| SD DM |
"Bah! Your silence gives you away. Reverse course now or we will defend our territory."
You are being scanned.
| SD DM |
"Bah! Your silence gives you away. Reverse course now or we will defend our territory."
You are being scanned.
Voldresk
|
Thundergun, not sure if you realize this, but you aren't Science officer based on the last post that it seems the majority agree'd on roles in Discussion?
I assume that the scan can be taken as an initiation of hostilities and as such combat actions have begun, leaving us in Helm phase? If so
computers(dc5): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
"Hostile system scan detected, preparing counterscan. Recommend evasive manuvers before they can fire upon our vessel."
Unlike Thundergun, who's not in the position anyway, Voldresk doesn't even ask for command as his thick fingers fly across the various holoscreens and tactile displays to initiate their own scanning pulse, in retaliation. Decades of drilled exercises in this sort of thing taking control.
computers(Scan): 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Dont imagine the dc is terribly high on their ship so likely quite a few bits of information from that one, weird that counter intrusion isn't an actual thing though
Voldresk knew that Idir was unusually brave for his species, but experience had taught him that they often choke up at surprise assaults. Which often made them easy and unworthy targets, but he was not the captain and as such his suggestions would never superscede that of his currently commanding officer.
Idir of Herd Fernas
|
"You cannot keep making empty promises to aid individuals if you never make good on the first set." Voldresk silently rumbles into the team-wide.
Idir takes a sharp breath in through the nose and sighs.
"You're right Voldresk. We made our choice."
He turns to Thundergun.
"Scan away. Lola, take evasive action."
Encourage (Diplomacy): 1d20 + 7 ⇒ (16) + 7 = 23
Thundergun
|
- Apologies, Voldresk. I was anxious being alone near reactor. And old habit came as I used to be in science block during previous missions.
Says izalguun for a moment removing his virtual reality helmet and showing massive jaws.
He quicly departs to check reactor and provide shields and scanners with necessary power.
Knitter Joro
|
Joro moves toward one of the weapons stations. This is not going the way they expected it to.
Lola Izis / Lulz 1515
|
The ship provides the following modifiers: +1 to any two checks per round, +2 Computers, +1 Piloting. The captain can specify how to allocate the two checks or we can do it first come first serve. Initiative is a piloting check from each pilot. This will determine who moves first. Lola will make her pilot actions once we determine who moves first and once the results of any engineering checks and scans can be learned.
Piloting: 1d20 + 9 ⇒ (5) + 9 = 14 (1 rank)
"Get strapped in!" Lola advises.
| SD DM |
Sorry for the delay. Mushroom season broke suddenly.
Thanks for the initiative roll. Sadly, Lola goes first. Science Officer and Engineer please post your actions too.
Combat plot on slide 3. Ship stats and links to crew actions on slide 4.
Voldresk scans the ysoki's ship very effectively. He also picks up two gun emplacements on asteroids in the local field. For that roll, I'll just give you everything. ( River Rat stats on slide 4. Guns are Blue Dots on slide 3. )
initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Voldresk
|
"We've got two guns in the asteroids, likely close range fire support platforms, marking on navigation H.U.D. now. Seems their shields are mostly calibrated for a frontal assault so if we can maneuver to attack their flanks that'd be the weakest segment."
The Vesk gives a throaty hum as his eyes flick over the data presented.
"Recommend attempting to disable it's main gun or alternatively the defensive platforms in the field. I'll attempt to get a solid firing solution on it."
Target System(Weapons Array): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Lola Izis / Lulz 1515
|
Thundergun's post sounds like he was taking the engineering post. If so, then Voldresk made the GM science roll and he does not get any other actions this round. Also best to indicate the specific name of the action attempted to avoid confusion. TG: best action this round, I think is to attempt to divert power to the weapons, since our shields are good and the boost to speed won't help with us moving first.
Piloting, computer bonus, Ship piloting bonus, evade: 1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16 (1 rank)
Lola turns the ship and moves it close to the nearest large asteroid. "Looks like we may start out as the mouse in this game of cat and mouse. Battle stations recommended." She flies the ship dangerously close to the asteroid but does not hit it. Successful evade stunt means +2 circumstance bonus to our AC and TL until the start of the next round.
Our best gun is the turret coilgun, which can hit anything within 20 spaces and can fire in any arc. If the enemy ship comes into our attack arc, I recommend hitting it; if not, then I think we can attack the blue dot gun on the SE asteroid. Lola used one of our 2 +1 bonuses from our computer.
