Game Master S's "Fly Free or Die"

Game Master Chris Marsh

Tactical Map | Campaign Tracker | Story Summary | Handouts | NPCs | Ships | Places | PCs

Quickposts:

INITIATIVE:
[dice=Hostiles]d20+2[/dice]
[dice=Aldo]d20+1[/dice]
[dice=Angel]d20+3[/dice]
[dice=Chip]d20+3[/dice]
[dice=Kaz]d20+7[/dice]

STATUS CHECK
Status Check:
Aldo (SP: 24/24, HP: 28/28, RP: 7/7)
Angel (SP: 24/24 , HP: 26/26, RP: 6/6)
Chip (SP: 21/21, HP:22/22, RP: 4/4)
Kaz (SP: 32/32, HP: 34/34, RP: 4/4)

Tactical Tracker
Commerce Tracker
Ship combat Tracker


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| Hope for the Future | Fly Free or Die | | Ship Roles |

Kaz fires before he's got a lock and misses the ship!

ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

********************************************
STARSHIP COMBAT
TACTICAL MAP
GM TRACKER
Starship
Bonus Resolve: 0
Critical Damage Table
Critical Skill check results
Options Adjusted for level: No

FireStorm Status:

Captain: Aldo
Chief Mate: Vacant
Engineer: Vacant
Gunner: Kaz
Magic Officer: Vacant
Pilot: Chip
Science Officer: Vacant

HP: 140 CT:
AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
Speed: 12 Maneuverability: Good (1)
Computer Assistance: +2 for everyone!
Systems Status: All Functioning
Shields: Diverting amount: 6

  • Forward: 16
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (14) + 12 = 26
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 10
  • Starboard: 10
  • Aft: 10

  • | Hope for the Future | Fly Free or Die | | Ship Roles |

    Kaz fires before he's got a lock and misses the ship!

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    ********************************************
    STARSHIP COMBAT
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 16
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (12) + 12 = 24
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 10
  • Starboard: 10
  • Aft: 10

  • Aasimar Envoy 5 SP 40/40 HP34/34 RP 7/7 | EAC 12 KAC 13 | F +3 R +6 W +4 | Init +2 | Perc +10, Dipl +16, SM +7 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges

    Aldo taunts the white pilot!

    Bluff vs. DC = 15 + 1-1/2 × the enemy starship’s tier: 1d20 + 12 + 1d6 ⇒ (17) + 12 + (3) = 32

    "One thing that you fail to realize is that we have the legendary Kazador Agudo Garrez on board and now you have made him mad. Prepare to face the wrath of Kaz!"

    Taunt:
    Taunt (Any Phase, Push)
    You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.


    Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    Botting for Angel

    Engineering 1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28

    Kaz glances over and sees the slim woman doing engineering stuff. He isnt 100% sure what she is doing, but it seems to do something.


    none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]
    Kazador Agudo Garrez wrote:

    Botting for Angel

    Engineering 1d20+12+4

    Kaz glances over and sees the slim woman doing engineering stuff. He isnt 100% sure what she is doing, but it seems to do something.

    Topping off the shields is probably a good idea...


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Angel diverts power to bring the shields up to full capacity! Forward arc increased from 16 to 22.

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (15) + 12 = 27
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    ********************************************
    STARSHIP COMBAT
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 22
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 10
  • Starboard: 10
  • Aft: 10

  • 1 person marked this as a favorite.
    none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    init: 1d20 + 13 ⇒ (19) + 13 = 32


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Green: 1d20 + 12 ⇒ (17) + 12 = 29
    White: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20

    The enemy ships move in to fly side by side as one flips and burns to face the FireStorm.

    HELM PHASE:
    Captain (Aldo): Taunts the enemy pilot in white!

    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    ********************************************
    STARSHIP COMBAT
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 22
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (10) + 12 = 22
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 10
  • Starboard: 10
  • Aft: 10

  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    Chip steers hard to port, trying to keep from being between enemy ships. He also throws in a little English

    Evade stunt: 1d20 + 13 + 2 + 1 ⇒ (17) + 13 + 2 + 1 = 33 <--success

    Kaz, the port missile launchers are again aligned toward the enemy. Let 'em have it!!


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Open Fire!

