
Game Master S |

Everyone jumps into their seats, with Ongie on Science for the moment.
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
********************************************
STARSHIP COMBAT
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 12 + ? TL: 12 +?
HP: 170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ 8
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

I believe we have no Engineer at present, so - up to the pursuers!

Game Master S |

Technically speaking the Captain can act now. I pinged him, but let's assume he saves his action.
The coms immediately burst to life, "Ongie you should have quit when you had the chance. Now you'll cause the death of your friends too! We're going to blow your gunners out of the sky so we can play with you like the rat you are!" Targeting gunners Intimidate: 1d20 + 5 ⇒ (16) + 5 = 21 Duration: 1d4 ⇒ 3 Gunnery checks are at -2 for the next three turns!
Enemy Engineering: 1d20 + 5 ⇒ (14) + 5 = 19 Power to guns!
HELM PHASE (Initiative):
Enemy Initiative: Piloting: 1d20 + 12 ⇒ (5) + 12 = 17
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
********************************************
STARSHIP COMBAT
Round 1
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 12 + ? TL: 12 +?
HP: 170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ 14
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

I misunderstood where we were in SSC phases, so I rolled already - 22. Can I keep that roll?

Game Master S |

May bad for missing it. Keep the roll, take the canoli.
Jupitus is ready for a fight!
Piloting: 1d20 + 12 ⇒ (2) + 12 = 14 The enemy ship makes a weak attempt at fancy flying, but in the end, just closes distance.
1d20 ⇒ 3
HELM PHASE:
Science Officer (Ongie): Computers: 1d20 + 10 ⇒ (7) + 10 = 17
"Okay listen up! Here's what we're up against:"
Pilot (Jupitus): Go Audacious Gambit, Full Power, Fly, Maneuver, Stunt
********************************************
STARSHIP COMBAT
Round 1
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 12 + ? TL: 12 +?
HP: 170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

Jupitus turns the weapons-laden shopping cart that is the Gorgon around to face the interlopers. "All hands, prepare for battle! Gorf, Skiratrisk - give 'em the business!"
We are now 12 hexes away, so I'll Turn In Place to bring us about, and put our strongest facing forwards. (The alternative would be the Flip & Burn, but that would put us even further away, and could fail on a bad roll, so it's not a better option.) So the Heavy Laser Cannon will be 1 range increment out, but the Twin Lasers and Tactical Nuke Launcher are within range.
Like I said in that other post, too, since there's usually one way to orient the Gorgon (towards its problems :D) our initial shield loadout would be as forwards-facing as possible: Fore 42 Star 6 Port 6 Aft 6.

Game Master S |

Jupitus turns to fight, which gets an audible gulp from Ongie...
Your pursuers open with missiles and lasers:
high explosive missile launcher: 1d20 + 5 ⇒ (18) + 5 = 23 for DMG: 4d8 ⇒ (3, 4, 4, 6) = 17
light laser cannon: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14 MISS
The missile blasts through your forward shields and lightly scorches the hull!
GUNNERY PHASE:
don't forget, gunners are at -2
Gunner 1 (Gorf): Go!Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Go! Fire At Will, Shoot, Broadside, Precise Targeting
********************************************
STARSHIP COMBAT
Round 1
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 168/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ 15
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

"What do you say, Gorf? I'll take the nukes and you take the lasers?"
pew! vs TL: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
The nuke has a speed of 10, so it will have to keep going next turn.

![]() |

"I'm jus' gon' pull this trigger and see what's hooked up!"
Gunnery (Twin Laser), taunted: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage: 5d8 ⇒ (4, 5, 7, 8, 3) = 27

Game Master S |

The taunting gets into Gorf's head and it causes his shot to miss. Skiratrisk gets a lock and the nuke streaks towards the enemy!
ENGINEERING PHASE:
Captain (Zynn): Go Demand, Encourage, Moving Speech, Orders, Taunt
Engineer (Ongie): Go Divert, Hold It Together, Patch, Overpower, Quick Fix
********************************************
STARSHIP COMBAT
Round 2
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 168/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ 11
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

"Ongie, see if you can lock down forwards shields!"
Assume it's ok to bot Ongie? Gonna guess she's got the same Engineering check she has with Computers: +7?
Ongie Divert Power to Shields, DC 16: 1d20 + 7 ⇒ (4) + 7 = 11
The shield rules for SSC say that "at the start of combat, when the starship’s crew takes up battle stations and the shields are activated, the Shield Points must be divided up between the four quadrants of the ship. No quadrant can be assigned less than 10% of the total number of Shield Points available at the start of combat," so, given the forwards-facing nature of the Gorgon, would've started off with Fore 42, and 6 in the other three. So shields should be Fore 25, Port 6, Star 6, Aft 6, and nothing's punched through to hull yet?

