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Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29
Heavy plasma torpedo launcher: 5d10 ⇒ (2, 5, 2, 2, 2) = 13

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Sarankahn, did you just launch the escape pods? I thought you knew what you were doing? Please listen, as I was trying to help. Ok, I will assist DuQuesne next turn, I’ll let you figure out the button situation on your own
"Escape pods? Curse these Pact Worlders for failing to translate all into the one, true language of vesk." hisses Sarankahn under his breath.

GM bigboom |

Round 1 Results
Engineering Phase:
Helm Phase:
Gunnery Phase:
Cumulative Damage Dealt to jinsul ship: 13
Lady Luck Status:
HP: 85/85
Shields 100 (F/P/S/A): 25/4/25/25
Round 2 Hazard:
1d6 ⇒ 5 An ally sends valuable information to your ship!
Round 2 Initiative:
Kōlēfō's Piloting: 1d20 + 13 ⇒ (8) + 13 = 21
Jinsul's Piloting: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved. Everyone may declare your actions and take your rolls!
A gentle reminder: The table currently has an aid token. I suggest using it quickly (probably the Remote Assistance benefit) then passing it on to another table

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Spend, spend, spend!
Kōlēfō calls in remote assistance from the fleet, and spends a RP to boost the token.
+2 to all PCs Crew actions for 1 round. I assume this does not include Ayoko, but add +2 to her check if it does.
In the meantime, Ayoko tries to shore up the forward shields.
Engineering DC 19: 1d20 + 8 ⇒ (4) + 8 = 12
Not that it matters.
"Then I attach the tachyon compensator to the hydraulic... what? Not now?"
Kōlēfō then attempts a flyby maneuver, hoping to get Sarankhan an extra shot with the particle beam before putting a fully powered shield toward the enemy.
Piloting DC 24: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Shirt Reroll
Piloting DC 24: 1d20 + 13 + 2 + 1 ⇒ (8) + 13 + 2 + 1 = 24
And one well used.
"Sarankhan, go go go! You've got a perfect shot at them!"
Next person to fire a torpedo should use Starship Priming. And we may also want to burn Master of Stars Touch-Up before the next round.

Pete H. Pregen |

Raia rolls her eyes as the Skittermander spends all her actions diverting the trash in the ship to dump into Sarankahn's quarters, "Yes dearie, that's nice. But could you work on the shields a bit next?"
She meanwhile attempts to rebalance them evenly since she doesn't know where the next attack is going to hit.
Can't fail DC 19 Computers check. That puts 19 in each quadrant with 22 in the front, if my math is right.

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Luvara will use the Demand action to help DuQuesne’s shots to fire true.
Demand DC24: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
we can’t afford to miss again, make this shot count!
+4 to DuQuesne gunnery action this round!
and using the free demand action, I will also do the same with Sarankahn
Demand DC24: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
But this time in Vesk
+4 for Sarankahn this round!
also, we will use Master of Stars in round 3. Our pilot could use the +4. And I think our engineer could too.

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Spend!
"Now you speak sensibility, Morsel!" Sarankahn replies as he tries to press the buttons in the correct order.
Gunnery w/computer, encourage, and boost: 1d20 + 6 + 6 ⇒ (6) + 6 + 6 = 18
(Forward) particle beam: 8d6 ⇒ (4, 4, 2, 3, 4, 3, 4, 1) = 25
If the forward arc is not available.
(Not Forward) coilgun: 4d4 ⇒ (4, 1, 1, 4) = 10

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DuQuesne shoots again.
Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20
Heavy plasma torpedo launcher: 5d10 ⇒ (6, 4, 3, 1, 5) = 19

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Sarankhan, you get one attack with the particle beam as we fly by in addition to your normal attack.

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flyby gives an attack against any one quadrant of your choosing, but it’s not an extra attack.

