| SD DM |
Moved you back 2 hexes.
River Rat bursts out of the asteroids and turns hard onto your Pegasus' tail. As it comes toward you, it fishtails unpredictably, making targeting solutions difficult.
Voldresk still gets a solution.
Gunnery: Nat 19 or 20 crits their weapons. Enemy is in your rear arc. Only coilgun can fire.
[spoiler= GM stuff]
Captain Computers +11 (3 ranks), Diplomacy +9 (3 ranks),
Engineering +9 (3 ranks), gunnery +9, Intimidate +13 (3
ranks), Piloting +10 (3 ranks)
Engineer Engineering +9 (3 ranks)
Gunners (2) gunnery +9
Pilot Piloting +10 (3 ranks)
Science Officer Computers +11 (3 ranks)
V's targeting check v DC 5 + countermeasures (0) Good.
Engineering, patch engines v DC 11: 1d20 + 9 ⇒ (4) + 9 = 13
Captain, encourage Pilot: 1d20 + 9 ⇒ (19) + 9 = 28
Sci Off, patch engines v DC 16: 1d20 + 11 ⇒ (13) + 11 = 24
Pilot, evasion v DC 16, encourage: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 AC 12
Idir of Herd Fernas
|
Idir bounds to the coilgun and tries to take a shot at the ship trying to flank them!
Gunnery (Shoot): 1d20 + 4 ⇒ (3) + 4 = 7
Knitter Joro
|
Without a gun of their own to fire, Joro cheers on Idir. "After you make this shot, I'll put a note how good you are up on the bullet-in board!"
Gunnery: 1d20 + 1 ⇒ (10) + 1 = 11 vs. DC 10 (or +0 vs. DC 15 if I have to use Diplomacy)
| SD DM |
Snuggled in your aft arc, relative velocities are low and the Pegasus makes a relatively easy target. Their coilgun peels open your aft shields and a few rounds bounce off your hull with minor damage.
River Rat: 12 damage. Fwd 5 P 4 S 0 A 0
Starfinder Pegasus : 3 damage. Shields Fwd 10 P 4 S 6 A 0
Round 4 Engineering: (and Pilot initiative and possibly Sci Off )
Coilgun: 1d20 + 6 ⇒ (12) + 6 = 18 .. damage: 4d4 ⇒ (3, 4, 3, 3) = 13
| SD DM |
Thundergun bleeds power off the engine core and funnels to the aft shield. Aft shield at 7
Lola corkscrews the ship slightly, and the opposing pilot hasn't the confidence to follow. They peel off. You won initiative. I've moved River Rat. Lola to move. Let them know which arc and range to River Rat when you're done please.
Science officer yet to go.
Captain Computers +11 (3 ranks), Diplomacy +9 (3 ranks),
Engineering +9 (3 ranks), gunnery +9, Intimidate +13 (3
ranks), Piloting +10 (3 ranks)
Engineer Engineering +9 (3 ranks)
Gunners (2) gunnery +9
Pilot Piloting +10 (3 ranks)
Science Officer Computers +11 (3 ranks)
Captain, encourage Pilot, Init: 1d20 + 9 ⇒ (4) + 9 = 13
Pilot, initiative, ship, encourage: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Engineering, divert power to shields all around v DC 11: 1d20 + 9 ⇒ (12) + 9 = 21
Sci Off, rebalance shields v DC 11: 1d20 + 11 ⇒ (4) + 11 = 15 all aft. (14)
Pilot - evasion v DC 16, ship : 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Lola Izis / Lulz 1515
|
Lola concentrates and chases down the rat, getting right up on its tail.
She makes the ship weave a bit to make it harder to target.
Piloting, ship bonus: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 (1 rank)
Evade stunt: DC 13, +2 circumstance bonus to its AC and TL until the start of the next round.
"Their backside is in our forward arc. Turret gun on asteroid is to our port side."
I would fire the coilgun at the River Rat and use the port laser to try to take out the turret gun, if we have an extra gunner.
Voldresk
|
I think the turret we're near is the one Jiro blew up in the initial round, at least I think it was been a bit since we started. Just in case
Science Officer(Balance Shields) Computers+Insight: 1d20 + 8 ⇒ (6) + 8 = 14 Barely scrape by on that roll, shifting from Starboard to Port to protect against the turret Starboard SP= 2, Port = 8
The tension of the conflict continues and Voldresk shifts the shields around to better protect their now exposed side. "Shields diverted to cover from the asteroid installation. Break her back while we've got the shot."
| SD DM |
Sorry, took longer to catch up from the trip than expected.
