You probably don’t remember me, but I’m one of the kiriintas you helped on Stabrisis-14. You inspired me to visit the Pact Worlds. I love it here. I even got a job as a researcher for an expedition studying the flora of the Liavaran moons. I came to Absalom Station on my vacation to personally thank you for expanding my horizons. I want you to know that even though I heard some nasty rumors about the Starfinder Society, I don’t believe any of them.”


    Srurdez decides that sending extra power to the weapons at the same time as Zargothrax is sending it to the shields might be good.

    Chief Mate: Maintenance Panel: 1d20 + 15 ⇒ (14) + 15 = 29 Success


    Srurdez gives a little boost to the weapons systems.

    Orrian misses with their shot.
    Thom doesn't have a weapon in arc to fire.

    You were reserving the nukes as I recall.
    Both Red and Yellow are in your front arc and the turret is the nuke.

    Yellow fires their rear gyrolaser and your forward shield for 3 damage.
    Gunnery: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
    Gyrolaser: 1d8 ⇒ 3

    Red does not fire.

    Starship Combat Round 2

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 22, port 10, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus current AC 20 TL 22 (includes pilot ranks)
    Pegasus Shields: forward 22, port 10, starboard 25, aft 25
    Pegasus hull: 60/65
    Pegasus engines: Glitching

    Computer nodes: Gunnz, Orrian

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Zargothrax Engineer: Divert 10 Power to Port Shield
    Srurdez Chief Mate:

    Helm Phase:

    Red Enemy Pilot initiative: 28
    Yellow Enemy Pilot initiative: 18
    Gunnz’s initiative: 30

    Red Enemy Science Officer: 32
    Red Enemy Pilot action: Back Off success
    Yellow Enemy Science Officer: 31
    Yellow Enemy Pilot action: Evade success

    Gunnz’s Pilot action: Evade Failure
    Starfinder Science Officer:

    Gunnery:

    Orrian: +2 from Conrad’s encouragement
    Thom: No enemies in an arc he can fire.

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Engineer
    Gunnz Pilot
    Conrad Captain
    Srurdez


    Red Engineer: No activity
    Yellow Engineer: No activity

    Red Pilot Initiative: 1d20 + 15 ⇒ (1) + 15 = 16
    Yellow Pilot Initiative: 1d20 + 15 ⇒ (3) + 15 = 18

    Yellow Pilot: Back Off: 1d20 + 15 ⇒ (8) + 15 = 23 Success
    Yellow Science Officer: 1d20 + 10 ⇒ (9) + 10 = 19 Failure

    Red Pilot: Evade: 1d20 + 15 ⇒ (12) + 15 = 27 Success
    Red Science Officer: 1d20 + 10 ⇒ (20) + 10 = 30 Success

    Both have moved since they lost initiative.

    Starship Combat Round 3

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 22, port 10, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus current AC 20 TL 22 (includes pilot ranks)
    Pegasus Shields: forward 22, port 10, starboard 25, aft 25
    Pegasus hull: 60/65
    Pegasus engines: Glitching

    Computer nodes: Gunnz

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Zargothrax Engineer:
    Srurdez Chief Mate:

    Helm Phase:

    Red Enemy Pilot initiative: 16
    Yellow Enemy Pilot initiative: 18
    Gunnz’s initiative: 30

    Red Enemy Science Officer: Failed
    Red Enemy Pilot action: Back Off success
    Yellow Enemy Science Officer: Success
    Yellow Enemy Pilot action: Evade success

    Gunnz’s Pilot action:
    Starfinder Science Officer:

    Gunnery:

    Orrian:
    Thom:

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Engineer
    Gunnz Pilot
    Conrad Captain
    Srurdez

    Acquisitives

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

    Sorry bout my absence yesterday. Ran out of data! D:

    "Gunnz if you can get them in the sights of different guns I'll 'fix' the targeting protocols!" Srurdez calls up through the intercom.

    Chief Mate Action:

    Targeting Aid, DC29: 1d20 + 15 ⇒ (2) + 15 = 17

    Oh, Srurdez "fixes" the targeting protocols alright. Unfortunately everything on Orrian's screen turns from Common into Vesk, and the targeting reticle seems to be miscalibrated.

    -2 to Orrian's gunnery checks this round. Sorry!


    Srurdez, would you like to use Agent's Respite for that?

    Getting towards the end, you haven't used any of the boosts from the start of the adventure either.

    Acquisitives

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

    Yeah, let's do that. Can't be worse.

    Targeting Aid, DC29: 1d20 + 15 ⇒ (5) + 15 = 20

    Enough of an improvement that Orrian doesn't take a penalty at least.

    Wayfinders

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

    Gunnz jinks around, trying to stay out of the ships forward arc in the hope that is their only weapons.

    evade DC 22: 1d20 + 19 + 2 - 2 ⇒ (9) + 19 + 2 - 2 = 28

    Stomaches clench as unexpected g-forces grip the crew and the Pegasus engines take on that familiar "gunnz-whine" as they are pushed well past the red-line.

    "Come on baby, lets dance..." she mutters to the damaged ship.

    "Firing solutions for dead ahead and off the port side.." she affirms to the chief mate.

    And to keep things moving, init for next round
    init, pegasus, node, bad engines: 1d20 + 18 + 3 + 2 - 2 ⇒ (8) + 18 + 3 + 2 - 2 = 29

    Exo-Guardians

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

    Was just saying to hold them if you can. Given that first round I'd say unload.