GM bigboom |

@Kōlēfō it's generous of you to spend the RP to boost the token for the next table but the mechanics of the aid token won't allow it. Our table can either use a benefit from the aid token OR boost it and pass it on. In our case, we're using a benefit so the token gets passed on without getting a boost.
Round 2 Results
Engineering Phase:
Helm Phase:
Gunnery Phase:
Cumulative Damage Dealt to jinsul ship: 13+44=57
44 points of damage not yet applied - pending selection of jinsul ship arc
Lady Luck Status:
HP: 70/85
Shields 100 (F/P/S/A): 22/0/19/19
Round 3 Hazard:
1d6 ⇒ 2 Another Starfinder ship flies through the area, momentarily distracting the jinsul pilot! (-2 penalty to jinul initiative)
Round 3 Initiative:
Kōlēfō's Piloting: 1d20 + 13 ⇒ (8) + 13 = 21
Jinsul's Piloting: 1d20 + 18 + 1 - 2 ⇒ (5) + 18 + 1 - 2 = 22
Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved. Everyone may declare your actions and take your rolls!

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DuQuesne keeps firing the missiles.
Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21
Heavy plasma torpedo launcher: 5d10 ⇒ (2, 6, 8, 1, 10) = 27

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"Shields, right, so I just need to take this self-sealing stem bolt and reinsert it into the delta-wave collector..."
DC 19 Engineering: 1d20 + 8 ⇒ (8) + 8 = 16

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I'm too helpful to follow the Man's rules, man!
With Ayoko having trouble figuring out Lady Luck's shield generators, Kōlēfō tries to evade and put the protected side of the ship to the enemy.
DC 19 Piloting to Evade: 1d20 + 13 ⇒ (17) + 13 = 30

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Luvara was hoping to demand our Pilot do better. Although you already rolled pilot initiative, if you would still allow it, demand would give all pilot actions +4, and allow our ship to move second
Demand DC24: 1d20 + 21 ⇒ (13) + 21 = 34
Kōlēfō, do not let them hit our port side again, keep the ship safe. And avoid the front arc too if you can.
but if too late, since initiatives were already rolled before I had a chance to help, instead I will use the demand to help our Engineer Akoya out

Pete H. Pregen |

I was pretty sure we were using Master of Stars Touchup, so +4 to all non-gunnery skill checks this round. Wouldn't that do pretty much exactly what we need? Bump Piloting AND Engineering up?
______________________
Raia balances the shields again, regardless of if the Skittermander puts more energy to them.
Can't fail Computers check. Shields without Divert = 15/15/15/15. Shields with Divert = 19/17/17/17. Shields with Divert and we won Initiative = 49 in the quadrant facing the jinsul & 7/7/7 in the other 3 quadrants.

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Sarankahn delights in the destruction to his enemies' vessel.
Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30
(Forward) particle beam: 8d6 ⇒ (6, 6, 3, 1, 6, 2, 4, 1) = 29
If the forward arc is not available.
(Not Forward) coilgun: 4d4 ⇒ (3, 2, 2, 3) = 10

GM bigboom |

also, we will use Master of Stars in round 3. Our pilot could use the +4. And I think our engineer could too.
Ah yes, you're absolutely correct! I missed this statement and had to go back looking for it. Apologies for missing it! Ayoko does succeed with her engineering check.
Kōlēfō, in this case, you've won initiative for round 3. I've reverted the Lady Luck back to where it started and instead moved the jinsul ship. Please go ahead and now move your ship. And if you want to change your evade action to something else, please feel free.
Luvara, given that Master of Stars is being used for Round 3, feel free to change your action to anything you like. Also, if you want to attempt a demand to help Kōlēfō with his round 4 initiative, please go ahead and roll that now and we'll apply it.
Jinsul engineer, DC19: 1d20 + 18 ⇒ (15) + 18 = 33
Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21; The jinsul ship seems to get a burst of speed and the pilot obviously tries to execute some tight maneuvers again but fails!! The jinsul ship instead comes around in a wide turn!
Kōlēfō, please go ahead and move the Lady Luck now.

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Yes, keep the Demand action to help our pilot this turn to get a jump on the enemy. An addition +4 bonus to piloting actions.

GM bigboom |

Shields with Divert and we won Initiative = 49 in the quadrant facing the jinsul & 7/7/7 in the other 3 quadrants.
Shields start off at 22/0/19/19. After divert, 10 points can be added across the four quadrants however Ayoko wishes. I'll assume to patch the port side where shield points are currently zero. This brings shields to 22/10/19/19.
Raia's balance shields can then either evenly redistribute to 19/17/17/17 or move shields from one quadrant to another quadrant (not from three quadrants to one quadrant unless there are errata'd rules I'm not aware of). So assuming Kōlēfō brings the ship's front arc to face the jinsul, then moving shields from say the aft arc to the front arc will result in 34/10/19/7.
However, do let me know if there is some other ability or rule that comes into play allowing the balance action to direct shield points from three quadrants to one quadrant. That would be very handy!!