Game Master S |
1 person marked this as a favorite. |

Normally, I'd have said no if not called out, but you twice mentioned it's forward facing nature, so I'll allow it and fix the tracker. and YES, please bot Ongie. Zynn's player has a lot going on, so I'll assume he holds for a later phase.
Ongie is a little too quick in switching seats...
HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Piloting: 1d20 + 12 ⇒ (13) + 12 = 25
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
********************************************
STARSHIP COMBAT
Round 2
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 170/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ (7) + 12 = 19
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.
"Breath and take a moment to attune yourself. If you achieve balance, you will shoot more accurately!"
Zynn encourages Gorf to focus and aim well.
Diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23

![]() |

Piloting Init: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Aw yiss! I'll try and keep them in our Front Arc so we can bring the pain; will decide after they move of course, but probably a Back Off stunt.

Game Master S |

Zynn works against the earlier threat, helping Gorf stay on target. Jupitus outflies the enemy again.
Enemy Pilot: 1d20 + 12 ⇒ (4) + 12 = 16 Successful Evasive Maneuvers.
HELM PHASE:
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
********************************************
STARSHIP COMBAT
Round 2
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 170/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ (16) + 12 = 28
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

Jupitus tries to duck & weave along their predicted targeting lines, while still keeping them in our Fore.
Evasion to give us +2 AC.
Piloting Evade, DC 16: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Ooh, nice. Too bad the Natural 20s in Starship Combat bit from SOM isn't Society legal.

Game Master S |

Jupitus keeps his nose on the enemy as rockets and lasers fly and he flies like a bat out of hell!
The enemy ship has only its turret, which it uses to launch another missile. Gunnery: 1d20 + 5 ⇒ (5) + 5 = 10, but fires before lock!
GUNNERY PHASE:
Gunner 1 (Gorf): Go Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Go + Tracking Fire At Will, Shoot, Broadside, Precise Targeting
********************************************
STARSHIP COMBAT
Round 2
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 170/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

Gorf takes a deep breath, trying to focus on Zynn's encouraging words rather than the enemy's taunts, then squeezes the trigger.
Gunnery (Twin Laser), taunted, encouraged: 1d20 + 7 - 2 + 2 ⇒ (4) + 7 - 2 + 2 = 11
Damage: 5d8 ⇒ (3, 2, 1, 1, 1) = 8

![]() |

The missile from last round tries to stay locked on.
Tracking: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Kablooie!: 5d8 ⇒ (2, 3, 3, 6, 7) = 21
Skiratrisk celebrates, and then sends a second one after it.
Tracking: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Boooo. 3/5 missiles remaining.

Game Master S |

Gorf and Skiratrisk both struggle to pile it on, but the first missile, still locked on, smashes into the aft of the ship, blowing through its shields and damaging the hull.
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Engineer (Ongie): Divert, Hold It Together, Patch, Overpower, Quick Fix You decide.[/ooc]
********************************************
[b]STARSHIP COMBAT
Round 3
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 170/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting
TRACKER
SHIP: Successful Evasive Maneuvers.
Systems Status:
Hull damage: 16
Shields:
Forward 5
Port 5
Starboard 5
Aft

Game Master S |

Doh! Stepped away for dinner and didn't get back in time.
The Starfinder missile causes sparks to erupt from the enemy ship CT System: 1d100 ⇒ 84 coolant leaks from their power core!
Enemy Engineer: 1d20 ⇒ 3

![]() |

Zynn Megavoom encourages their pilot.
"Jupitus, We need you now! They are coming in strong and we need your skill more than ever!"
Diplomacy vs. DC 15: 1d20 + 13 ⇒ (8) + 13 = 21
You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself.

![]() |

"Ongie, see if you can boost gains to shields!"
Ongie Divert Power to Shields, DC 16: 1d20 + 7 ⇒ (5) + 7 = 12
Ongie does not seem to understand that the Gorgon is, for all practical purposes, a large single cannon with a cockpit stapled to the front :D
Listening to his captain, Jupitus does his best to out-fly our foes...
Piloting Init, Encouraged: 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26

Game Master S |

HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Piloting: 1d20 + 12 ⇒ (2) + 12 = 14
Pilot (Jupitus): Initiative = 26

Game Master S |

Gorf and Skiratrisk both struggle to pile it on, but the first missile, still locked on, smashes into the aft of the ship, blowing through its shields and damaging the hull.
The enemy tries its best to get around you:
Piloting: 1d20 + 12 ⇒ (9) + 12 = 21
Engineering that I missed: 1d20 + 5 ⇒ (8) + 5 = 13
Balance Shields: 1d20 + 10 ⇒ (18) + 10 = 28
HELM PHASE:
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
GUNNERY PHASE:
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting
********************************************
STARSHIP COMBAT
Round 3
Gorgon
Tactical Map
----------------------------------------
Gorgon Status
Speed: 6 Maneuverability: Average (Turn 2)
AC: 16 TL: 16
HP: 170/170 DT: - CT: 34
Computer Bonuses: -2 Computers, +1 Piloting
Other Modifiers: Gunners taunted, -2 on rolls until Round 4
Systems Status: All Normal
Shields:
Forward: heavy laser cannon (4d8), twin laser (5d8)
Port: light laser cannon (2d4)
Starboard: light laser cannon (2d4)
Turret: tactical nuclear missile launcher (5d8), Missiles: 5/5
----------------------------------------
Bonus Resolve: 0
Critical Damage Table
Options Adjusted for level: No
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Zynn
Chief Mate: Vacant
Engineer: Vacant
Gunner: Gorf and Skiratrisk
Magic Officer: Vacant
Pilot: Jupitus
Science Officer: Ongie
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Zynn): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): 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 ⇒ (5) + 12 = 17
Pilot (Jupitus): Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Zynn): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Jupitus): Audacious Gambit, Full Power, Fly, Maneuver, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Zynn): Available
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting
TRACKER
SHIP: Successful Evasive Maneuvers.
Systems Status:
Hull damage: 16
Shields:
Forward 4
Port 4
Starboard 4
Aft 3