    Green: 1d20 + 6 ⇒ (7) + 6 = 13 MISS
    White: 1d20 + 6 ⇒ (5) + 6 = 11 MISS

    GUNNERY PHASE:
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 22
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (14) + 12 = 26
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 10
  • Starboard: 10
  • Aft: 10

  • Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    As Chip pulls some sweet maneuvers, the Firestorm is set up perfectly for a well placed missile.
    The vesk was ready and pushes the red button.

    Gunnery 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
    Missiles 4d8 ⇒ (8, 5, 1, 5) = 19


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Kaz's missile explodes on impact! It rips through the white fighter's port shields and CT: 1d100 ⇒ 48 Arc: 1d4 ⇒ 1 and their missile launcher and canon catch fire! Forward arc weapons glitch!

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    ********************************************
    STARSHIP COMBAT: Round 4
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 22
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 26/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: Forward Weapons Glitching
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 0
  • Starboard: 10
  • Aft: 10

  • CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 18, KAC 20 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

    "Let's blow these jokers out of the sky!"

    Angel diverts power to the ships weapons.

    Engineering: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Angel gives Kaz a little extra! Kaz, when you roll damage, reroll any 1s

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (7) + 12 = 19
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    ********************************************
    STARSHIP COMBAT: Round 4
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 22
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (4) + 12 = 16
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 26/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: Forward Weapons Glitching
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 0
  • Starboard: 10
  • Aft: 10

  • Aasimar Envoy 5 SP 40/40 HP34/34 RP 7/7 | EAC 12 KAC 13 | F +3 R +6 W +4 | Init +2 | Perc +10, Dipl +16, SM +7 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges

    Aldo begins to demand the best from Kaz on the guns!

    Demand:
    You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

    "Okay, Kaz! I've taunted them and hyped you up. You have no choice now but to take them out! Make it so!"

    Intimidate: 1d20 + 12 ⇒ (17) + 12 = 29

    Success grants Kaz a +4 bonus to his gunnery check.


    none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    With that +4, might I suggest an "open fire" action (I think--going from memory), which should allow for 2 weapons at -4? If I can line up missiles again, maybe missiles & turret?

    initiative: 1d20 + 13 ⇒ (14) + 13 = 27

    Let's press our advantage...taking out one fighter might convince the other to retreat.


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    The action is "Fire at Will." It allows Kaz to fire two weapons in one round, both at -4.

    Aldo speaks to the vesk in Common, but with a tone and force more common for Vesk.

    Green Pilot: 1d20 + 12 ⇒ (20) + 12 = 32
    White Pilot: 1d20 + 12 ⇒ (6) + 12 = 18

    The enemy splits!

    HELM PHASE:
    Captain (Aldo): Demand
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    [/ooc]

    GUNNERY PHASE:
    ►Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT: Round 4
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 22
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 26/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: Forward Weapons Glitching
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 0
  • Starboard: 10
  • Aft: 10

  • Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    The vesk hunches over the controls, he lets out a hiss and gently pushes the fire button.

    Gunnery 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15 Drek!
    Missles 4d8 ⇒ (5, 5, 8, 1) = 19


    none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    Chip deftly directs the ship at the White fighter, again lining up the Firestorm's missile launcher with the fighter's now-shieldless port side.

    Let 'em have it, Kaz!

    Piloting, Flyby: 1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26


    Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    Aided by some skilled piloting, the vesk fires as they sweep by. He manages two shots.

    Gunnery 1d20 + 8 ⇒ (18) + 8 = 26
    Missile 4d8 ⇒ (6, 5, 5, 2) = 18

    Gunnery 1d20 + 8 ⇒ (6) + 8 = 14
    Missile 4d8 ⇒ (1, 4, 2, 7) = 14


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    The team works together, and Kaz scores a massive hit on the fighter's unprotected flank!

    CT: 2d100 ⇒ (17, 18) = 35 Sensors now malfunctioning!

    Green: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 for DMG: 5d8 ⇒ (2, 8, 1, 4, 7) = 22
    White Flak Thrower: 1d20 + 6 ⇒ (4) + 6 = 10 MISS

    The green fighter hits the FireStorm with a tactical nuke on the forward arc, knocking out shields, but leaving the hull undamaged.

