| SD DM |
Good advice, Lola. To save time, I'll assume Idir executes it, and move the ship for him. Idir still has the option to try an evasion piloting check if he chooses. DC for evasion in this ship is 13.
Idir
https://www.aonsrd.com/Rules.aspx?ID=198
Evade
The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
Gunnery Phase! Range is 1. No penalties to fire into your forward arc.
Lola Izis / Lulz 1515
|
Lola watches the displays intently, waiting for the right moment to fire the coilgun.
Now to see if the dice curse is still active.
Gunnery: 1d20 + 5 ⇒ (12) + 5 = 17
| SD DM |
Not a crit fail.
Although trying to weave erratically, Idir's control adjustments are too quick for the ship to repond. He inadvertently holds the ship steady and Lola makes an easy shot.
damage: 4d4 ⇒ (2, 4, 1, 1) = 8
Joro's extra power boost to the guns helps, but your shells can't quite penetrate their shields.
Their gun fires in return. A hail of shells crash into your forward shield, but only a handful get through. 2 damage
River Rat: 18 damage. Fwd 2 P 3 S 6 A 6
Starfinder Pegasus : 24 damage. Shields Fwd 0 P 4 S 7 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Coil gun: 1d20 + 9 ⇒ (6) + 9 = 15 ... damage: 4d4 ⇒ (3, 2, 1, 3) = 9
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (4) + 9 = 13
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
I'm going to roll init to save time, assuming Idir is still pilot. You can decide to change roles if you wish.
Idir's Init: 1d20 + 2 ⇒ (16) + 2 = 18 Their init was 22. You guys go first. Engineering and pilot phase! Round 9
Voldresk
|
Engineering, Patch glitching gun(I think it was aft?) (Dc 13): 1d20 + 8 ⇒ (9) + 8 = 17
Voldresk erupts from his seat and moves towards the damaged part of the ship, quickly sliding down to the gun's panel and cutting it free to begin rewiring the sparking panel and restoring functionality.
"Not looking good we need some breathing room to restore shields and she's falling apart."
Idir of Herd Fernas
|
Idir tries to pull them out and zooms towards another asteroid, trying to get it to block their flank so their front is towards the enemy when they come after them.
I hope I did this right.
| SD DM |
You moved their ship instead of yours, :-) but I have the idea and moved yours so that your aft shield is protected by the asteroids and your port shield points away. You could have rolled to evade (at -2 due to your engine damage) as part of your movement if you wished. It makes no difference this round. Their guns will hit whether you evade or not.
River Rat breaks hard to avoid the asteroids. Idir weaves the ship around the pirates and skirts along another clump of asteroids. Hoping he has the timing precise he turns hard right to set up a shot for Lola. The Rat pivots and accelerates hard to stay on the Pegasus' tail but there's no way to stay behind you so close to the rocks. They barrel straight in and their coilgun sparks to heave shells at you. They're a fraction off target and all they do is drop your starboard shield. NO damage leaks through.
Round 10 Gunnery Phase! They are 1 hex out in your starboard arc. Firing at -2 duw to damage to gunnery in that arc Lola.
River Rat: 18 damage. Fwd 13 P 3 S 6 A 0
Starfinder Pegasus : 24 damage. Shields Fwd 7 P 4 S 0 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Coil gun: 1d20 + 9 ⇒ (17) + 9 = 26 ... damage: 4d4 ⇒ (2, 2, 1, 2) = 7
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Sci Off, rebalance shields v DC 11: 1d20 + 9 ⇒ (8) + 9 = 17
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (7) + 9 = 16
Engineering, divert power to guns v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Lola Izis / Lulz 1515
|
Lola tries to get some help from the ship's computer, but even that is not enough, as she ends up rushing the shot to fit it into the brief time when there is a clear shot.
Gunnery, computer bonus: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Are we in danger of TPK or could we give up and stay alive but not complete the scenario? I'd hate for all of us to lose our characters because of a series of unfortunately low gunnery rolls.
| SD DM |
Lola also misses.
River Rat: 18 damage. Fwd 13 P 3 S 6 A 0
Starfinder Pegasus : 24 damage. Shields Fwd 7 P 4 S 0 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Round 11. Engineering Phase
Idir the initiative number to beat is 28. Looks like you're going first.
Thundergun
|
Thunderguns script press all the possible reactor energy to a place where shields a down completely. This time Starboard. Engineering, Divert shield : 1d20 + 11 ⇒ (8) + 11 = 19
| SD DM |
Helm Phase (although Voldresk still has the option of doing something Engineering-y if he prefer. )
Voldresk
|
Engineering(Patch-Engines): 1d20 + 8 ⇒ (20) + 8 = 28
See if i can't get rid of that negative
Voldresk wipes his hands after dealing with the gunnery panel and flings himself towards a blown out engine conduit down the hallway. "Show these vermin what happens to those who shoot at us and stop shooting the rocks around them." It's clear his temper is getting the better of the aging Vesk.