Thundergun
|
TG thinks of using all might of reactor to increase speed for beter manuer posibilities but using request from deck and instead Divertn weapon
Engineering: 1d20 + 11 ⇒ (10) + 11 = 21
I also ate some magic shroom yesterday and was a part of micelium for a while, sorry for delay
Idir of Herd Fernas
|
"Don't have to tell me twice!" Idir says, jumping from the captain's chair to the weapons platform.
I can take the aforementioned turret coilgun, but if someone else with a higher Base Attack Bonus wants it I'm happy to leave it to them and pick a different gun.
| SD DM |
Lola makes a sharp right and Thundergun channels power to the weapons. RiverRat surges forward in a straight line. A cluster of asteroids blocks fire between the ships. There is just barely a line of sight between your ship and the farther gun turret on an asteroid near the Black Sky asteroid. The enemy turret does not fire.
Oops! Forgot to post terrain rules. This combat takes place within a cluster of asteroids. Any space with an asteroid blocks a starship’s direct-fire weapons, though tracking weapons will move around them. While the asteroids are not impassable, they are highly dangerous and deal damage to a random facing (maximum once per turn) when moved through. Otherwise, the local asteroids do not impede movement.
Line of fire between ships is blocked. You can indeed attack the gun in the lower right corner. Gunnery Phase! Your only target is the far turret in your left arc.
dice= A-turret] 1d20+7 [/dice] ... dice= damage] 3d4 [/dice]
My shrooms are much more mundane, but very very tasty.
| SD DM |
Voldresk continues analyzing the scan data. He realizes that it might be possible to hack into the turrets and disable them.
Clebsch is correct. Voldresk scanned in Helm phase, and doesn't have an action left for targeting. He can keep the roll, or try something else next turn.
The bit about hacking the turrets, is something I forgot to mention. A successful computers check against one can disable it.
Voldresk
|
Ah my bad thought you were asking for the action for the round 1(basically assumed that there was a pre-combat start round due to the Rats scanning) I'm good wirh the targeting being for my round 2
Knitter Joro
|
The laser cannons don't have range to any target, so I guess Joro isn't acting this round.
| SD DM |
The weapon ranges in the tables are increments, not absolutes. The maximum weapon range is 5 increments. I make your range to target at 12 so the light laser cannons are firing in the third range increment, or at -4. Joro has an option. Who's on the coilgun?
Knitter Joro
|
Joro tries firing the laser at one of the gun emplacements.
Gunnery: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7
Damage: 2d4 ⇒ (1, 4) = 5
Lola Izis / Lulz 1515
|
Lola had suggested using the coilgun to attack the turret this round. With all the other PCs having taken actions already, KJ is the only one who could be at the coilgun this round (Idir has indicated he'll go there next round). So either we've lost our chance to use the coilgun or if allowed, we might retcon the laser cannon attack and use the coilgun, which would not have the -4 penalty for range and would do more damage.
| SD DM |
Makes sense. Why would they use the little gun when the big one is available? Was kind of thinking the same myself late last night when I looked in, but didn't have time to post.
Knitter Joro focuses the reticle on the gun emplacement. One shot raises an expanding cloud of dust and sparks. Momentum disperses the cloud, under magnification the weapon's been knocked off its base and its sensor array is shredded. effectively an ex-gun emplacement.
Engineering and Initiative Phase:
Lola 15 or less and you go first. 16 is roll again.
Knitter Joro
|
I also thought Idir was on the coilgun this round. If Joro took it instead, Idir should still have the laser available.
| SD DM |
Oh, dear. Haven't run space combat in a while. I'm making a hash of this one. Okay. Here's how I understood round 1 to go.
Engineering/Init phase:
As Captain , Idir encourages Voldresk's scan, or possibly Lola's evasion. I took it as the scan and VOldresk crushed the roll. YOu guys no everything about the River Rat and its remote guns.
As Science Officer Voldresk runs aforementioned scan.
As Engineer Thundergun boosts speed.
Lola loses intiative roll.
River Rat does whatever they did internally.
Helm Phase.
As Pilot Lola maneuvers to a position where you can fire on a remote emplacement without taking fire in return.
River Rat moves but can't get to a good firing position.
Gunnery Phase
As Gunner and only person who has not taken an action, Knitter Joro fires the coilgun and takes out one of RIver Rat's remote guns.
So to my mind, Idir did not waste his turn. He couldn't fire because he'd already done something. Letting Joro use the coilgun for round 1 made perfect sense and was a bonus for team Starfinder.
| SD DM |
Let's reset for round 2. You may change crew roles. You may have multiple engineers, science officers, chief mates, or gunners.