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    ►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    ********************************************
    STARSHIP COMBAT: Round 5
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (4) + 12 = 16
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 8/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: Forward Weapons Glitching, Sensors malfunctioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 0
  • Starboard: 10
  • Aft: 10

  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    Doesn't Kaz get a +2 on one of his gunnery rolls? Does that change anything?


    Aasimar Envoy 5 SP 40/40 HP34/34 RP 7/7 | EAC 12 KAC 13 | F +3 R +6 W +4 | Init +2 | Perc +10, Dipl +16, SM +7 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges

    Aldo demands the best from Chip, the Android.

    Demand:
    You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.

    "Chip, if you ever want to be able to make cinema quotes on this ship again, I was to see you fly this ship like an ace!"

    Intimidation: 1d20 + 12 ⇒ (17) + 12 = 29

    Success grants a +4 bonus to piloting checks!


    CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 18, KAC 20 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

    Angel does her best to repair the shields.

    Engineering: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

    Ruh roh.


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Aldo pushes Chip, but it distracts Angel who fails to get any power to the shields!

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (17) + 12 = 29
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:

    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    ********************************************
    STARSHIP COMBAT: Round 5
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 140 CT:
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: All Functioning
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 22
  • Aft: 23
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (8) + 12 = 20
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 5/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 8/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: Forward Weapons Glitching, Sensors malfunctioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 0
  • Starboard: 10
  • Aft: 10

  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    init: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26

    Aldo, I suggest you encourage Angel. Having more fore shields would be nice...

    Chip scoots forward, trying to protect their vulnerable fore. He tries some more fancy maneuvering...

    Pilot, Evasive: 1d20 + 13 + 2 + 1 ⇒ (11) + 13 + 2 + 1 = 27 <--success +2 AC


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    I'm BACK! I've shifted everything on the map to keep the combat centered.

    Green Pilot: 1d20 + 12 ⇒ (10) + 12 = 22 Evasive!
    White Pilot turns in place.

    The two ships pull up next to each other and FIRE:
    Green Gunner: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 for DMG to Aft: 5d8 ⇒ (7, 2, 3, 8, 4) = 24
    White gunner: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for DMG to Aft: 5d8 ⇒ (8, 7, 7, 1, 5) = 28

    The missiles both hit! Warning lights erupt on the bridge. The second missile does a number on the FireStorm's systems.
    CT Rolls: 2d100 ⇒ (72, 47) = 119 Arc: 1d4 ⇒ 4 Weapon: 1d2 ⇒ 2 Piloting controls and the chain canon are now both glitching (-2 to all rolls)

    HELM PHASE:
    ►Pilot (Chip): [ooc]Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    GUNNERY PHASE:
    ►Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT: Round 5
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 111/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 22
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (13) + 12 = 25
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10

    SHIP: WHITE
    HP: 8/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 3/5
    Systems Status: Forward Weapons Glitching, Sensors malfunctioning
    Shields: Diverting amount: 4

  • Forward: 1
  • Port: 0
  • Starboard: 10
  • Aft: 10

  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    Helm phase is over (I was first cuz I lost init)

    gunnery is up


    Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    The vesk tunes out the warning lights, those are usually someone else’s job to fix. He ignores the glitching controls, locks on target and fires on the more damaged ship.

    Gunnery 1d20 + 8 + 4 - 2 ⇒ (12) + 8 + 4 - 2 = 22
    Missles 4d8 ⇒ (3, 4, 4, 7) = 18


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Kaz launches another missile and scores a direct hit! Once the smoke clears there's little left. One ship down, one to go. Two missiles remaining!

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    ►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    ********************************************
    STARSHIP COMBAT: Round 6
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 111/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 22
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (12) + 12 = 24
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • Aasimar Envoy 5 SP 40/40 HP34/34 RP 7/7 | EAC 12 KAC 13 | F +3 R +6 W +4 | Init +2 | Perc +10, Dipl +16, SM +7 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges

    Aldo continues to give encouraging remarks to Kaz to help the gunner take down the enemy ships.

    Diplomacy vs. DC 15: 1d20 + 15 ⇒ (18) + 15 = 33

    "Take your time, Kaz, aim first and then shoot. You've got this."

    +2 Bonus to Gunnery Check.


    CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 18, KAC 20 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

    Angel does her best to repair the shields.

    Engineering:: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

    JEEBUS!


