DM Kludde |
Felicis has to move first - how do you want to move your ship?
---(Round 1)--
Engineering
Helm: Starfinder move first
Gunnery: Go ahead and roll.
---
Mizzrym
Pilot: Felix (needs move, plus any maneuvring you'd want to pul off)
Cettara
Loki
---
Ongie
---
Loki de Orilla |
High Explosive Missile Launcher: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21, for 4d8 ⇒ (8, 1, 8, 1) = 18 damage.
Iron-59 Felicis |
Felix Flies the ship away from the enemy ship that is chasing them. "I think it is unwise to fight them. If they get close, however, bring our weapons hot and shoot." Felix advises them.
I am not sure if our ship is the Green one but I would like to move the ship up to its Speed, away from the chasing ship.
DM Kludde |
Starfinder team is GREEN. You can basically make a u-turn, so I've done that for you
Distance is 9 hexes...
Gunners are up! I'll roll piloting for round 2, Felix can also go ahead and to that
Piloting (init round 2): 1d20 + 13 ⇒ (9) + 13 = 22
---(Round 1)--
Engineering
Helm:
Gunnery: Go ahead and roll.
---
Pilot: Felix
Mizzrym
Cettara
Loki
---
Ongie
===
---(Round 2)--
Eng:
Helm: Beat 22 or move first
Gunnery
---
Loki de Orilla |
Since the launcher has limited shots, I am not going to waste them whilst they are too far away to hit in 1 round (and risk being shot down). I will take no action until my previously listed action is triggered.
DM Kludde |
You could still fire the coilgun?
Iron-59 Felicis |
It looks to them that the enemy ship will not let them escape. Felix moves and turns the ship as they keep their distance from the enemy.
Helm Phase: Piloting to Evade stunt: 1d20 + 10 ⇒ (14) + 10 = 24
I indicated in the Map the movement of the ship and its turns. I would like to know if I did it right.
DM Kludde |
Cettara fires the coilgun, and misses the ship. The chasing ship opens fire, with its laser cannon, causing the Thunderbolt's shields to glow.
Laser Cannon: 1d20 + 3 ⇒ (10) + 3 = 132d4 ⇒ (2, 4) = 6
The ship moves up to the aft of the starfinder vessel before Felix moves it into a better position.
Ongie scans and determines the enemy vessel only has a forward laser gun.
[ooc]Gunners can fire
init for round 3: 1d20 + 13 ⇒ (8) + 13 = 21
---
Starfinders: 6 aft shield damage
Enemy: No damage
---(Round 2)--
Engineering
Helm:
Gunnery: Go ahead and roll.
---
Pilot: Felix (Init for round 3)
Mizzrym
Cettara
Loki
---
Ongie
===
---(Round 3)--
Eng:
Helm: Beat 21 or move first
Gunnery
---
DM Kludde |
I indicated in the Map the movement of the ship and its turns. I would like to know if I did it right.
The way you moved is correct, though you could have made a tighter turn. Maneuver is 2, speed is eight, so you could have:
- Turned 60 degress for every two hexes moved (currently you turned after every three)- Moved two hexes more (turning doesn't count against movement).
Rules reproduced in spoiler:
The number of turns per round a starship can take is limited only by its speed and maneuverability. Turns don’t count against a starship’s movement speed. If a ship with average maneuverability has a speed of 8, it can usually turn a total of four times during a single round.
Loki de Orilla |
When the opposing ship reaches the edge of Loki's effective range with the missile launcher, he lines it up in the middle of the targeting sight, and opens fire!
High Explosive Missile Launcher: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26, for 8d8 ⇒ (3, 5, 2, 3, 1, 3, 4, 6) = 27 damage.
DM Kludde |
There's no double damage on a crit in starfinder starship combat, just extra crit effects
Crits!: 2d100 ⇒ (88, 3) = 91
Loki's missile punches through the front shields and dives right into the power core. A surge of overloaded electricity wreaks havoc on the life support system, and the ship is now followed by a trail of smoke.
Felix can roll init for next round, still need actions for Cettara and Mizzrym
---
Starfinders: 6 aft shield damage
Enemy: F down, 10 damage. Power core, Life support glitching
---(Round 2)--
Engineering
Helm:
Gunnery: Go ahead and roll.
---
Pilot: Felix (Init for round 3)
Mizzrym
Cettara
Loki
---
Ongie
===
---(Round 3)--
Eng:
Helm: Beat 21 or move first
Gunnery
---
Elissa Estin |
"Nice shot!" Cettara congratulates Loki. She blushes a little at her own performance. "Being entirely honest, I've never done this for real before, only on simulators. My people don't operate spaceships" She keeps up the fire against the other ship.
Gunnery: 1d20 + 2 ⇒ (11) + 2 = 13
DM Kludde |
If you use one of the three +1 bonuses the ship grants per round, you can turn that into a hit...
DM Kludde |
Mizzrym makes sure the shields are fully restored as Cettara fires.
Rolling damage: 4d4 ⇒ (3, 3, 3, 4) = 13
Cettara's coilgun hits the exposed forward arc of the enemy ship, causing further surges in the power core, which also damage the engines
Crits: 2d100 ⇒ (70, 97) = 167
The enemy ship returns fire, but misses by a hair.
Laser gun: 1d20 + 3 ⇒ (10) + 3 = 132d4 ⇒ (1, 2) = 3
Piloting round 4: 1d20 + 13 - 2 - 2 ⇒ (14) + 13 - 2 - 2 = 23
---
Starfinders: No damage
Enemy: F down, 23 damage. Power core malfunctioning, Life support glitching, engines glitching
---(Round 3)--
Engineering
Helm: Beat 17 or move first
Gunnery: Go ahead and roll.