Idir of Herd Fernas
|
Piloting (Evade): 1d20 + 2 ⇒ (17) + 2 = 19
Now feeling a bit more comfortable in the pilot's chair, Idir takes the ship around to dodge the pirates' next barrage.
I moved the right ship this time, right? :P
| SD DM |
Right!
Idir tries the same tactic, curling around to skirt another clump of asteroids, then banking into a hard right turn that leaves the space rocks protecting your aft shields.
River Rat doesn't seem to mind. They follow as closely as they can, with their coilgun firing. Idir's maneuvers seem to throw them off. They fire wide. THey miss. It's a good chance to tip the battle in your favor.
Round 11 gunnery !
River Rat: 18 damage. Fwd 13 P 0 S 9 A 0
Starfinder Pegasus : 24 damage. Shields Fwd 7 P 4 S 7 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Coil gun: 1d20 + 9 ⇒ (4) + 9 = 13 ... damage: 4d4 ⇒ (3, 1, 4, 3) = 11
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (3) + 9 = 12
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Their iniative is 17 for next turn.
| SD DM |
Joro's friendly helping words give Lola just enough confidence to lead the River Rat a little more than she might have otherwise. Your shells crunch into their forward shield in a shower of sparks. Their shield holds, but barely.
gun damage: 4d4 ⇒ (3, 4, 1, 1) = 9
River Rat: 18 damage. Fwd 4 P 0 S 9 A 0
Starfinder Pegasus : 24 damage. Shields Fwd 7 P 4 S 7 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Round 12 Engineering. Idir beat 17 on initiative to make them go first.
Voldresk
|
Engineering(Patch, rear arc gun): 1d20 + 8 ⇒ (12) + 8 = 20
Engines back to shape the Vesk ducks into a tight maintenance hatch upward from the engine bay and begins fiddling eith the power coupling for the rear gunnery turret. The sound of spraying foam sounding through the communication network. "Rear gun's link-up to the main battery is fried, going to try to hot-fix a bypass. Should give you some mobility back."
| SD DM |
Idir's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13 Okay, I'm not saving time by moving River Rat first.
Engineering / Helm Phase
Thundergun
|
I suppose engineering action already done this round whuch is patciung. An its good.
Seeing Voldersk is busy with programming repir drones for patching up system, TG recalibrating Target System towards thrusters / engines focus. 19 / 20 crit
Computer: 1d20 + 12 ⇒ (4) + 12 = 16
| SD DM |
Assuming Idir is still piloting, to save time, I'll move the ship using previously demonstrated tactics.
Thundergun tries an offensive tactic. He targets the enemy's engines.
Idir accelerates between two patches of asteroids, then curls into a maneuver which leaves the aft arc of the ship once again protected by asteroids. River Rat follows as closely as it can.
It ends in your left arc, range 1. You are firing on their forward arc.
Idir can still roll for evasion to improve your AC. Round 12 Gunnery phase !
River Rat: 18 damage. Fwd 13 P 0 S 0 A 0
Starfinder Pegasus : 24 damage. Shields Fwd 7 P 4 S 7 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
Coil gun: 1d20 + 9 ⇒ (7) + 9 = 16 ... damage: 4d4 ⇒ (1, 3, 4, 3) = 11
Next Round
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (5) + 9 = 14
Engineering, divert power to guns v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Knitter Joro
|
Joro continues to cheer on the gunner.
Gunnery, Encourage: 1d20 + 1 ⇒ (9) + 1 = 10
Lola Izis / Lulz 1515
|
Lola leans forward watching both the heads up display, the console and the action out the windows. If she had sweat glands, she would be sweating. Joro's support helps her shaky confidence with an unfamiliar role.
Gunnery, computer, encouragement: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
Coilgun Damage: 4d4 ⇒ (4, 4, 1, 4) = 13
She allows herself a sly grin as he shot hits a weak spot.
| SD DM |
Lola blasts the ysoki ship. Their shields prevent any damage from penetrating but all their shields are down now. Their volley punches into your weakened port shield. Thuds and pings of impacting shells can be heard through your hull.
Great shot and damage roll. They've got no shields unless they divert power to them.
8 hull damage. Next time they damage you, you'll very likely take another crit.
Their initiative roll is 28. Go ahead and move if you don't beat that.
Round 13 Engineering and Helm (piloting) phase.
River Rat: 18 damage. Fwd 0 P 0 S 0 A 0
Starfinder Pegasus : 32 damage. Shields Fwd 7 P 0 S 7 A 7 (-2 to shots in your right and rear arcs. -2 to piloting checks)
This fight has been such a slog. You've taken a lot more damage, but you've still got some shields. Three solid hits could end it one way or the other. IF you like you can admit failure and we'll move to the next chapter.
Also, I'm starting Thanksgiving. Will be AFK til Sat or Sun.