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I think now that our shields are fixed, we want as much as possible in our front arc, and to put all our damage into theirs. Moving under that assumption.
Kōlēfō pulls the joystick hard, making sharp turns to put the Lady Luck's big guns on the target.
My prior Piloting check would make that DC. If I am not allowed to keep it,

GM bigboom |

Round 3 Results
Engineering Phase:
Helm Phase:
Gunnery Phase:
Cumulative Damage Dealt to jinsul ship: 57+27+29=113
Lady Luck Status:
HP: 70/85
Shields 100 (F/P/S/A): 14/10/19/7
Round 4 Hazard:
1d6 ⇒ 1 No special effect!
Round 4 Initiative:
Kōlēfō's Piloting: 1d20 + 13 ⇒ (5) + 13 = 18 ugh...
Jinsul's Piloting: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36 double ugh...
Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved. Everyone may declare your actions and take your rolls!
The jinsul ship is looking pretty battered - keep it up!!!

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Kōlēfō jams the ship into reverse, keeping the big guns trained on the Jinsul vessel (for now).
"Sarankhan, DuQuesne, throw everything right down their throat!"
DC 19 Piloting: 1d20 + 13 ⇒ (1) + 13 = 14
And grinds the gears instead of actually going anywhere.
Ayoko looks up at Kōlēfō with concern and says in Vesk,
After a beat, they both start laughing uproariously.
Ayoko then diverts power to the guns, hoping to take the enemy out quickly.
DC 19 Engineering: 1d20 + 8 ⇒ (8) + 8 = 16
"Maybe I need to compensate for quantum nanowaves in the flow transporter?"
Ouch. Someone get the skitters some decaf. Or some new dice.

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Luvara will attempt to Demand our Engineer Ayoka get the shields back up
Demand DC24: 1d20 + 21 ⇒ (7) + 21 = 28
Ayoka, we need those shields, we are about to take another hit!
+4 to engineering for the other Skittermander
dang, posted this 1 min too late

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You don't demand things from skittermanders, you just hope that what they think needs to be done actually needs to be done. Can the demand still affect her roll?

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DuQuesne fires the 4th torpedo.
Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28
Heavy plasma torpedo launcher: 5d10 ⇒ (7, 3, 9, 5, 1) = 25

GM bigboom |

You don't demand things from skittermanders, you just hope that what they think needs to be done actually needs to be done. Can the demand still affect her roll?
Yep, the demand will apply. IC-ly, Luvara not taking kindly to Ayoko's lightheartedness, perhaps?

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Thank you. So all 1s on damage rolls this round are treated as 2s.
@DuQuesne, please use Starship Priming on your next torpedo so we get the extra ammunition.

Pete H. Pregen |

Raia looks at the shield readouts and does a quick calculation once she realizes the skitters are ignoring the shields and forgot how to drive, "Dammit, no reason to rebalance right now. We have almost none left anyway."
She flips up a targeting screen and tries to get the jinsul ship locked in!
Computers to Lock On - DC = 5 + 1.5 × the tier of the target starship + its bonus from defensive countermeasures: 1d20 + 21 ⇒ (4) + 21 = 25
If successful, gunners get another +2 on their attack rolls.

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"The corpses of the jins-lings shall litter the Void." Sarankahn hisses with delight.
Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (18) + 6 + 2 + 2 = 28
(Forward) particle beam: 8d6 ⇒ (1, 5, 4, 3, 1, 2, 5, 2) = 23
If the forward arc is not available.
(Not Forward) coilgun: 4d4 ⇒ (1, 2, 1, 1) = 5

