RodKin Ratrod's Cousin
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Rodkin will try to Patch the Glitching Engines.
DC=10+(1.5* Tier) and we are Tier 6, so DC 19
Engineering to Patch Glitching Engines DC 19: 1d20 + 14 ⇒ (18) + 14 = 32
Engines back on line. Tear them up
RodKin Ratrod's Cousin
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Just to make sure I understand where we are.
We have completed the engineering phase for round 2. Not sure if the other ship has completed that phase.
Next would be the Piloting roll for initiative, which I assume we got a 33 for our initiative but we don't know what the enemy got so we don't know who is going first.
Don't forget we have a +1 to any three checks per round. My suggestion would be Piloting for Initiative and the two gunnery checks, assuming we can get the enemy in the front arc.
Current crew assignments:
Pilot: Rattus
Engineer: Rodkin
Forward Weapons: Chryssi
Turret Weapon: Obo
Does that sum up the situation?
| cmlobue |
Sorry - traveling and just now got access to something other than my phone to post form.
Chryssi balances the shields around the Herald.
Rodkin patches the hole in the engines.
Ratrod successfully reacts to the enemy's movements.
The Buzzsaw places itself behind you.
You may now move and fire.
Round 2 - helm and gunnery phases
Herald (HP 77/100; shields: forward 19/30, port 17/20, starboard 17/20, aft 17/30; engines repaired)
Buzzsaw (shields: forward 7/20)
RodKin Ratrod's Cousin
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I draft a course in Green. I thought about just doing a "Back Off" stunt, but realized we would also be subject to an AoA and don't think we could do a "Flyby" to avoid the AoA at the same time. I believe this gets us out of their Forward arc (and their big gun) and lets us hit them with both of our weapons (hopefully). We should also throw an Evade stunt (DC 19) to raise our AC if we don't do any other stunts.
If Chryssi balanced the shields this turn, can she also fire weapons? If not, should we move Obo to the big forward weapon?
Does anyone else have any thoughts?
Rattus Solo
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I wanted to get it BEHIND us? that's why I suggested the flip and burn. It's going to "get" us with the front cannon and do a ton of damage?? Is there anyway to boost speed? Sorry I'm not a wiz on the starship combat rules
RodKin Ratrod's Cousin
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We only have two weapons, one that fires in the forward arc that does 8d6 damage and one turret that does 3d6. Their weapon in their forward arc does 10d6 damage and their turret is like ours, doing 3d6.
I could have boosted speed in the Engineering phase, but choose to repair the glitching engines instead to avoid -2 on all rolls involving the engines, including all piloting checks.
I want to get them in our front arc but keep us out of their front arc, so they can't hit us with their big gun. I think going around like I proposed does that, but I am not a Starship combat expert either.
| cmlobue |
The marked path puts your forward pointing at their starboard. Both ships have a large forward gun and a weak turret. And Chryssi cannot fire this turn because of the rebalance.
RodKin Ratrod's Cousin
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I think a flip and burn would leave us facing them but we would still be in their forward arc, where their big gun can hit us in our forward shields. If our forward weapon was more powerful than theirs, this would be a good option. Unfortunately, they have the more powerful forward weapon. In starship combat, sometimes the objective is to not get hit by the enemy's most powerful weapon.
Obo could fire both weapons using the Fire at Will action, but I am afraid the -4 will force him to miss both. Then we get into the debate whether the weapons are controlled from one area, like Worf or Sulu operates or separate areas like the turrets on the Millenium Falcon. I think Starfinder leans toward one weapons station.
Regardless of the debate, I think Obo's bonus to hit will be +8 (BAB 4 + Dex bonus +3 + computer assist +1.) I think he should just fire our big gun, since the penalty would be half his total bonus, going against their AC of 19. +8 means our chance to hit is about 50%, where firing twice gets us two shots at about 30% each. They also have 15 points of Shield in this arc, so this will take a while.
| cmlobue |
You can have multiple gunners, and each can fire multiple weapons in some circumstances. Plus, anyone can switch roles any round. I picture everyone having a console that can be hot-swapped to control any system.
| cmlobue |
Obo fires the particle beam.