Voldresk
|
TG we should try to top off our shields I'll get the gun repair on the right arc
Patch(Right gun): 1d20 + 8 ⇒ (16) + 8 = 24
Voldresk has run out of encouraging words and moves to repair yet another system as their ship rattles.
| SD DM |
Idir pilots the ship and swings in a tight 180 near the asteroids to prevent River Rat from getting into your rear aft arc. The Rat follows at a leisurely pace. It doesn't try any stratagem just heads at you nose to nose.
Lola's waiting to fire. Joro has yet to go this round. Pretty sure I can sensibly retcon anything Joro chooses to do. So it's gunnery time , round 13.
Coil gun: 1d20 + 9 ⇒ (19) + 9 = 28 ... damage: 4d4 ⇒ (2, 3, 4, 1) = 10
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (13) + 9 = 22
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Knitter Joro
|
Joro is the most chipper cheerleader for blowing up another starship you can imagine.
Gunnery, Encourage: 1d20 + 1 ⇒ (11) + 1 = 12
Lola Izis / Lulz 1515
|
Lola tries to tweak the targeting computers but accidently turns it off. Her shots fire off into space.
Gunnery, computer, encourage: 1d20 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10
Still waiting on the law of averages to kick in and give us a good d20 roll.
| SD DM |
Epic bad luck. Gotta laugh or you'll cry. Finishing TG's engineering roll.
Engineering, Diver Port Shield: 1d20 + 12 ⇒ (7) + 12 = 19 Success!
Despite Joro's encouragement, Lola fires wide. The Rat is more accurate. Maybe pirates get more practice. The harm the shot does is minimal, but the slow accumlation of damage has a big effect on your right arc targeting system.
Weapons firing from your right arc malfunction. 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.
River Rat: 18/55 damage. Fwd 0 P 0 S 0 A 0
Starfinder Pegasus : 35/55 damage. Shields Fwd 0 P 7 S 7 A 7 . -4 to shots in your right arc. Held together : glitching rear arc glitching to piloting checks)[/s]
Round 14 Engineering and Helm ( piloting) . Their initiative is 19. Beat that and they go first.
Crit Effect
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)
Crit roll: 1d100 ⇒ 48 Arc CW from forward: 1d4 ⇒ 2
Idir of Herd Fernas
|
Idir pulls the Pegasus around, with a burst of surprisingly skilled piloting bringing them right behind the River Rat, ready to open fire!
| SD DM |
The River Rat also turns tightly, and despite Idir's increasing confidence ends up in your rear arc.
Range 2. Better get those Engineering, Science officer and Captaining actions in now. Cause we're going to gunnery phase for Round 14.
River Rat: 18/55 damage. Fwd 5 P 0 S 0 A 0
Starfinder Pegasus : 35/55 damage. Shields Fwd 0 P 7 S 7 A 7 . -4 to shots in your right arc. Held together : glitching rear arc glitching to piloting checks)
Voldresk
|
The River Rat also turns tightly, and despite Idir's increasing confidence ends up in your rear arc.
How's that work out? Idir rolled a 20 when you said beat 19?
| SD DM |
Idir labeled his roll Evade. I took it as a roll for the Evasion stunt, not as an initiative roll, then I rolled a 19 for him.
APZ, was that roll intended to be your initiative?
| SD DM |
Tie break is ranks in piloting. They win. I'll accept APZ's answer as to Intent. Going back and looking at his next post, I think you're right,Azil.
Idir of Herd Fernas
|
I didn't realize I needed to make different rolls for the Evasion AND the Initiative, sorry! I did mean for that to be Initiative.
| SD DM |
No worries. I could have interpreted things better. I'll fix the board. (You can still roll evasion.) You'll be shooting from your left arc into their aft arc at range 2. Knock 'em dead.
Idir's flying has the ysoki pilot flummoxed. Your ship ends up directly behind the River Rat at short range. Their turret spins to face you and unleashes another series of inertial rounds.
Engineering action has to happen before helm, I'll bot Thundergun based on previous actions. Thundergun tries to replenish the forward shield.: 1d20 + 12 ⇒ (20) + 12 = 32
River Rat: 18/55 damage. Fwd 5 P 0 S 2 A 3
Starfinder Pegasus : 35/55 damage. Shields Fwd 7 P 7 S 7 A 7 . -4 to shots in your right arc. Held together : glitching rear arc glitching to piloting checks)
I'll resolve other (Science, Captain, etc actions with the gunfire. Gunnery Phase for round 14. It's new and improved!
Coil gun: 1d20 + 9 ⇒ (16) + 9 = 25 ... damage: 4d4 ⇒ (1, 1, 2, 1) = 5
Next Round
Pilot, initiative, ship: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Captain, encourage Gunner v DC11: 1d20 + 9 ⇒ (3) + 9 = 12
Engineering, divert power to shields all around v DC 11 (5 SP) : 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Pilot, evasion, ship v DC 16: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Sci Off, rebalance shields v DC 11: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
And can Idir give me an intiative roll for Round 15, please? The number to beat is again 19.