| rando1000 |
Clausius has a weird inkling in the back of his mind as he looks over the weapons power settings. Funny, he could have sworn he just brought weapons on line (SOP for a Battlestations call from the Commanding Offier), but he'd specifically not powered up the brand new Particle Beam. Good catch? Or something more sinister?
| Rudo "the Saint" Clausius |
Hearing their situation... They're messing with our... minds. Tricks.
| Lt. Krema Reginald-Zretaden |
Sorry about the radio silence, for whatever reason the tab I keep open for this campaign got closed, and I didn't re-open it!
Earlier...
"Canny Resolve of the Azure Host. I read your files, and found them most intriguing. Your candor and directness is refreshing. Perhaps someday we might be able to discuss the merits and limitations between biotechnical and pure mechanical augmentations."
===
Meanwhile, back in the present...
Will save(+2 if fear, +2 if a spell effect): 1d20 + 4 ⇒ (2) + 4 = 6
Welp. So much for iron will and spellbane, eh?
| Taylor Young. |
Piloting: 1d20 + 17 ⇒ (18) + 17 = 35
The Martian grit his teeth, slamming a metal fist into the side of his skull several times. "Damnit, get your head back in the game Taylor. Aright, let's show these brainsquids who they're messing with!" With renewed determination he grips the controls, with intent to correct their heading and better before the enemy was in proper engagement range.
| rando1000 |
Okay, bit of a refresher, since it's been a while since we did starship combat.
Normal Starfinder starship combat:
Round goes in phases:
Engineering: All ships take an action to repair the starships’ systems or give them a boost
Piloting: Lowest initiative moves first, then higher initiatives move
Gunnery: Both ships fire whatever weapons they choose.
Captain: Acts in any phase of combat
Engineers: Go exclusively on the engineering phase
Pilot: Acts exclusively in Pilot phase
Science Officer: Acts exclusively in Pilot phase
Gunners: Act exclusively in Gunnery phase
| rando1000 |
OUR Starship Combat
Winner of intiative chooses whether to move first and attack or let the opponent move first, then the winner, and then both attack
Actions more fluid, depending on who posts when.
We still try to stick to appropriate actions for your position (see
link below (except Legion, you know what your actions are):
| Taylor Young. |
I think I'd like to move first, so he can correct the ship's heading and take up a more defensive position.
Taking the reigns of the controls he puts his thoughts into practice, moving through space in a curved arc in order to give the gunners a stronger heading. While he was at it he kept a good eye the firing range of the enemy ship. With some luck and skill, he might dodge their shots.
Stunt(Evade): 1d20 + 17 ⇒ (15) + 17 = 32 Easy peasy. +2 to AC and TL for the round. Forward four, turn left, forward four, turn left.
| rando1000 |
DC 24 engineering check...23
Well that's... disappointing.
Krema thinks if he spends a few more seconds, the power will finish diverting (if do the same action next round, I'll give it auto-success).
| Rudo "the Saint" Clausius |
Lt Williams, what's their weapons posture?
Do they seem aggressive besides messing with our heads?
| Rudo "the Saint" Clausius |
Captain... we gotta take that weapon out!
Tapping the controls, Clausius brings the particle beam online and fires. Then he opens a channel.
All weapons, target primary weapons array or propulsion.
atk, anti-grav weapon, particle beam: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29
dmg, anti-grav weapon, particle beam: 8d6 ⇒ (6, 1, 2, 5, 2, 1, 3, 6) = 26
| rando1000 |
Reminder that the Guangzhou has a Mk 1 tetranode computer; up to 4 characters per turn can add +1 to their roll by using it.
Patel's shot goes wide, but Lt. Clausius scores a solid hit. The new particle beam does not disappoint. The weapon cuts through the larger ship's forward shields, causing 9 damage to the hull. Unfortunately, it just missed the weapon housing.
Legion may take an action before we move on to the enemy ship.
| Legion-12 |
Athletics: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Legion tries to squeeze some more power out of the ship's systems for Lt. Krema, but can't quite manage to.
Argh, failed at maintenance panel access.
| rando1000 |
Oh! I didn't realize the computer was in play. Can I retroactively add 1 to my roll from the computer, which would add 2 damage to the anti-grav weapon from the 1's being turned into 2's?
I'll allow it this time.
| rando1000 |
The enemy vessel moves closer and fires its main weapon.
1d20 + 12 ⇒ (13) + 12 = 25
5d8 ⇒ (8, 7, 5, 3, 1) = 24
The vessel rocks as the antimatter weapon rips through the port shields and disintegrates part of the outer hull (8 Hull Points damage).
| Rudo "the Saint" Clausius |
Rudo feels the ship lurch a bit as it's hit. It only confirms his notion that the weapon must be stopped.
Once more... Target primary weapons array or propulsion.
atk, anti-grav weapon, particle beam: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
dmg, anti-grav weapon, particle beam: 8d6 ⇒ (3, 2, 6, 6, 1, 2, 3, 5) = 28
| rando1000 |
Rudo feels the ship lurch a bit as it's hit. It only confirms his notion that the weapon must be stopped.
Once more... Target primary weapons array or propulsion.
The shot glances off their re-aligned forward shielding.
Legion and Taylor may still act.
| Legion-12 |
Laser Cannon, Computer: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Legion tries to fire off a laser blast at the weapon but has about as much luck as Rudo.
| Rudo "the Saint" Clausius |
Excellent work, Patel...
| Taylor Young. |
Move up six, turn right. Move two, turn right.
Evade: 1d20 + 17 ⇒ (13) + 17 = 30
Thr man grunted as the ship was hit, but wasn't fully discouraged by the blow. If he could just put a little more into his turns...
Init: 1d20 + 17 ⇒ (7) + 17 = 24
| Rudo "the Saint" Clausius |
Thanks, Lieutenant.
Come on, old boy. It's just a...duck.
atk, anti-grav weapon, particle beam: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27
dmg, anti-grav weapon, particle beam: 8d6 ⇒ (6, 4, 2, 2, 6, 6, 3, 5) = 34
| Taylor Young. |
You actually missed attacking us that last turn, much as I hate to give them the shot...
| Lt. Krema Reginald-Zretaden |
Engineering to divert power to shields DC 22: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Frantically trying to interface with several different machines at once, Krema gives up on trying to diagnose what was going wrong with the engines, and instead just falls back on the ol' reliable of every mechanic; smacking it with a wrench.
With a roar, the patchwork system of designed to divert energy from the dairy processing unit, along with several other non-essential systems, surges to the shields. I think it should restore up to 10 points to shielding?