Gunnery: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 8d6 ⇒ (3, 6, 4, 6, 5, 4, 5, 6) = 39
Damage: 3d6 ⇒ (4, 6, 1) = 11
The Herald's beam slams into the enemy's starboard, ripping through the shields.
Critical Threshold: 1d100 ⇒ 55
Arc (1=fore 2=star 3=aft 4=port: 1d4 ⇒ 1
The frame buckles near the forward weapons array.
The Buzzsaw's return shot goes wide.
Round 3 - engineering phase and pilot initiative
Herald (HP 77/100; shields: forward 19/30, port 17/20, starboard 17/20, aft 17/30; engines repaired)
Buzzsaw (HP 41/65; shields: forward 7/20, starboard 0/15; forward weapons glitching)
Reroute to Shields: 1d20 + 11 ⇒ (16) + 11 = 27
Initiative: 1d20 + 17 ⇒ (14) + 17 = 31
RodKin Ratrod's Cousin
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Good shot Obo. Nice damage! No die below 3 and 5 die either 5 or 6 on d8s.
My inclination is to use the Engineering phase to restore shields, but I could boost weapons or boost our speed.
Engineering to restore shields: 1d20 + 14 ⇒ (4) + 14 = 18
| cmlobue |
Rodkin can't quite figure out which coupling leads to the force field generators. The enemy does, however, as you see the starboard shields flare back to life (though the others seem to weaken).
Rattus' quick movements outfox the enemy ship.
Buzzsaw moved. Pathfinders may move now. Anyone else wishing to act in the engineering phase may also do so.
Round 3 - helm and gunnery phases
Herald (HP 77/100; shields: forward 19/30, port 17/20, starboard 17/20, aft 17/30; engines repaired)
Buzzsaw (HP 41/65; shields: forward 12/20, starboard 10/15, port 10/15, aft 10/20; forward weapons glitching)
Gunnery: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Turret: 3d6 ⇒ (4, 1, 5) = 10
Gunnery: 1d20 + 10 ⇒ (2) + 10 = 12 -2 if forward
Forward: 10d6 ⇒ (2, 3, 1, 3, 4, 6, 6, 2, 1, 4) = 32 or Port/Starboard: 3d4 ⇒ (3, 2, 2) = 7
RodKin Ratrod's Cousin
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I propose we simply Turn in Place two faces clockwise to bring our forward arc around to face the enemy. It puts them in our forward arc and we aren't in their forward arc. That allows Chryssi and Obo to shoot with the Forward gun and the turret.
Any other thoughts?
Rattus Solo
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I propose we simply Turn in Place two faces clockwise to bring our forward arc around to face the enemy. It puts them in our forward arc and we aren't in their forward arc. That allows Chryssi and Obo to shoot with the Forward gun and the turret.
Any other thoughts?
That works!
RodKin Ratrod's Cousin
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Obo fires the turret particle beam.
Gunnery: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 3d6 ⇒ (6, 1, 4) = 11
| cmlobue |
Rattus spins the Herald around for a better shot.
Obo hits the port shields, knocking them out and scratching the paint on the hull. Unfortunately, Chryssi's more powerful shot goes wide.
The counter-attack from the Buzzsaw is nowhere near its target.
Round 4 - engineering phase and pilot initiative
Herald (HP 77/100; shields: forward 19/30, port 17/20, starboard 17/20, aft 17/30; engines repaired)
Buzzsaw (HP 40/65; shields: forward 12/20, starboard 10/15, port 0/15, aft 10/20; forward weapons glitching)
Reroute to Weapons: 1d20 + 11 ⇒ (5) + 11 = 16
Initiative: 1d20 + 17 ⇒ (12) + 17 = 29
RodKin Ratrod's Cousin
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Rodkin once again tries to provide more power to the shields.
Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (20) + 14 = 34
I believe that gives us 7 shield points back, which Rodkin will split to 4 forward and three aft
If we are using the Natural 20 effects from the Starship Operations manual, that would restore 15 Shield instead of 7. In that case, it would be distributed 8 forward and 7 aft.
Chryssi
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Chryssi mutters something rude in Infernal before taking another shot - assuming the Buzzsaw is in the forward arc.
fire: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 8d6 ⇒ (3, 2, 4, 2, 5, 3, 2, 5) = 26
| cmlobue |
Rattus once again gets the jump on the enemy. Buzzsaw moved.
