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Jekcedo scans the ship, and figures out Kaath is right! The ship is indeed made of matter. The high-precision scanner provides every detail, from the guns to the shields, to the power core loadout. The scan even shows that the toilets haven't been cleaned recently. Yuugh.
That scan exceeds the DC by 28, so I've just put up the stat block if you don't mind
---(Round 2)---
Engineering
Helm
Gunnery
---
Jek (Scan)
Dash
Ysh'Yaal
Stell
Twila
Kaath (Miss)
---
Defrex
Defrex
Dyad (Taunt until round 4; F 10; HP 5)
---
Twila-5
|
Assuming Twila has enough ranks piloting
Twila-5 has 6 ranks in Piloting.
Now to fly like we mean it! Twila-5 sweeps the Hurricane around an asteroid and flies right under the AAC Dyad to give one of the gunners a spectacular shot.
Piloting: Stunt (Flyby) DC 18, ship Piloting bonus: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
Dash can fire at close range. Go ahead and use one of the +3 bonuses.
The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). 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. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1-1/2 × the tier of the enemy starship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal.
Jekcedo
|
"Kaath, It's differently made of matter, it seems to matter most on its forward and aft. The Dyad (red ship) has no weapons on its flank arcs, it also has MK4 armor and MK3 defenses. I'll scry the other type of ship next then after that I'll move to a gun if needed."
Jek shares the rest of the info gained through our ship's computer.
Stell Z-Lin, SFS
|
Stell encourages Dash. "Hey Dash, imagine the officials who disqualified you from playing are huddled and wetting themselves in that ship. Fire away!"
Gunnery to aid: 1d20 + 7 ⇒ (17) + 7 = 24
Should add +2 to Dash's gunnery roll.
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With a sickening curve, Twila rolls the Hurrican past the enemy ship, allowing Dash to land a twin laser hit on the lead vessel, encouraged by Stell
Crit: 3d100 ⇒ (39, 18, 36) = 93
1d3 ⇒ 3
Can somebody post an action for Ysh'yaal?
Enemy still to return fire...
---(Round 2)---
Engineering
Helm
Gunnery
---
Jek (Scan)
Dash (17 for 20 vs Orange)
Ysh'Yaal
Stell (aid)
Twila
Kaath (Miss)
---
Defrex (Blue)
Defrex (Yellow)
Dyad (Orange, Taunt until round 4; F 10; HP 25; SG; PCG; WAG)
---
Twila-5
|
Botting Yhs'Yaal
Yhs'Yaal diverts power to the guns. (Any 1s rolled are bumped up to 2s.)
Engineering DC 18: 1d20 + 12 ⇒ (11) + 12 = 23
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Ysh'yaal taps on the engineering console, and the laser sputter out some extra radiation, giving Dash a healthy green glow.
Only on of the enemies managed to tain a gun on the Hurricane, and the distance is just too large to score a hit.
Coilgun: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 34d4 ⇒ (3, 1, 3, 2) = 9
Init R3
Piloting: 1d20 + 10 ⇒ (17) + 10 = 27
Piloting: 1d20 + 10 ⇒ (19) + 10 = 29
Piloting: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Pilot must beat at least 24 or go first - I've indicated the moves of the enemy ships in case they move first.
---(Round 2)---
Engineering
Helm
Gunnery
---
Jek
Dash
Ysh'Yaal
Stell
Twila
Kaath
---
Defrex (Blue)
Defrex (Yellow)
Dyad (Orange, Taunt until round 4; F 10; HP 26; SG; PCG; WAG)
---
Jekcedo
|
Jek does his last scry on the other type of ship (orange ship) using the ship's sensors again.
Mysticism: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29
Twila-5
|
Noting how the three vessels are trying to converge on the Hurricane, Twila-5 tries an ambitious move. If it works, the Pathfinders will be in the blind spots of the two Defrexes, and a beautiful shot will be lined up on the Dyad.
Piloting: Stung (Flip and Burn DC 23), ship bonuses (+1, +3): 1d20 + 16 + 1 + 3 ⇒ (4) + 16 + 1 + 3 = 24
I'm using one of the +3 bonuses from the Pegasus. Who wants the other?
"Whew!" She's really glad that worked. (Even if she didn't beat a 24.)
Kaath Novaflame
|
Kaath continues to fire the weapon at the enemy.
I can take all the help the Cosmos will offer.
weapon: 1d20 + 4 + 3 ⇒ (7) + 4 + 3 = 14
You'd think he was rolling a d8 with these rolls...lol
"Dash" Riprock
|
Stell encourages Dash. "Hey Dash, imagine the officials who disqualified you from playing are huddled and wetting themselves in that ship. Fire away!"
"Nah. Ref's blind as a bat but 'e wuz jus' doin' 'is job. I can pretend 'at's Marcotti's ugly yob over there though cryin' an' wettin' 'isself." Dash grins evilly as he fires.