The turret you destroyed was the other one. This one works just fine so providential is the word I'll use to describe re-balancing the shields.
Lola makes it look easy to loop around and close on the River Rat's six. She runs right up into the other ship's thruster exhaust. Meanwhile Voldresk rebalances the shields to protect the flanks and bow.
You're in the rear arc. Range is 1. You've one encouraged gunner, and it's his turn to go.
River Rat cuts loose with their coilgun while the asteroid-based turret remains quiescent. Your forward shield drops under the strain, but once again deflects enough of the shells that your hull takes only minor damage.
2 hp.
COil gun: 1d20 + 9 ⇒ (16) + 9 = 25 ... damage: 4d4 ⇒ (3, 2, 3, 4) = 12
asteroid flakgun: 1d20 + 9 ⇒ (9) + 9 = 18 ... damage: 3d4 ⇒ (3, 2, 2) = 7
Knitter Joro
|
Joro feels encouraged by Idir's confidence in their burgeoning skills. They fire the coilgun up the River Rat's kilt.
Gunnery: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Damage: 4d4 ⇒ (3, 3, 3, 1) = 10
| SD DM |
Joro fires and misses everything including the Rat's figurative sporran.
Oooo. The ysoki's won this round.
River Rat: 12 damage. Fwd 0 P 0 S 0 A 14
Starfinder Pegasus : 5 damage. Shields Fwd 0 P 4 S 6 A 7
Engineering Phase.
Lola, beat 22 initiative for them to go first. Re-roll on a 22. (Their reroll is 26.)
Captain, encourage Gunner v DC12: 1d20 + 9 ⇒ (15) + 9 = 24
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Pilot, initiative, ship reroll: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
River Rat: 12 damage. Fwd 0 P 0 S 5 A 14 Engine glitch patched
Starfinder Pegasus : 5 damage. Shields Fwd 0 P 4 S 6 A 7
Thundergun
|
Thundergun checks data regarding hull and shields integrity and continues te regenerate forward protection which currently lost.
Engineering, Fwd shield: 1d20 + 11 ⇒ (16) + 11 = 27
Lola Izis / Lulz 1515
|
Piloting: 1d20 + 9 ⇒ (1) + 9 = 10 (1 rank)
Piloting, Ship bonus, Backoff Stunt: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 (1 rank)
"Hang on," Lola says and slams on retro thrusters and makes the ship back away from the River Rat, hoping to keep it from getting behind the Pegasus.
Idir of Herd Fernas
|
Idir makes a startled grunt and instinctively grabs onto the console before him to keep from being tossed around the cabin.
"Buh...brilliant piloting Ms. Izis! Joro! Take advantage of the opening!"
Encourage (Gunner): 1d20 + 7 ⇒ (9) + 7 = 16
| SD DM |
The Rat curls into a tight right hand turn. It disappears behind a clump of asteroids, then noses out, trying to shoot from cover. Their coil reels off another set of rounds that crash into your forward shield. Once again the shield goes down , but Thundergun's timely reinforcement prevents you from taking serious damage. 2 damage
Just description, no game effect. Gunnery phase! Voldresk and Joro have yet to go, and so may fire. Enemy is in the forward arc, range 6.
Coilgun and laser are available
Coil gun: 1d20 + 9 ⇒ (14) + 9 = 23... damage: 4d4 ⇒ (4, 1, 2, 2) = 9
dice= asteroid flakgun] 1d20 + 9 [/dice] ... damage] 3d4 [/dice]
dice= Coil gun] 1d20 + 9 [/dice]... dice= damage] 4d4 [/dice]
Knitter Joro
|
Joro switches to the laser, in hopes they can get it to work better.
Gunnery: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Damage: 2d4 ⇒ (2, 1) = 3
| SD DM |
There are times when you can't even by a good roll. Maybe Voldresk can do better.
Lola, please roll initiative under a spoiler.
| SD DM |
Botting Voldresk to move things along.
Coilgun, computer: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 ... damage: 4d4 ⇒ (3, 1, 1, 3) = 8
Voldresk switches his console mode to gunnery, notes that Joro has transferred to the laser cannon, and assumes control of the coilgun. A lifted lip reveals a row of sharp teeth as he centers the crosshairs and touches the firing stud. Shells breech a low-powered shield and score the hull.