Engineering and Initative Phase:
I rolled a 16 for initiative. If Lola rolls lower, she will go first in Helm phase. If she ties, roll again.
Thundergun has already declared an action. In light of the reset, he can keep that action and its roll, or change actions with a new roll.
If they wish to save time, Science Officer may also act in this phase instead of waiting for Helm.
Captain Actions
Source Starfinder Core Rulebook pg. 322
As a captain, you can take any of the following actions, depending on your character level, during any phase of combat.
Demand (Any Phase)
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.
Encourage (Any Phase)
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.
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.
Orders (Any Phase, Push)
At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1-1/2 × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders.
Moving Speech (Any Phase)
At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check (DC = 20 + 1-1/2 × your starship’s tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions.
Engineer Actions
Source Starfinder Core Rulebook pg. 323
As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship.
Divert (Engineering Phase)
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.
Hold It Together (Engineering Phase)
You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
Patch (Engineering Phase)
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.
Critical Damage Condition Actions to Patch DC
Glitching 1 10 + 1-1/2 times your starship’s tier
Malfunctioning 2 15 + 1-1/2 times your starship’s tier
Wrecked 3 20 + 1-1/2 times your starship’s tier
Overpower (Engineering Phase, Push)
If you have at least 6 ranks in Engineering, you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1-1/2 × your starship’s tier) to squeeze more out of your ship’s systems. If you’re successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round.
Quick Fix (Engineering Phase)
If you have at least 12 ranks in Engineering, you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check (DC = 20 + 1-1/2 × your starship’s tier). If successful, you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal.
Gunner Actions
Source Starfinder Core Rulebook pg. 324
As a gunner, you can take any of the actions below, depending on your character level. These actions can be taken only during the gunnery phase. Though each of a starship’s weapons can be fired only once per round, multiple gunners can take actions to fire different weapons in a single round. Actions that allow you to fire starship weapons use the rules for attacking on page 320.
Fire At Will (Gunnery Phase, Push)
You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
Shoot (Gunnery Phase)
You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.
Broadside (Gunnery Phase, Push)
At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.
Precise Targeting (Gunnery Phase)
At 12th level, you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time).
Pilot Actions
Source Starfinder Core Rulebook pg. 324
As a pilot, you can take the following actions, depending on your ranks in the Piloting skill. These actions can be taken only during the helm phase.
Fly (Helm Phase)
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.
Maneuver (Helm Phase)
You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1-1/2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).
Stunt (Helm Phase, Push)
You can attempt any one of the stunts described on page 319. The DCs of the Piloting checks required and the results of success and failure are described in each stunt’s description.
Full Power (Helm Phase, Push)
If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns.
Audacious Gambit (Helm Phase)
If you have at least 12 ranks in Piloting, you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1-1/2 × your starship’s tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the fly action (but still lose the Resolve Point).
Science Officer Actions
Source Starfinder Core Rulebook pg. 324
As a science officer, you can take any of the following actions, depending on your ranks in the Computers skill. These actions can be taken only during the helm phase.
Balance (Helm Phase)
You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 10 + 1-1/2 × your starship’s tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.
Scan (Helm Phase)
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.
Target System (Helm Phase, Push)
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1-1/2 × the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
Lock On (Helm Phase, Push)
If you have at least 6 ranks in Computers, you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round.
Improve Countermeasures (Helm Phase)
If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).
Idir of Herd Fernas
|
"Alright, we're off to a good start," Idir says warily. "Keep us nimble and ready, Lola, this is gonna be a quickdraw kind of showdown."
Encourage Lola (Diplomacy): 1d20 + 7 ⇒ (10) + 7 = 17
Lola Izis / Lulz 1515
|
Piloting, Encourage: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 (1 rank)
It won't matter this turn, but does the ship's +1 bonus to piloting apply to the initiative roll?
Lola gets distracted when she notices a blinking light on her control panel. By the time she figures it out, she has to pilot as best she can, not yet knowing where the enemy ship is heading.
I'll wait on the engineering in case it affects ship speed or maneuverability before moving the ship. I'll try to check regularly and get the move done as soon as I can. I'm working this evening, however.
| SD DM |
To keep things moving, let's assume Thundergun sticks to his previous post and boosts speed. No one else acts in Engineering phase. In Helm phase Idir encourages Lola. I will assume that the encouragement is not for initiative, but for any pilot stunts she wants to try. Lola to move. IF anyone is gong to do Science Officer stuff, now's the time.
Lola Izis / Lulz 1515
|
Assuming divert power to engines giving speed 12.