So it looks like orange is in the front arc? I'll take the other +3 to try to finish it off.
twin laser vs orange: 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21
damage: 5d8 ⇒ (7, 6, 8, 3, 3) = 27
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Jekcedo scan the other ship, and notices there only one lonely pilot on board. The coilgun has a crack in it, that seems to have been hastily repaired with Abaductape.
Again posted the stats
Twila hides the ship behind the asteroid, just out of reach of the Dyad's front gun. The two defrexes chase up on the Hurricane, though.
Kaath mans the guns, and with the help of Stell's encouragement maybe hits a target. I need Kaath to specify a gun and a target
Dash fires a brutal shot, and the lead ship looks like it might blow...
Which we'll see as soon as we have Ysh'yaal's action and the ships return return. Can I have an action for Ysh'yaal, please?
---(Round 2)---
Engineering
Helm
Gunnery
---
Jek
Dash (21 for 27)
Ysh'Yaal
Stell
Twila
Kaath (gun + target needed)
---
Defrex (Blue)
Defrex (Yellow)
Dyad (Orange, Taunt until round 4; F 10; HP 26; SG; PCG; WAG)
---
Twila-5
|
Botting Yhs'Yaal:
Yhs'Yaal diverts power to the guns. (Any 1s rolled are bumped up to 2s.)
Engineering DC 18: 1d20 + 12 ⇒ (4) + 12 = 16
Dash didn't roll 1s on his damage, but just in case Kaath does...
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With only a single ship on their tail, Dash manages to destroy the lead ship with a well-aimed shot as a coilgun bolt whizzes past. Kaath returns fire with a torpedo, plowing through the forward shield and causing the defrex to emit a trail of smoke and radioactive elements.
Coil gun: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 124d4 ⇒ (2, 1, 3, 3) = 9
Damage: 3d8 ⇒ (4, 5, 8) = 17
Crit: 2d100 ⇒ (12, 71) = 83
Init R4, Blue: 1d20 + 10 ⇒ (17) + 10 = 27
Init R4, Yellow: 1d20 + 10 ⇒ (6) + 10 = 16
Beat 16 or move first - I've indicated paths in case you win initiative
---(Round 4)---
Engineering
Helm
Gunnery
---
Jek
Dash
Ysh'Yaal
Stell
Twila
Kaath
---
Defrex (Blue, F5, HP 12; SG EG)
Defrex (Yellow)
Dyad (DESTROYED)
---
Twila-5
|
"Nice shots!" Twila-5 intones as she sweeps around the yellow ship so the gunners can light up its rear.
Piloting to fly (no DC), ship's Piloting bonus: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
Kaath Novaflame
|
Kaath tries the torpedo and aligns another shot at the new target Yellow Defrex.
I am getting the gist of this now....or the Cosmos has finally smiled.
torpedo: 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26
torpedo: 3d8 ⇒ (5, 8, 5) = 18
"Dash" Riprock
|
Dash smiles as the ship explodes. "Ha! Take that Marcotti!"
He lines up on his second target.
twin laser with bonus vs yellow: 1d20 + 7 + 3 ⇒ (7) + 7 + 3 = 17
damage: 5d8 ⇒ (4, 4, 7, 5, 3) = 23
Stell Z-Lin, SFS
|
"Com'on Dash, go for the hat trick, like you did in the championship game last year!"
Gunnery, to encourage: 1d20 + 7 ⇒ (2) + 7 = 9
Unfortunately, she's not much of a sports fan, gets her facts wrong, and likely causes more confusion than incentive.
Jekcedo
|
Hearing Stell's comment to Dash Jek thinks to them self
"Oh no, was the game Dash scored the winning point but broke his leg doing so, I could be wrong."
Fan phase: Action, jek takes time in the middle of combat to send Dash a text message asking about the game.
| AbadarCorp Entertainment |
Going to need actions for Jek and Ysh'yaal. Ysh'yaal looks to be out for a longer period of time - can someone suggest an action?
Twila-5
|
Botting Yhs'Yaal:
Yhs'Yaal diverts power to the... engines? Sure, why not. (We haven't taken a hit yet, have we?
Engineering DC 19: 1d20 + 12 ⇒ (2) + 12 = 14
I realized I was using the wrong DC for Yhs'Yaal's rolls. Apologies for the "fat fingers" and failure to double check.
Jekcedo
|
Opps I posted an attack between Kaath and Dash, my internet must have cut out again I had to relog about 20 times yesterday.
Jek passes on the ship stats to the last 2 ships then moves to the turret
"The last ships only have forward-facing weapons."
Jek moves to the turret and shoots at the blue ship
Gunner (Turret) light particle cannon: 1d20 + 5 ⇒ (18) + 5 = 23
Damage Slash: 3d6 ⇒ (2, 2, 1) = 5
| AbadarCorp Entertainment |
The forum was a bit flaky yesterday, I had some issues as well.
The Defrex can't shake the Hurricane, and as the vessel closes, a single Torpedo strips the shields, allowing Dash to atomize the vessel with Twin lasers.
Jekcedo lands a hit on the last ship. That alone is enough to discourage is from further agression, and it makes a break for it, blasting away.