---
Pilot: Felix (Init for round 3)
Mizzrym
Cettara
Loki
---
Ongie
===
---(Round 4)--
Eng:
Helm: Beat 23 or move first
Gunnery
---
Loki de Orilla |
Nodding in satisfaction, Loki taps into the computer's assistance once again, and lines up another shot.
High Explosive Missile Launcher: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12, for 4d8 ⇒ (1, 6, 2, 5) = 14 damage.
High Explosive Missile Launcher, shirt re-roll: 1d20 + 5 + 1 + 2 ⇒ (10) + 5 + 1 + 2 = 18.
DM Kludde |
Loki fires the next volley of highly explosive ordnance, and at the projectile explode, the enemy vessel becomes shrouded in crackling energy as the power core finally gives in. With a flash, the assailing ship explodes.
Combat over!
Ongie breathes a sign of relief, and for the first time she seems to put some trust in the Starfinders. “I, ah, seem to have been hasty in my assessment of your abilities. Please, let us get out of here and I can give you the information you want while we make our way to Absalom Station. I only have one request in return: my father Roget is a hostage of the Order on Kortus IV. Promise me that the Starfinder Society will help me rescue him, and I’ll tell you everything I know.”
We're close to the end of this adventure, so feel free to roll your day jobs
Mizzrym' |
Don't worry Ongie, the Society will take care of your father. Not only because you will provide us informations about the Organisation but because it's the right thing to do.
Did I tell you that I'm writing Safari's guides?
Says Mizzrym' to reassure Ongie.
Profession Safari Writer: 1d20 + 6 + 1 + 4 ⇒ (20) + 6 + 1 + 4 = 31
Loki de Orilla |
Loki nods gravely.
We were authorised to offer you protection, and any other reasonable measure needed to secure your cooperation. I feel that a promise to help you rescue your father falls under that umbrella.
Day Job - Profession(Lawyer): 1d20 + 15 ⇒ (20) + 15 = 35.
DM Kludde |
Well, that's a relief. To be honest, I did not expect any help, and I'm used to fighting on my own. Still, I am very glad to have it. I'm sure you have lots of questions. Let me start with the Organization.
The Order, that's the people that the folks in my hometown know as the Mongers, and what you Starfinders seem to call the Organization, are actually a group of cutthroat criminals called the Order of Dawning Fate. You can search all you want for that name, but you won’t find much information about them. As far as I can tell, most of the people who work for them don’t even know that name. They think they’re working for crime bosses, government agencies, corporations, charitable foundations—whatever cover suits the Order’s current needs. These dupes are the rank-and-file minions of the Order. The others—the ones who know what they’re a part of and who they work for—they’re the true agents of the Order of Dawning Fate. They’re fanatical. Zealous. Almost like it’s a cult or a religion or something.”
Loki de Orilla |
Your words may be prescient. Cults of personality or belief do not have to have anything to do with religion, but can still nevertheless promote fanaticism and blind obedience from their adherents. However, for such groups, shadows and anonymity are their greatest shield.
Now, at least, thanks to you, we have a real name for them... and we can work on bringing them kicking, screaming, and writhing out into the light.
Iron-59 Felicis |
Apologies for being absent during the weekend.
"So Organization is Order of Dawning Fate." Felix says to them flatly, and the android has no idea what this Order is.
DM Kludde |
It took me a long time to puzzle things through, Ongie says in response to Cettara, but I’m certain that the one calling the shots in the Order of Dawning Fate is someone named Zhaneni. She’s a witchwyrd—one of those tall, four-armed folks with innate magical ability. What’s more, Zhaneni is a precog, so she can see her enemies’ movements before they happen. That’s why I’ve had to keep moving from planet to planet, that’s why I can’t figure out a proper way to rescue my dad, and I bet that’s why they’re always one step ahead of you lot. When your enemy can see the future, the deck is stacked against you, you know?“ Ongie shakes her head and sighs. “Anyway, Zhaneni’s followers are fanatical. I don’t know what they see in her, but it certainly gives her an edge to have a whole legion of folks who will fight and die at her command.”
“If someone can see into the future, they’ve already won quite a battle, haven’t they? Zhaneni has some sort of machine that the Order calls Project Dawn. It enhances her psychic powers beyond what normal precogs can manage. Her visions are far more detailed and accurate than should be possible. I’ve sketched out some theories about how Project Dawn works, but I can’t really make heads or tails of it because I don’t have what they use to run the machine: a starmetal called finitrium.
“Finitrium is one of those rare elements that we call starmetals. If you touch it, it can let you see into the future—only a fraction of a moment when it’s in its raw form, and multiple possible futures, but if you can refine it, the visions become clearer, more accurate, maybe even easier to direct or control—this is all theoretical, see? As near as I can tell, the Order has figured out how to refine the finitrium they’ve been mining on Kortus IV, and they use it to power Zhaneni’s machine. I think she’s able to see months into the future—maybe further—if she has a steady supply of finitrium.”
The Order first discovered finitrium on Deepwater Prime. I’m not sure where, but I do know that the supply was slow and unreliable. Once they figured out how to use the finitrium, the race was on. They took over my home quick as could be and made the whole colony dependent on them—folks work in the mines and folks obey, or they die. But Braerton’s finitrium supply is played out. Their usefulness is at an end, if you get my meaning. I’m certain the Order will try to get rid of the evidence—the mine, the miners, even the colony itself. If we don’t help the people of Braerton, they won’t survive the Order’s purge.”
DM Kludde |
That brings up to the end of this game. To be continued next month, when the Death of Kortus IV is released! (you can sign up here if you're interested (and haven't signed up already)
Meanwhile: Chronicles are up!. Let me know if everything is ok. Thanks a lot for playing, everybody!