GM bigboom |

Round 4 Results
Engineering Phase:
Helm Phase:
Gunnery Phase:
Cumulative Damage Dealt to jinsul ship: 113+26+8=147
Lady Luck Status:
HP: 42/85
Shields 100 (F/P/S/A): 14/0/19/7
Sensors Malfunctioning
DC17 Fort save required from all for round 4 and round 5 to avoid radiation poisoning
Wearing armor provides +4 bonus. Wearing tier 7 armor and above provides immunity
Round 5 Hazard:
1d6 ⇒ 3 Due to shrapnel, both pilots must attempt a flyby stunt or suffer a free attack! Note: This will not count as the pilots' action during the helm phase.
Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23 ; The jinsul pilot loses focuses evading the shrapnel, leaving the jinsul ship open to a free attack!
Round 5 Initiative:
Kōlēfō's Piloting: 1d20 + 13 ⇒ (20) + 13 = 33
Jinsul's Piloting: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34
So close! Any bonuses available? And additional 2 will push Kōlēfō over the top to win initiative. If there are, then I'll go ahead and move the jinsul ship. If there are none, then...
Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved.
Everyone may declare your actions and take your rolls!

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If Kōlēfō can use the bonus from the computers this round, that will win us initiative.
Fortitude DC 17 vs. Radiation: 1d20 + 3 + 4d1d20 + 13 ⇒ (10) + 3 + (18, 12, 10, 10) + 13 = 76
Think my markup was irradiated. One more try...
Fortitude DC 17 vs. Radiation: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23
Flyby vs. Shrapnel: 1d20 + 13 ⇒ (6) + 13 = 19

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given that there is a flyby attack, we need to make sure we hit. Going to give a +2 Encourage to DuQuesne our gunner
+2 to hit this turn for all of DuQuesne gunnery checks.
Kōlēfō, don't let them have a shot at our port side, no matter what.

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DuQuesne shoots Celita’s extra missile.
Gunnery check: 1d20 + 12 + 2 + 2 + 2 ⇒ (1) + 12 + 2 + 2 + 2 = 19
Heavy plasma torpedo launcher: 5d10 ⇒ (1, 5, 6, 10, 5) = 27

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Under Luvara's glare, Ayoko bites her tongue and returns to diverting power to the shields.
Engineering DC 19: 1d20 + 8 ⇒ (1) + 8 = 9
"This is not how I am meant to work..." she mumbles under her breath.
Kōlēfō flies the ship in a wide arc, putting the starboard to the enemy and trying to evade further shots.
Piloting DC 19: 1d20 + 13 ⇒ (20) + 13 = 33
"Oh, that's where the clutch is. Not designed for skitter-sized legs."

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Sarankahn fires again, he intends, for the last time.
Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18
(Forward) particle beam: 8d6 ⇒ (2, 5, 1, 4, 3, 3, 5, 2) = 25
If the forward arc is not available.
(Not Forward) coilgun: 4d4 ⇒ (1, 4, 2, 1) = 8

Pete H. Pregen |

Raia sighs, "No, you are actually meant to WORK on the ship, not drink sodas from the vending machine!"
She bolts down the hallway, "Shields are rebalanced, I'm heading to Engineering to Overpower. STAY AWAY FROM SYSTEMS THAT DIVERT THINGS!"
Rebalance shields out evenly again (10 each?), can't fail computer check. Can't Overpower if Divert already used so she will try to Overpower next round.

GM bigboom |

If Raia intends to Overpower this round, we can retroactively ignore Ayoko's roll. That's perfectly fine in my book given the asynchronous nature of PBP and the unique circumstance of cmlobue controlling two character during this starship combat (i.e. Kōlēfō and Ayoko).
Kōlēfō, sure thing, that computer bonus will do it! In that case, for round 5, Kōlēfō has won initiative! I'll revert Kōlēfō's flight path on the slide and instead put in the jinsul move now. After that, Kōlēfō can then put in your move.

GM bigboom |

Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20; The jinsul pilot struggles to execute more tight maneuvers and fails!!
Kōlēfō, please go ahead with your move!

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Ayoko can instead start trying to patch the sensors (which she failed, but since we don't use them much, it's not a big deal).
Kōlēfō will still evade, but move to put ourselves nose to nose with the Jinsul.
That should let Raia overpower, and move the shields fore if needed.

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Luvara has 8th level armor, so no save. Next round she will
I’ll try to taunt the other ship’s Actions during Helm phase (pilot/sci off). Just want to get it out there as it will affect initiative.
Taunt DC 15+1.5xenemy: 1d20 + 21 ⇒ (14) + 21 = 35
-2 to all Pilot/Sci Off for 1d4 ⇒ 1rounds.
Attention enemy vessel, no matter where you go, we will hunt you down. We have two Skittermanders with more arms than your entire crew, and a Vesk who has figured out how to use the button!