Lola steers around the asteroid and flies right at the River Rat before veering around the next asteroid and out of the arc of the turret.
Piloting, encouragement, Ship: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19 (1 rank)
Stunt: Flyby. The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack. During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. DC = 15 + 1.5*1= 15.5, round down to 15.
"Rip their ship a new exit!" Lola yells as the ships near each other.
Voldresk
|
"Hopefully just enough to scare them off...Even if they're pirates, killing is...distasteful."
Voldresk grumbles over comms as he begins the target lock sequence. "Death is the way of things. No matter how fearful, no matter how enduring, it always comes eventually. Take heart in that Idir, if they are smart they will surrender long before any of them are endanger of death."
Thundergun
|
now it's pretty messy, so to clarify. First round TG Engineer improved weaponary, and second round - engines to improve speed. So it's right generally
Thundergun holds tight. He is ready to replenish shields but so far just reads info from sensors and fights back his anxiety.
| SD DM |
The River Rat banks into a hard left turn into a trailing pursuit. She straightens out directly behind the Pegasus and cuts loose with her coilgun. Their rounds fly wide of your ship.
Gunnery phase. Lola's maneuver means you get an extra attack from the flyby, presumably you'll use the coilgun. Pick the arc on their ship that you fire into. River Rat is in your aft arc, so the coilgun is your only option for that shot. It's a good thing it's your best weapon.
Coilgun: 1d20 + 6 ⇒ (5) + 6 = 11
Idir of Herd Fernas
|
Idir of Herd Fernas wrote:"Hopefully just enough to scare them off...Even if they're pirates, killing is...distasteful."Voldresk grumbles over comms as he begins the target lock sequence. "Death is the way of things. No matter how fearful, no matter how enduring, it always comes eventually. Take heart in that Idir, if they are smart they will surrender long before any of them are endanger of death."
"Agreed, hence the 'hopefully' in that statement," Idir replies.
Knitter Joro
|
Joro fires on the ship's forard arc as they fly by it.
Gunnery: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 4d4 ⇒ (1, 3, 2, 4) = 10
Then uses the computer to line up another shot down the throat.
Gunnery: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
Damage: 4d4 ⇒ (2, 4, 2, 3) = 11
| SD DM |
The high relative velocities as the Pegasus flashes across the pirate's bow give Knitter Joro just an instant for a good shot, but he's just a little late to take advantage. When the Pegasus straightens out though, he lines a nice steady shot that obliterates the River Rat's forward shield and even scorches the hull!
Mr. Smiles is not happy with either you or his own gunner. "Arrh! Breach how'd you miss, you poxy, pathetic hairless rat!? Starfinder's You'd better run or I'll extract payment for that quite painfully."
Round ends with River Rat shieldless in front and minor damage. Pegasus is still mint, but not in box. However River Rat is on your 6.
Engineering Phase Round 3. Lola, intiative, please. They rolled 18.
Initiative: 1d20 + 11 ⇒ (7) + 11 = 18
Thundergun
|
As shields are still good, TG continues to use core power to incresae speed understanding the Pegasus now outmanuers the pirate vessel
Engineering: 1d20 + 11 ⇒ (1) + 11 = 12
Idir of Herd Fernas
|
"We can still talk this out if you wish, Mr. Smiles. We're still willing to be generous even with the upper hand," Idir says into the comms. He knows the pirate's pride will probably reject that offer, but it's the thought that count.
| SD DM |
"A kind offer, but we'll continue the argument my way."
Forgot CLebsch's message. Botting Lola.
Piloting, intiative, Ship: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
That couldn't have come at a better time.
Lola begins a corkscrewing turn to the right that River Rat's pilot doesn't have the skill or maybe the confidence to follow. He breaks off pursuit. Over the open comm channel you can hear Mr. Smiles swearing at his crew.
Lola levels out the turn into a smooth broad arc. Flashing past a cluster of asteroids you spot the River Rat, emerging from the a gap in the cluster with its coilgun firing. Your shields flare as the heavy rounds pound into them, but the shields hold by the barest margin.
River Rat is in your right arc. Range 3. Pegasus takes 9 points of damage to the starboard shield. GUnnery Phase.
River Rat 6 damage. SHields before Starfinders shoot. Fwd 6 P 2 S 2 A 5
Knitter Joro
|
"Idir, you want the coilgun? I bet you can wrap this up."
Joro fires whatever weapon Idir does not.