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Maybe it's the jostling, maybe it's the cheese residue someone left on the panel, but Angel is struggling. Thankfully Aldo keeps it cool.

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (11) + 12 = 23
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:

    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt

    ********************************************
    STARSHIP COMBAT: Round 6
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 111/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 22
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (17) + 12 = 29
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 4/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    Initiative: 1d20 + 13 ⇒ (8) + 13 = 21 <--frak

    Chip does his best to present one of their shielded sectors to the enemy.

    piloting, evasive: 1d20 + 13 + 2 - 2 ⇒ (5) + 13 + 2 - 2 = 18 <--FAIL


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Enemy Pilot: 1d20 + 12 ⇒ (10) + 12 = 22 Evasive

    The enemy ship, alone but not out, heads straight for you.

    Enemy Tactical Nuke: 1d20 + 6 ⇒ (14) + 6 = 20 for 4d8 ⇒ (7, 6, 8, 6) = 27

    It blasts through your shields and does some damage to the hull!

    GUNNERY PHASE:
    ►Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting +2 from Aldo, Turret is glitching (-2)

    ********************************************
    STARSHIP COMBAT: Round 6
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 106/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (2) + 12 = 14
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 3/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 10
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    how many effing nukes do these things carry???


    Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    Using their last precious missle, the vesk lets out a breath as he sights in on the enemy ship. He knows it makes no difference when using ship to weaponry, but its a habit from countless hours of rifle marksmanship. Target locked, he fires...

    Gunnery 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24
    Magic Missle 4d8 ⇒ (8, 8, 7, 4) = 27


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    It's that you've been shot at by TWO fighters. Missile launcher is on the port arc. This has to be with the glitching chain cannon. Still a hit, just only DMG: 5d4 ⇒ (3, 1, 4, 2, 1) = 11

    Kaz rips through the enemy shields, and lightly scorches its hull.

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    ►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    ►Enemy Initiative: Piloting: 1d20 + 12 ⇒ (11) + 12 = 23
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    ********************************************
    STARSHIP COMBAT: Round 7
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 106/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (19) + 12 = 31
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 34/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 3/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 0
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • Aasimar Envoy 5 SP 40/40 HP34/34 RP 7/7 | EAC 12 KAC 13 | F +3 R +6 W +4 | Init +2 | Perc +10, Dipl +16, SM +7 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges

    "Nice shot, Kaz. Let's keep at this and we will put an end to this battle!"

    Aldo continues to encourage Kaz.

    Diplomacy vs. DC 15: 1d20 + 15 + 1d6 ⇒ (9) + 15 + (1) = 25

    (+2 Bonus to Gunnery)


    none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    initiative, round 7: 1d20 + 13 ⇒ (6) + 13 = 19


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    HELM PHASE:
    Captain (Aldo): +2 to Kaz
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    ►Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    ********************************************
    STARSHIP COMBAT: Round 7
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 106/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (19) + 12 = 31
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 34/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 3/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 0
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    Chip silently curses his slow reflexes--the damage to the ship is starting to stress him out--and he tries again to put some English on his piloting to make for a harder target.

    piloting, evasive: 1d20 + 13 + 2 + 2 - 2 ⇒ (4) + 13 + 2 + 2 - 2 = 19 <--success, +2 AC


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Chip wheels around, giving the port to the enemy. It leaves Kaz free to use the missile launcher!

    Enemy: 1d20 + 6 ⇒ (2) + 6 = 8 MISS

    GUNNERY PHASE:
    Captain (Aldo): +2 to Kaz
    ►Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    ********************************************
    STARSHIP COMBAT: Round 7
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 106/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (4) + 12 = 16
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 34/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 2/5
    Systems Status: All Functioning
    Shields: Diverting amount: 4

  • Forward: 0
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]
    Game Master S wrote:
    Chip wheels around, giving the port to the enemy. It leaves Kaz free to use the missile launcher!

    Chip glances over to Kaz. Make this shot count, soldier. Lock and load.

    He then addresses Angel. Angel, could you see what you can do about the shields, please?


    Male Vesk Soldier 4 (SP 32/32, HP 34/34, RP 4/4, EAC22, KAC23, Fort+5, Ref+4, Will+4, Init+7, Percp+7

    The soldier tunes everything out for a moment…

    And fires.

