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At the moment there are only three of you. Which is legal. If you would like a pregen to accompany you, you may want to discuss which would be best.
Currently it looks like you are a Mystic, a technomancer and a solider. average level 7. The only valid pregens are level 8 - which leaves you solidly high tier with a four player adjustment.

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Soldier here! However, she prefers ranged combat ))
UPD Can I ask you to remove Radim Vesperra from the characters? I put a dot in the game thread with the wrong character first ))

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Signed up!
Looking forward to kicking this off.
Day Job Roll (Profession Mercenary) w/ Prof. tool kit: 1d20 + 15 ⇒ (19) + 15 = 34

Scottybobotti |

I'm considering joining this game with either my level 6 mechanic or my level 8 soldier. Since this one has starship combat in it. My soldier is a good pilot and gunner and of course my mechanic is a good engineer or science officer. We'd still be playing higher tier no matter which PC I use.
What are we missing in terms of roles for starship combat?

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What are we missing in terms of roles for starship combat?
Chk'tarlsh is somewhat specialised (read: limited) in his Starship combat roles.
He can do Gunnery and Chief Mate.

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My available starship roles are engineer, gunner, captain or magic officer (if that's a thing we want/need).
I have and will slot the Mystical Guidance Systems boon (gunnery checks for 1 weapon can use mysticism/wisdom in place of piloting/BAB/dex).
I don't have a day job roll, I will instead spend my downtime checking on box on my Cultivating a Faith boon.
Through the Cultivating a Faith, I receive 2 1st level spell gems - I will take Identify and Remove Condition, Lesser.
I need to level up to 8th - I'll get that done before the game starts.

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I can bring my level 8 soldier. HIs piloting bonus is +18 so that would give us a decent pilot. Looks like we have an adequate number of gunners and engineers also. Everyone who is 6th level or higher can take advantage of the broadside action also.

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Happy to have you Scottibotti. Can you make sure you add yourself to the rpgchronicles sheet.

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Done.

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Got room for a last second khizar nanocyte (who is 6th level and just needs to be updated online)? Or an 8th level pregen, if a 6 would mess up your subtier?

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Sure.
Put your details into rpgchronicles (link in first post) and snag the last spot on the formal con sheet here

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Has anyone ever tried the Azata before? Is it worth using?

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I've not seen anyone use it (except when it was mandated in a scenario at the start of the season). That EMP weapon is very, very situational.

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Time to assign starship roles! This is the best combination I could come up with.
Pilot: Umbro-187 +12
Engineer: Y Data Y +14
Magic Officer: Nomoline +19 (or Captain at +11)
Chief Mate: Kosigan +14
Gunner: Yarameh +12
Gunner: Chk'tarlsh +11
Kosigan is also bringing an Aeon Caster Launcher upgrade, which can repalce one light weapon with an aeon caster, which is a direct fire weapon that deals 3d4 damage and has medium range and the mystical weapon special property (allowing a gunner to use Mysticism + Wisdom instead of Dexterity + BAB/Piloting to attack.

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Umbro-187 is slotting, Defender of the Fleet, Finest Engines. It increases our ship' thrusters by one step.
Umbro-187's piloting bonus is actually +18. There is a link in his tagline to his updated character sheet.
Does anyone have the boon that adds extra ammunition for our missile launchers?
The Drake's current weapons might be better than the Aeon Caster Launcher. We'll have to see what tier ship we are flying..

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Doublechecking APL before we go into the fight.
Nomoline 8
Kosigan 6
YdataY 7
Umbro-187 8
Sharles 6
Yarameh 6?
Total levels 41
average level 7
High Tier. Actually even if Yarameh is only 5, that would still have you high tier now I think about it.
Assuming you are going with the Drake..
Starfinder Society Drake Tier 8
Medium transport
Speed 89; Maneuverability average (turn 2); Drift 1 +1 speed from finest engines
AC 1624; TL 1523 +8 from pilot ranks
HP 100; DT —; CT 20
Shields medium (160 forward 40, port 40, starboard 40, aft 40)
Attack (Forward) persistent particle beam (10d6; 20 hexes), coilgun (4d4; 20 hexes)
Attack (Port) coilgun (4d4; 20 hexes)
Attack (Aft) laser net (2d6; 5 hexes)
Attack (Turret) heavy antimatter missile launcher (10d10; 20 hexes), light particle cannon (3d6; 10 hexes) Possible upgrade to Aeon Caster Launcher
Power Core Pulse Orange (250 PCU);
Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 6 armor, mk 6 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +2 to any three checks per round, +2 Computers;
Complement 4–7

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The aeon caster would be an upgrade if Nomoline ever fires it, as that will be a much better to hit than any third gunner we have.
I would suggest that, unless we have a specific reason to do otherwise, the pilot and two gunners use the computer nodes.