![]() |

Jupitus is pretty happy with our current facing, so will just slalom our Gorgon in place to remain evasive.
Not moving, but trying Evasion to give us +2 AC.
Piloting Evade, DC 16: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Dang, I've been crushing the rolls! Historically this will come crashing down around me any moment now, lol. Hopefully, they'll be Exploded by then!

Game Master S |

Face to face the two ships open fire!
Enemy Gunner 1: 1d20 + 5 ⇒ (11) + 5 = 16 Miss by virtue of Jupitus and his fancy flying!
Enemy Gunner 2: 1d20 + 5 ⇒ (1) + 5 = 6 MISS
GUNNERY PHASE:
Gunner 1 (Gorf): Fire At Will, Shoot, Broadside, Precise Targeting
Gunner 2 (Skiratrisk): Fire At Will, Shoot, Broadside, Precise Targeting

![]() |

[smaller]"C'mon Gorf, get it together! You can do this."[/bigger] Gorf mutters to himself, firing the laser battery once more.
Gunnery (twin laser), taunted: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Damage: 5d8 ⇒ (2, 7, 7, 6, 5) = 27

Game Master S |

Two direct hits! When the smoke clears the enemy ship is adrift, clearly unable to continue pursuit!
Ongie gives a cheer, “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.”

Game Master S |

We're not technically done yet. Ask Ongie any questions you may have, but now's a good time to roll Day Jobs and confirmed that your info on RPG Chronicles is complete!

![]() |

Professional Poet: 1d20 + 8 ⇒ (2) + 8 = 10
20 credits downtime
"What is a good word that rhymes with Ongie?"
Zynn asks himself as he wrestles to find the right words to immortalize his experience of rescuing the ysoki inventor in poetry.
--------
"Ongie, of course we will do our part to ensure that the starfinders rescue your father on Kortus IV. If I am able, I will go myself."
On their journey, Zynn tries to learn as much as he can about the organization.
"So, what is the incentive of the order? Are they trying to make profit? Is this greed or simply revenge for something we may done to them? What is it that makes them tick?"

![]() |

Jupitus lets loose a long exhalation as our pursuers back off, crippled. "Phew. I never doubted it for a moment! This Gorgon handles like a shopping cart, but she's got it where it counts."
Later, Jupitus would join the conversation with Ongie and Zynn. He is curious to hear her answers about the Organization.
After she's had a chance to answer Zynn, he would ask, "And what do you know about its characteristics? Obviously they have military capabilities and assets through the galaxy - this is a serious outfit. Your red-string board back on Vesk-7 looked fairly thorough, though. I am sure the Starfinder Society will be able to put the knowledge you've gathered to good use!"
Profession Clergy: 1d20 + 15 ⇒ (18) + 15 = 33

Game Master S |

Ongie opens up, a lot...
"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.”
“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! Of course! It was a burglary attempt at a museum earlier this year that tipped us of to the Organi-, I mean, the Order's needs for Finitrium in the first place. It's all coming together. Ongie, we'll do everything we can, for your father and Kortus IV."
Haha, ah crap, I was all exited to use my Enemy of the Organization boon from 6-01 when we were fighting Organization stooges, and then forgot all about it until now :D Oh well. Next scenario!

Game Master S |

Ongie is extremely appreciative, and the trip passes quickly. Ongie’s information represents a huge step forward in the Starfinder Society’s attempts to understand the Organization, but Radaszam cautions that the victory may not last long.
“If Ongie’s information is correct, and I have no reason to believe it isn’t, we’ll have only a limited time to get ahead of the Order of Dawning Fate. We finally know who they are and what they’re after, but they apparently have a machine that predicts the future, and they’re close to supercharging it with a whole new supply of finitrium. We’ll keep Ongie protected, and I’ll have her tell her story to the Dataphiles and the First Seeker so we can get cracking on some predictions of our own and figure out Zhaneni’s next move. Stay ready and stay sharp—the Society will undoubtedly need you again soon.”

Game Master S |
1 person marked this as a favorite. |

And that concludes Ridgerock Rescue! Thank you so much everyone. This was a great group. I'll report the scenario today after work and get chronicles out soon after. I'm also likely to start up a new table soon.

![]() |

"Dang. Nuthin' good comes from spendin' all yer time gazin' into crystal balls or whatever. Just ask them ol' Ghol-Gans! Makes a body lose their grip, it does."
Thanks, that was fun!
Day Job: Profession (Swamp Hunter): 1d20 + 5 ⇒ (12) + 5 = 17