    Gunnery 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 4d8 ⇒ (7, 4, 4, 2) = 17


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    BOOM! The missile slams into the enemy ship:
    2d100 ⇒ (99, 51) = 150 Power Core and Weapons

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    ►Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (14) + 12 = 26
    ►Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    *******************************************
    STARSHIP COMBAT: Round 8
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 106/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (3) + 12 = 15
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 17/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 2/5
    Systems Status: Power Core and Weapons glitching
    Shields: Diverting amount: 4

  • Forward: 0
  • Port: 10
  • Starboard: 10
  • Aft: 10


  • Aasimar Envoy 5 SP 40/40 HP34/34 RP 7/7 | EAC 12 KAC 13 | F +3 R +6 W +4 | Init +2 | Perc +10, Dipl +16, SM +7 | Hero Point: 0 | Inspiring Boosted: None | 20/20 Charges

    ”Nice shot, Kaz. Let’s do that again.”

    Aldo encourages Kaz to keep firing!

    Diplomacy: 1d20 + 15 + 1d6 ⇒ (13) + 15 + (3) = 31

    +2 Bonus to Gunnery


    none Android Mechanic/4 Init:+3 ST 21/21 HP 8/22 RP: 4/6 EAC 14 KAC 15 Perc 8 F5 R7 W1
    attacks:
    [dice=cavitation pistol]1d20+6[/dice] [dice=fire]d6+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage, P]1d6+2[/dice]

    pilot, init: 1d20 + 13 ⇒ (1) + 13 = 14


    CN Human Cyberborn Mechanic 4 She/Her| SP 24/24 HP 26/26 | RP 6/6 | EAC 18, KAC 20 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +7, SM: +7 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

    Angel tries to repair the shields.

    Engineering: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Aldo pushes Kaz, and not a moment too soon as the enemy gets the jump on the angle. Angel diverts power to the shields DC is 22 for you at this tier. PCU is 120, so you get 6 shields back. Technically their placement is up to you. Your shields are TOAST, so where do you want to put your 6 points?

    *******************************************
    STARSHIP COMBAT: Round 8
    TACTICAL MAP
    GM TRACKER
    Starship
    Bonus Resolve: 0
    Critical Damage Table
    Critical Skill check results
    Options Adjusted for level: No

    FireStorm Status:

    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Vacant
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    HP: 106/140 CT: 11
    AC: 16, TL: 18 (Assuming Level 4 Chip is Pilot)
    Speed: 12 Maneuverability: Good (1)
    Computer Assistance: +2 for everyone!
    Systems Status: Piloting and Turret glitching (-2)
    Shields: Diverting amount: 6

  • Forward: 0
  • Port: 22
  • Starboard: 0
  • Aft: 0
  • PHASE Tracker:

    ”ROLE PHASE”:
    You may switch roles at the top of a round.
    Captain: Aldo
    Chief Mate: Vacant
    Engineer: Angel
    Gunner: Kaz
    Magic Officer: Vacant
    Pilot: Chip
    Science Officer: Vacant

    ENGINEERING PHASE:
    Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
    ►Captain (Aldo): Demand, Encourage, Moving Speech, Orders, Taunt
    Chief Mate (Name): Maintenance Panel Access, Targeting Aid
    Engineer (Angel): Divert, Hold It Together, Patch, Overpower, Quick Fix
    Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents

    HELM PHASE (Initiative):
    Magic Officer (Name): Precognition
    Enemy Initiative: Piloting: 1d20 + 12 ⇒ (17) + 12 = 29
    Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE

    HELM PHASE:
    Captain (Aldo): Available
    Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
    Pilot (Chip): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
    Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System

    GUNNERY PHASE:
    ►Captain (Aldo): Available
    Gunner 1 (Kaz): Fire At Will, Shoot, Broadside, Precise Targeting

    Game Master Only:

    Ship Details

    SHIP: [color=Green]GREEN[/color]
    HP: 17/35 CT: 7
    AC: 19, TL: 18
    Speed: 10 Maneuverability: Good (1)
    Computer Assistance: +1 any one check per round, +4 Computers, +1 Piloting
    Ammo: Tactical Nukes 2/5
    Systems Status: Power Core and Weapons glitching
    Shields: Diverting amount: 4

  • Forward: 0
  • Port: 10
  • Starboard: 10
  • Aft: 10

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