GM bigboom |

Will give Raia a bit to check in and decide if she'd rather Overpower this round instead of balance shields.
Also, looking for a Fort save from DuQuesne, Kōlēfō and Sarankahn. But if you don't roll anytime soon, no worries - I can bot these save rolls. Luvara and Raia's armor are tier 7 or higher and thus immune to the radiation.

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I thought the second save was next round, but since you asked...
Fortitude DC 17 vs. Radiation: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
"Ayoko, what was in those candy bars... urrrgh..."

Pete H. Pregen |

Well, a lot has changed now though I do appreciate the GM being willing to retcon quite a few things. However, math wise it doesn't do any major benefit (in my mind) to regen 10 points of the shield when Raia can instead move 12 points from the 19 and stack it onto whatever shield is facing the jinsul. So, that is what she will do instead of just balancing them evenly. Next round she will try overpower to boost several things and maybe get some shield back. Hopefully we win initiative again so she knows where to put them all. Like... this sucks though. We had an awesome boon and the RNG just absolutely turned against the skitters. It would have been ideal to have 10 shield points back AND be able to rebalance them each round. :(

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Fortitude save (DC 17), Round 4: 1d20 + 5 ⇒ (3) + 5 = 8
Despite the radiation, Sarankahn fights on.
Gunnery w/computer, fleet boost: 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23
(Forward) particle beam: 8d6 ⇒ (2, 2, 3, 1, 3, 1, 6, 2) = 20
If the forward arc is not available.
(Not Forward) coilgun: 4d4 ⇒ (1, 3, 1, 2) = 7
Fortitude save (DC 17), Round 5: 1d20 + 5 ⇒ (19) + 5 = 24

GM bigboom |

Yah, the RNG has definitely not been kind..
Kōlēfō, got it thanks! Lost sight of your first save roll while I was trying to collate all the data.
----------
Round 4 Fort Saves
The exposure to the radiation causes 7 points of HP damage as you feel the burn!
----------
Round 5 Results
Engineering Phase:
Helm Phase:
Gunnery Phase:
Cumulative Damage Dealt to jinsul ship: 147+30=177
Lady Luck Status:
HP: 20/85
Shields 100 (F/P/S/A): 0/10/10/10
Sensors Malfunctioning
Power Core Glitching
Round 6 Hazard:
1d6 ⇒ 1 No special effect
Round 6 Initiative:
Kōlēfō's Piloting: 1d20 + 13 ⇒ (17) + 13 = 30
Jinsul's Piloting: 1d20 + 18 + 1 - 2 ⇒ (19) + 18 + 1 - 2 = 36
Jinsul win initiative! I'll move the jinsul ship after the Lady Luck has moved.
Everyone may declare your actions and take your rolls!
The jinsul ship is limping along. Go! Go! Go!

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DuQuesne shoots the last missile.
Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18
Heavy plasma torpedo launcher: 5d10 ⇒ (7, 1, 4, 10, 2) = 24

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Part of the problem is that 3+Level is not a good modifier for what should be her best skill check. Boon says to treat her as if she has that many ranks, so she's sitting on 11 Int maximum...
"Crud, the coffee maker's not working! Let me go see what happened..." Ayoko says as she heads down to the power core to see if she can keep it working.
Engineering DC 19 to Patch: 1d20 + 8 ⇒ (3) + 8 = 11
Only closers get coffee.
Kōlēfō, who is looking for an antacid instead of caffeine, points the Lady Luck's damaged figurehead away from the Jinsul and tries to weave between their shots.
Piloting DC 19 to Evade: 1d20 + 13 ⇒ (18) + 13 = 31

GM bigboom |

Looks like Sarankahn ninja'd me. All good tho. I'll take your round 5 FORT roll and apply your gunnery rolls to the current round 6.
Round 5 Fort Saves
Fort DC17, DuQuesne: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17
DuQuesne and Sarankahn suffer no additional effects from the radiation.
However, Kōlēfō begins suffering all the classic signs of radiation poisoning. Kōlēfō is weakened due to the constitution track poison