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Magic officer looks like fun as I've not a great chance to hit the DC on the Captain's tasks, needing a 17 to hit a DC28.

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Even if we use two gunners I suggest we have one gunner use the broadside action so we can fire all our forward and turret arc weapons each round.

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Sounds great. Thanks for the game planning, everyone!
I've not had starship combat at 6th yet, so totally forgot about broadside.
The only useful Starship boon I have is:
Automated Defenses (Starship Boon): ... When you slot this starship boon, once per starship combat, a science officer can reduce the speed on 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 in any subsequent round or encounter. A starship can only be improved by a single copy of this boon.

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You may have to remind me... but if you slot that boon, I guess you will use it the first time a tracking weapon is heading toward you?

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You may have to remind me... but if you slot that boon, I guess you will use it the first time a tracking weapon is heading toward you?
No problem. Ha! True - that would be a good time to use in a lot of cases.
@Yarameh - given your better to hit, do you have a preference for weapon arc? And will you be employing broadside? (Thanks for the suggestion Umbro-187)
The turret seems to pack the largest punch/es - I'm happy to take the front arc.

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We are not in position to fire the forward arc; so one of you can fire the antimatter missile launcher and the other the aeon caster launcher. Did we make a final decision if we are slotting that boon. The caster is a limited fire weapon I believe, just like the antimatter missile launcher. No need to broadside this round.

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Thank you very much! Yes, I will be happy to use the turret missile launcher.
I will also ask to reserve one of the three +2 bonuses for me all the time.

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Re: precognition and init.
I'm happy for Nomoline to use this by default for init bonus (and also happy for you to always assign a computer node for it).
What I'm uncomfortable with is to roll init and then have her use it only if it makes a difference. If she is going to use it round three, I'll reroll the init and provide the bonus. Let me know how you would like to go. I know this is kind of hard with her being botted, so it may make sense to just always have her on precog duty unless CigarPete gets a post in.

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That's fair, let's go with reroll initiative and she does a precognition action. Umbro-187, will not use a computer node for the initiative roll.
Since I'm botting her I'll just have her do precognition every round.

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For sure - she will do precog every round.
Sorry, didn't realize we would be moving so fast. Most of my other games are pretty slow. I'll make a point to check in more often.

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Okay, in round 4 Nomoline will do a precognition action and Umbro-187 will not use a computer node for the initiative roll off. He will save it to use for a stunt or to give to the gunners.
If we can get a lock on action or a targeting aid action or both next round that would help our gunners quite a bit.

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Sorry, just wanting to check - the objectives given to us were Drift engines, Bridge, then prisoners, correct?
The Drift Engine Room might be along way to Bridge. Do we know from our scan?

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Fair to say Engineering is on the entry level of the ship, so if you head up toward the bridge you would likely miss it.

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Chk'tarlsh doesn't have the skills himself, but my vote for next move is Engineering (wherever that may be) and disabling the Drift engines.

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<There's someone in there, remember.>

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No problem. I hope it is nothing too crazy for you and that life soon returns to it's regularly scheduled programming.

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Kosigan, your blind sight won't work here, as the robots are unliving. I assume you are using blindsence and blind fighting, thus the two rolls.
Please do remember you won't be able to target things further out than 30', or really take action that relies on you knowing things further out than that 30'.
That said, I'm really, really happy for other players to call out that things are further away, or up on the roof, to allow you to have a bit more flexibility. But they need to remember to do so.

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Have we even hit the big bot once yet?

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You have now.
Just.
Clustered up like you are, you will have to all be careful about cover.

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Things may go slow as I just tested positive for covid. Given its been going through the rest of the family that is no real surprise but its taking it out of me a bit.

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Time to break out some of the big toys folk, your rolls have not been great, and that big robot is just chewing through you at an ungodly speed.

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You're not wrong!
Believe me - it's not for lack of trying!
Edit: what damage type is the big Bot dealing? I'm assuming Bludgeoning, but am happy to hear otherwise (particularly slashing).

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I just noticed you posted you got covid. Hope you start feeling better soon.

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I don't have anything with a damage die bigger than d20.