Damage: 2d4 ⇒ (4, 2) = 6
Additional Coilgun Damage: 2d4 ⇒ (1, 3) = 4
Voldresk
|
Science officer(Balance shields) Computers+Insight: 1d20 + 8 ⇒ (19) + 8 = 27
Rebalance shield to divert 5 points from port shield to starboard, if it's not too late to do that. If my turn happened before the shot then i'll do another weapon system lock on
| SD DM |
Idir, you haven't acted this round, and Knitter Joro has graciously offered for you to shoot the coilgun ....
Voldresk, timing with PbP is a little chaotic. I can certainly imagine a well coordinated pilot-sci officer team deciding where to shift shield power. You can balance the shields.
| SD DM |
Botting Idir
coilgun: 1d20 + 4 ⇒ (19) + 4 = 23 .... damage: 4d4 ⇒ (4, 2, 2, 4) = 12
At Knitter Joro's invitation, Idir assumes control of the coilgun. He's never fired one before, and the power leashed within that gun is more than he's ever personally weilded. It's a little unnerving, but more frightening is the threat of the ysoki spaceship. He pivots the gun toward River Rat. On his viewer it seems like the other ship is sliding into the crosshairs. He closes his eyes and stabs the firing stud.
The magnetic rounds crush the River Rat's shield and an expanding cloud of debris flies from the hull. Suddenly the River Rat lurches and slews sideways toward the asteroids. (Joro misses. )
Status:
River Rat: 12 damage. Shields Fwd 0 P 2 S 2 A 5 Engine glitching.
Starfinder Pegasus : Shields Fwd 10 P 4 S 6 A 10
To possibly save time I'll roll initiative. Lola goes first.
Round 3 Engineering Phase. Voldresk feel free to post your actions in Engineering rather than Helm phase if you're sure of what you want to do.
IN WORK
Coilgun: 1d20 + 6 ⇒ (10) + 6 = 16 .. damage: 4d4 ⇒ (4, 3, 1, 1) = 9
River Rat 12 damage. Shields after Starfinders shoot. Fwd 0 P 2 S 2 A 5
INit, River Rat, glitch: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
INit, Lola: 1d20 + 10 ⇒ (6) + 10 = 16
Crit: 1d100 ⇒ 66 Engines: Piloting -2
To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of the weapons array, if all weapon arcs have the wrecked condition), apply its critical damage to the next system down on the chart. If you reach the bottom of the chart, instead deal damage to one of the crew (as described below).
D% System Effect
1–10 Life support Condition applies to all captain actions
11–30 Sensors Condition applies to all science officer actions
31–60 Weapons array Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)
61–80 Engines Condition applies to all pilot actions
81–100 Power core Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions (see Critical Damage Conditions below)
Crew Damage
If the starship’s core has the wrecked condition and further critical damage is dealt to the core, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets; see Shooting Starships on page 292). That crew member can attempt a DC 20 Reflex save to take only half damage.
Critical Damage Conditions
The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).
Glitching
A glitching system isn’t operating at peak performance. Crew actions involving the system (except the hold it together and patch engineer actions; see page 323) take a –2 penalty.
Malfunctioning
A malfunctioning system is difficult to control. Crew actions involving the system (except the hold it together and patch engineer actions) take a –4 penalty. Also, crew members can’t take push actions (see page 322) using that system. If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.
Wrecked
A wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.
Restoring Shields And Repairing Damage
When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn’t been destroyed and they haven’t been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield; see page 302) as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier). Any penalties from critical damage conditions apply to this check.
You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal.
Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs (see page 233) per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action (see page 133) to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage.
Lola Izis / Lulz 1515
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"Give the engines a boost if you can. We need to get some distance from that thing." Lola exclaims and steers the Pegasus near an astroid and on past it.
I moved 12 spaces assuming we can get the power diverted to the engines for an extra 2 hex of movement. That puts an asteroid between us and the gun on the asteroid, so we only have to worry about the ship. If their engine is glitching, perhaps it won't be able to get close enough for a good shot.
Thundergun
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Thundergun barely touching engineering panel sending energy to the thrusters to Aft ... Obviously thrusters are already overloaded though.
Engineering: 1d20 + 11 ⇒ (2) + 11 = 13
Though seddenly something is wrong with power core, or TG not yet got used to Pegasus interface...
- Pegasus should not have a scratch. Sorry, Lola. Something goes wrong. And we need to recalibrate shields...
Voldresk
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Science officer(Target Weapon systems) Computers+Insight: 1d20 + 8 ⇒ (5) + 8 = 13
Voldresk feels there are plenty of hands on the guns at the moment so he continues to feed them valuable targeting data.