River Rat: 18 damage. Fwd 1 P 0 S 6 A 15
Starfinder Pegasus : 7 damage. Shields Fwd 0 P 4 S 6 A 7
Engineering Phase Round 5? . Lola moves first in Piloting phase.
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (12) + 9 = 21
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
River Rat: 18 damage. Fwd 16 P 5 S 6 A 0
Starfinder Pegasus : 7 damage. Shields Fwd 0 P 4 S 6 A 7
Lola Izis / Lulz 1515
|
Lola again reverses back to forward thrusters and flies right at the River Rat, giving the coilgunner a chance to hit their weakest shielded side, while trying to keep the ship's vulnerable fore shields out of the line of fire at least until they can be restored.
Piloting, Ship bonus, Flyby Stunt: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 (1 rank)
DC 16
Success means one gun may attack any quadrant of the enemy vessel.
| SD DM |
No worries, Voldresk. RL happens.
Lola once again performs some piloting magic that provides a brief window for a shot, while Thundergun channels power to the shields. River Rat spins and pursues you.
Ends in aft arc, range is 1. You'll get a shot from the flyby (any weapon into any arc, so spell it out for me please) and your normal coilgun shot.
Gunnery Phase.
Knitter Joro
|
| 1 person marked this as a favorite. |
Joro passes the controls back to Idir. "Show me how it's done! Please?"
Encourage, Gunnery: 1d20 + 1 ⇒ (13) + 1 = 14
Voldresk
|
Drawing from the computer's extra processing power Voldresk makes an attempt to fire the Coilgun, but Lola's flying doesn't make it an easy shot.
coilgun+computer: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Damage: 4d4 ⇒ (3, 4, 3, 2) = 12
Idir of Herd Fernas
|
Idir gulps.
"If you insist," he replies as he takes the laser and opens fire.
Gunnery: 1d20 + 1 + 3 ⇒ (19) + 1 + 3 = 23
Damage: 2d4 ⇒ (1, 4) = 5
| SD DM |
The computer lets Voldresk down, but Idir zeroes in on the ysoki ship. They must have reinforced their forward shields because your rounds don't get through. Meanwhile the ysokis have found a more effective firing solution. They blow down Thungergun's hastily reinforced front shield and punch into your hull where they damage a targeting sensor for the right arc.
That puts you over the first crit threshold.
Round 7 ; Engineering phase. Lola 24 is the number to beat.
River Rat: 18 damage. Fwd 11 P 0 S 6 A 0
Starfinder Pegasus : 12 damage. Shields Fwd 0 P 4 S 6 A 7 (-2 to shots in your right arc)
Coil gun: 1d20 + 9 ⇒ (19) + 9 = 28... damage: 4d4 ⇒ (4, 3, 4, 1) = 12
Threshold crit: 1d100 ⇒ 601d4 ⇒ 2
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)
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (11) + 9 = 20
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Lola Izis / Lulz 1515
|
The computer lets Voldresk down, but Idir zeroes in on the ysoki ship. They must have reinforced their forward shields because your rounds don't get through. Meanwhile the ysokis have found a more effective firing solution. They blow down Thungergun's hastily reinforced front shield and punch into your hull where they damage a targeting sensor for the right arc.
How did they target our front shield from behind. On the map, the front of the Pegasus is pointing right at the asteroid and the River Rat is in our rear arc?
| SD DM |
Massive DM error. Fortunately the solution is symmetric. Just replace text about blasting front shield with text about blasting aft.
River Rat: 18 damage. Fwd 11 P 0 S 6 A 0
Starfinder Pegasus : 12 damage. Shields Fwd 7 P 4 S 6 A 0 (-2 to shots in your right arc)
Lola Izis / Lulz 1515
|
Piloting, Ship bonus, flyby stunt: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 (1 rank)
Lola makes a hard right turn and manages another flyby attack before positioning the asteroid blocking the ship's aft quadrant.
| SD DM |
Rat follows you into the turn, but it can't squeeze in behind you and the asteroids. Their pilot has to brake hard and the two ships face each other across a small distance.
Neatly done. range is 2. They are in your right arc. (You are -2 to hit.) You have a flyby attack and your regular attack. For the flyby you may choose any of their arcs to attack. For the regular you may choose whether to attack their forward or their left arc.