Round 4 - helm and gunnery phases
Herald (HP 77/100; shields: forward 23/30, port 17/20, starboard 17/20, aft 20/30; engines repaired)
Buzzsaw (HP 40/65; shields: forward 8/20, starboard 8/15, port 8/15, aft 8/20; forward weapons glitching)
Gunnery: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Turret: 3d6 ⇒ (6, 3, 2) = 11
Gunnery: 1d20 + 10 ⇒ (5) + 10 = 15 -2 if forward
Forward: 10d6 ⇒ (6, 5, 5, 3, 2, 3, 3, 3, 1, 1) = 32 or Port/Starboard: 3d4 ⇒ (3, 1, 2) = 6
RodKin Ratrod's Cousin
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I have a proposed course in Gray, once again keeping us out of their Forward Arc and keeping them in ours. We could go a little short of this, but I think bringing us further around may be advantageous in the future. The last turn puts them on the edge of our forward arc. This is why Initiative is soooo important in Starship combat.
| cmlobue |
Obo fires the turret gun.
Gunnery: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 3d6 ⇒ (3, 1, 5) = 9
Once again, only Obo connects with his gun. The port shields drop on the Buzzsaw.
Round 5 - engineering phase and pilot initiative
Herald (HP 77/100; shields: forward 23/30, port 17/20, starboard 17/20, aft 20/30; engines repaired)
Buzzsaw (HP 39/65; shields: forward 8/20, starboard 8/15, port 0/15, aft 8/20; forward weapons glitching)
Reroute to Weapons: 1d20 + 11 ⇒ (15) + 11 = 26
Initiative: 1d20 + 17 ⇒ (1) + 17 = 18
RodKin Ratrod's Cousin
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Rodkin continues to try to restore shields.
Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (13) + 14 = 27
Another 7 shield points back, which Rodkin will split to 1 each port and starboard, 2 forward and 3 aft. I think that brings us to HP 84/100; shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30
Chryssi
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Aye aye Cap'n. But maybe Obo should fire the big forward weapon this time. I keep pronking missing with it. Most annoying.
| cmlobue |
Rattus is once again the better flyer. Enemy ship moved.
Round 5 - helm and gunnery phases
Herald (HP 77/100; shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30; engines repaired)
Buzzsaw (HP 39/65; shields: forward 8/20, starboard 8/15, port 0/15, aft 8/20; forward weapons glitching)
Gunnery: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Turret: 3d6 ⇒ (3, 2, 5) = 10
Gunnery: 1d20 + 10 ⇒ (6) + 10 = 16 -2 if forward
Forward: 10d6 ⇒ (3, 4, 2, 5, 2, 4, 1, 1, 2, 6) = 30 or Port/Starboard: 3d4 ⇒ (2, 2, 2) = 6
RodKin Ratrod's Cousin
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My vote is for another Turn In Place. Turning one facet counter-clockwise put them squarely in our forward arc and us in their starboard arc.
Assuming we do something along those lines.
Obo fires the Forward particle beam using one of the computer +1s.
Gunnery: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 8d6 ⇒ (4, 4, 4, 2, 5, 1, 3, 5) = 28
I am starting to think the weapon is inherently unlucky.
| cmlobue |
It's a tier 3-6 scenario, so you can't sneak a level 8 Obozaya in.
Neither side can get a lock on their opponents.
Round 6 - engineering phase and pilot initative
Herald (HP 77/100; shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30; engines repaired)
Buzzsaw (HP 39/65; shields: forward 8/20, starboard 8/15, port 0/15, aft 8/20; forward weapons glitching)
Repair Weapons: 1d20 + 11 ⇒ (5) + 11 = 16
Initiative: 1d20 + 17 ⇒ (15) + 17 = 32
RodKin Ratrod's Cousin
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Did Chryssi's turret shot hit with a 19?
Rodkin continues to try to restore shields.
Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (9) + 14 = 23
Another 7 shield points back, which Rodkin will split to 1 each port and starboard, 2 forward and 3 aft. I think that brings us to SP 91/100; shields: forward 27/30, port 19/20, starboard 19/20, aft 26/30
| cmlobue |
No, because their pilot evaded successfully last round.
RodKin Ratrod's Cousin
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If I read the Enemy rolls right, we are going to have to move first. I would suggest we Back Off which requires a DC 19 Piloting check. I have proposed this on the map with a Yellow Arrow. I think we are far enough back that we might be able to keep them in our forward arc as they come for us. Other Suggestions?
| cmlobue |
Rattus is slower off the mark this time, but Rodkin keeps the shields charging.
The enemy ship flies so the combatants are facing each other head on.
Round 6 - helm and gunnery phases
Herald (HP 77/100; shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30; engines repaired)
Buzzsaw (HP 39/65; shields: forward 6/20, starboard 6/15, port 6/15, aft 6/20; forward weapons glitching)
Gunnery: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Turret: 3d6 ⇒ (6, 3, 6) = 15
Gunnery: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Forward: 10d6 ⇒ (3, 3, 6, 4, 5, 1, 2, 2, 5, 6) = 37
Chryssi
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Chryssi also fires. Looks like she got control of the forward weapon back.
attack: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 8d6 ⇒ (1, 6, 2, 2, 3, 3, 4, 3) = 24
| cmlobue |
Obo puts a shot down the throat of the enemy vessel.
Critical Damage: 1d100 ⇒ 11
Or more like, into the eye.
The Buzzsaw returns the favor, but it is not strong enough to pierce the herald's shields.
Round 7 - engineering phase and pilot initiative
Herald (HP 77/100; shields: forward 10/30, port 18/20, starboard 18/20, aft 23/30; engines repaired)
Buzzsaw (HP 35/65; shields: forward 0/20, starboard 6/15, port 6/15, aft 6/20; forward weapons glitching, sensors glitching)
Repair Weapons: 1d20 + 11 ⇒ (19) + 11 = 30
Initiative: 1d20 + 17 ⇒ (12) + 17 = 29
RodKin Ratrod's Cousin
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All my hard work, undone in one shot.
Rodkin continues to try to restore shields.
Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (8) + 14 = 22
@GM Cmlobue, I think you missed one of my repair rounds. I repaired the shields to: forward 27/30, port 19/20, starboard 19/20, aft 26/30 in the Engineering Phase and when we start the helm and gunnery phases you had shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30.
Another 7 shield points back, which Rodkin will put back into the Forward shields, putting us at shields: forward 19/30, port 19/20, starboard 19/20, aft 26/30
| cmlobue |
Once again, Rattus is slow off the mark, but Rodkin is keeping the shields in good shape.
Starfinders move first
Round 7 - helm and gunnery phases
Herald (HP 77/100; shields: forward 19/30, port 19/20, starboard 19/20, aft 26/30; engines repaired)
Buzzsaw (HP 35/65; shields: forward 0/20, starboard 6/15, port 6/15, aft 6/20; forward weapons glitching, sensors glitching)
Gunnery: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Turret: 3d6 ⇒ (3, 1, 1) = 5
Gunnery: 1d20 + 10 ⇒ (19) + 10 = 29 -2 if forward
Forward: 10d6 ⇒ (5, 1, 2, 3, 1, 4, 5, 2, 4, 1) = 28 or Port/Starboard: 3d4 ⇒ (2, 3, 2) = 7
RodKin Ratrod's Cousin
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I have a radical suggestion. If Rattus think he can make the DC 24 Piloting check we can fly straight ahead and shoot for a Flyby.
Thoughts?
Chryssi
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Obo fires the turret weapon using a node from the computer
turret: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 damage: 3d6 ⇒ (2, 5, 3) = 10
Chryssi follows suit for the forward weapon, also using a node.
forward: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 damage: 8d6 ⇒ (6, 5, 4, 4, 4, 1, 6, 5) = 35
((T-shirt reroll with 4 novas))
forward: 1d20 + 9 + 1 + 4 ⇒ (14) + 9 + 1 + 4 = 28
| cmlobue |
That is a good use of a reroll. I need to know where you are to resolve that, though. Feel free to bot Rattus if he doesn't post in the next 12 hours.