    "All right-ee-oh... let's do this the McDonald way..."

    Engineering (Patch Engines): 1d20 + 11 ⇒ (18) + 11 = 29

    Exo-Guardians

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

    Thomagar again lets out a soft grunt of frustration, but he sets that aside quickly as he focuses his attention on the next shot.

    (Hmm, didn't think of the situation where both are in the front arc. Guys, shall we use the turret weapon should this situation occurs again? Whatever the case is, Thomagar will always fire a secondary weapon, i.e. one that does less damage, or weapon in another arc.)

    Secondary Gunner:

    gunnery: 1d20 + 7 ⇒ (8) + 7 = 15
    If there's a spare comuputer node this turn, +3.

    Exo-Guardians

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

    Since nobody is likely to jump in the Science officer seat, I'll use the Quick Rescan minor action as well.

    Helm, Quick Rescan:

    Computers: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29


    Suddenly, a squad of blue and gold starships emerges from the Drift, clustered like an honour guard around an impressive battleship. The massive ship glides into the fray and immediately disintegrates a group of nearby drones as it fires its powerful laser with surgical precision. “This is Stewards Overwatch battleship Steadfast responding to your call for assistance.”

    Table GMs, the Stewards Support condition is now in effect.


    “Buddies! It’s me, Hemlock, from the Xenowardens on Aballon,” a synthesized voice drawls. “We Xenowardens are totally grateful for your help with cleaning up the Ice Well. The ecosystem is finally back in its groove after you Starfinders shut down that shadow gate. Things are chill back on Aballon, but I heard you’re having problems with some corporate spin doctor. Don’t let her harsh your mellow, and remember, not all of us believe everything we read on the infosphere.”


    Stewards Support: A patrol of Steward starships arrives to the fray to assist the Starfinder fleet. The PCs gain a +4 bonus to starship combat checks until the end of the current drone wave.


    Srurdez tries to adjust the targeting systems to give Orrian a little extra help. Forgetting for a moment that his scripts are in Vesk, he has to quickly undo part of his update which prevents it from being ready in time. Orrian does see a brief flash of all his screens swapping to the Vesk language before they restore themselves.

    Sorry, even with the +4 that wasn't enough to turn it into a success.

    Meanwhile the Lizard Wizard works his magic on the engines. Tall Sam will no doubt want to have some words with him after he hears about what was done, but provided you don't take another big hit it should hold together!

    Zargothrax gets a quick update on Red's shields.

    Defenses:
    AC 21; TL 20
    HP 40; DT —; CT 8
    Shields light shields 80 (forward 20, port 20, starboard 20, aft 20)
    Red shields (forward 11, port 20, starboard 20, aft 20)

    Starship Combat Round 3

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 22, port 10, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus current AC 20 TL 22 (includes pilot ranks)
    Pegasus Shields: forward 22, port 10, starboard 25, aft 25
    Pegasus hull: 60/65
    Pegasus engines: Glitching: Patched!

    Computer nodes: Gunnz

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Zargothrax Engineer: Patched engines
    Srurdez Chief Mate: Failed Targetting Aid

    Helm Phase:

    Red Enemy Pilot initiative: 16
    Yellow Enemy Pilot initiative: 18
    Gunnz’s initiative: 30

    Red Enemy Science Officer: Failed
    Red Enemy Pilot action: Back Off success
    Yellow Enemy Science Officer: Success
    Yellow Enemy Pilot action: Evade success

    Gunnz’s Pilot action: Evade success
    Starfinder Science Officer: Minor action: Quick Rescan

    Gunnery:

    Orrian:
    Thom: Waiting to shoot

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Engineer
    Gunnz Pilot
    Conrad Captain
    Srurdez

    Second Seekers (Jadnura)

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

    "Maybe this time...hopefully..."

    Gunnery:

    Gunning with node: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
    Damage from front: 5d8 ⇒ (1, 4, 6, 1, 8) = 20


    Conrad encourages Orrian yet again.


    Orrian hits yellow on the port side for 20 damage.

    Thom barely misses Red.

    Neither of the enemy drones have a weapon in arc to fire back.

    Starship Combat Round 3

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 60/65; DT —; CT 13
    Shields medium 100 (forward 22, port 10, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate (low), Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

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

    Pegasus current AC 20 TL 22 (includes pilot ranks)
    Pegasus Shields: forward 22, port 10, starboard 25, aft 25
    Pegasus hull: 60/65
    Pegasus engines: Glitching: Patched!

    Computer nodes: Gunnz, Orrian

    Engineering Phase:
    Red Enemy Engineer: No action.
    Yellow Enemy Engineer: No action

    Zargothrax Engineer: Patched engines
    Srurdez Chief Mate: Failed Targetting Aid

    Helm Phase:

    Red Enemy Pilot initiative: 16
    Yellow Enemy Pilot initiative: 18
    Gunnz’s initiative: 30

    Red Enemy Science Officer: Failed
    Red Enemy Pilot action: Back Off success
    Yellow Enemy Science Officer: Success
    Yellow Enemy Pilot action: Evade success

    Gunnz’s Pilot action: Evade success
    Starfinder Science Officer: Minor action: Quick Rescan

    Gunnery:

    Orrian: Hit Yellow on port side for 20 damage.
    Thom: Missed Red.

    Bolded have not acted yet:

    Thom Gunner
    Orrian Gunner
    Zargothrax Engineer
    Gunnz Pilot
    Conrad Captain
    Srurdez

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