GUnnery Phase! Idir and Voldresk have yet to go.
Their coilgun fires and it seems they've zero'd in on you. Your right shield drops like holed ship's barometer and the penetrating shells cause massive damage. Emergency klaxons and systems warning lights flare!
They critted and you've passed the 40% damage threshold. I'll tell you how bad it is after you fire, but it's going to be bad.
River Rat: 18 damage. Fwd 16 P 0 S 6 A 0
Starfinder Pegasus : 12 damage. Shields Fwd 7 P 4 S 6 A 7 (-2 to shots in your right arc)
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)
Crit crit: 1d100 ⇒ 60
Threshold 2 crit: 1d100 ⇒ 66
Idir of Herd Fernas
|
Idir takes the coilgun and takes a deep breath.
"Comeoncomeoncomeondon'tletusdielikethis..." he mutters.
Gunnery: 1d20 + 1 + 3 ⇒ (4) + 1 + 3 = 8
Damage: 2d4 ⇒ (1, 4) = 5
Voldresk
|
coilgun+computer: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Damage(Aft): 4d4 ⇒ (2, 4, 2, 3) = 11
Dice really don't like me on this, i'll try to switch to the role that'll let Thunder power 2 segments next turn
Lola Izis / Lulz 1515
|
If someone with piloting skill can take the helm, Lola can get to the coilgun, if we survive to next round. Maybe the dice curse will overlook her. Doesn't have to be high piloting skill, as the only piloting roll needed for basic movement is the initiative roll.
| SD DM |
The Starfinders can't hit their target again, but the incoming shells rip into their ship. The engines take some shrapnel that jams an exhaust nozzle actuator. Some shells penetrate the outer hull and clip your turret's wireharness.
New Crit effects: Engines glitching, (-2 to piloting checks) . Gunnery glitching in aft arc. (-2 when you fire into aft arc)
River Rat: 18 damage. Fwd 16 P 0 S 6 A 0
Starfinder Pegasus : 22 damage. Shields Fwd 7 P 4 S 0 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Engineering phase. Their initiative is 17.
gunnery arc, cw from fwd: 1d4 ⇒ 3
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.
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (18) + 9 = 27
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Coil gun: 1d20 + 9 ⇒ (9) + 9 = 18 ... damage: 4d4 ⇒ (1, 3, 4, 4) = 12
asteroid flakgun: 1d20 + 9 ⇒ (1) + 9 = 10... damage: 3d4 ⇒ (4, 3, 3) = 10
Thundergun
|
Thundergun continues Diverting shield with the same script, holding something solid after impact
Engineering, Starboard shield: 1d20 + 11 ⇒ (17) + 11 = 28
- We need to avoid upcoming damage so I have time to patch up engine!
Knitter Joro
|
Joro sees if he remembers anything from his mechanical classes.
Engineering DC 13, Divert to Weapons: 1d20 + 4 ⇒ (17) + 4 = 21
"Seeing this console definitely triggered something."
All 1s on damage rolls are 2s this round.
Lola Izis / Lulz 1515
|
Lola turns the helm over to Idir and hustles to the coilgun firing station. "Steady as she goes," Lola mumbles. "Just give me a clear shot and try to keep them off our tail."
| SD DM |
Idir's init roll to save time: 1d20 + 3 ⇒ (17) + 3 = 20
They will go first. Real post coming when I get home tonight.
| SD DM |
The improvised helm handoff is a little rough, and your ship slows. It works to your advantage when River Rat overshoots and crosses in front of you. Suddenly faced with the prospect of having you behind them, their pilot turns hard and weaves along the edge of an asteroid cluster.
Move as shown. Idir's up. Lola you may fire as soon as Idir moves.
River Rat: 18 damage. Fwd 2 P 3 S 6 A 16
Starfinder Pegasus : 22 damage. Shields Fwd 7 P 4 S 7 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Lola Izis / Lulz 1515
|
The ship has a move of 10 and good maneuverability, so each hex of forward movement can also turn 60 degrees. I believe that means Idir can steer the ship to the hex directly behind the Rat.
Voldresk
|
So rereading my statline my acro and athletics are pretty bad for vol. So might be worth it for someone a bit better to try the dc 12 check for first mate to help Thundergun, while Voldresk starts patching the hull.