Combat over!
---
With the pirates detroyed, the way to asteroid Y-47 is free. Once the Thunderbolt arrives in its vicinity, a sudden hail explains exactly how welcome the starfinders are:
“Unknown starship, leave if you know what’s good for you. You’re encroaching on Riveter territory. We will shoot you down. I repeat, turn your ship around and get out of here, or we will deploy our full defenses against you
In this part, I need a series of skill checks. For the first check:
- At least one PC must attempt a Bluff check to trick the pirates, or a Diplomacy check to persuade the pirates they’re here to help, or an Intimidation check to frighten the pirates.
- The other PCs must attempt a skill check to aid in this deception, chosen from among the following: Computers to jam the Riveters’ scanners, Engineering to mimic a malfunction, Mysticism to create an illusion to fool the pirates, Physical Science to take advantage of nearby asteroid trajectories, or Piloting to fake a retreat.
Jekcedo
|
"I can make an illusion to help fool the pirates, once we have a plan."
Jek waits to find out if we are using bluff, diplomacy, or intimidation to make the illusion fit with that. Once per day Jek can roll 2 times and take the best result this might be a good time for that.
Twila-5
|
"I'll slingshot us around that smaller asteroid ahead of us. It'll block their line of sight for a bit and make it look like we're retreating."
Piloting to Aid Deception: 1d20 + 16 ⇒ (6) + 16 = 22
Stell Z-Lin, SFS
|
Stell excels at bluffs, so she says, "Don't shoot! We jus' took control uv this here ship an' need ta bring it in fer a new transponder. The former crew foolishly ignored our orders so we boarded it, killed 'em all, an' now here's the prize, a Pathfinder starship!"
Bluff, Skill Expertise: 1d20 + 15 + 1d6 ⇒ (10) + 15 + (1) = 26
Jekcedo
|
Jek uses Mysticism to make the ship look like a Pathfinder starship to go along with Stell's bluff
Mysticism: 1d20 + 14 ⇒ (9) + 14 = 23
Twila-5
|
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"That's not--! ...how to do that. Nevermind." ... Honestly, that's kinda funny.
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Twila use a chunk of rock to move out of sight, slingshotting around it and drawing closer, while Stell fills the airwaves with lies. Jek spins a magical illusion, while Dash... needs a new keyboard.
The confusion seems to be widespread enough that when Twila steers the ship around, the defensive laser batteries are sitll offline. That means a safe experience, or at least until large hatches on the exterior of the asteroid open. Dozensof mines and chunks of twisted metal are released into the path of the Hurricane...
More checks are needed:
- At least one PC must attempt a Piloting check to maneuver around the incoming debris and mines.
- The other PCs must attempt either a gunnery check to blast the debris apart and detonate the mines before the ship makes impact with them, a Computers check to scan the minefield and calculate a safer flight path through the area, a Engineering check to divert power to the forward shields to absorb impacts, a Mysticism check to foresee an incoming impact and avoid it, or a Perception check to notice incoming debris that’s slipped past the other PCs.
Jekcedo
|
Jek looks at the scanner display and has a mild panic attack over all the bad options
"Junk, mine, mine, junk, more junk, mine, more mines, another mine, junk, mine."
Jek closes their compound eyes and concentrates on a mental image of the minefield, everything seems to stop except for one mine that is headed towards the ship, then Jek yells
"Hard to starboard now!"
Jek uses Communalism, roll twice, and takes the higher result
Mysticism: 1d20 + 14 ⇒ (11) + 14 = 25
Mysticism: 1d20 + 14 ⇒ (11) + 14 = 25
Jek loses concentration as Jek ponders which option has the higher result.
Twila-5
|
"On it!" Twila-5 responds, yanking the joystick to send the Hurricane into a sharp starboard spin.
Piloting: 1d20 + 16 ⇒ (15) + 16 = 31
Kaath Novaflame
|
Kaath will try to predict the path of the asteroids.
There is one more...heading right to our port side! I am sure of it!
mysticism: 1d20 + 7 ⇒ (2) + 7 = 9
Uhmm...Nevermind. The only the Cosmos knows why.
Stell Z-Lin, SFS
|
Seeing Dash's recent computing efforts, Stell moves to the science officer's station and tries to program a safer path through the dangerous field ahead.
Computers: 1d20 + 9 ⇒ (19) + 9 = 28
"Dash" Riprock
|
"Bah! All this egghead computer hacking is making me thirsty. I wonder if there's some lager left in the galley." Dash heads below to find the object of his search and sit down for a bit to drink his prize. As he relaxes he checks his comm unit and notices a text from Jekedo.
Hearing Stell's comment to Dash Jek thinks to them self
"Oh no, was the game Dash scored the winning point but broke his leg doing so, I could be wrong."Fan phase: Action, jek takes time in the middle of combat to send Dash a text message asking about the game.
He puts his feet up and laboriously texts back, his meaty fingers ill-suited for delicate texting.
Nah mate. Ir were kkust a sprain. Twam doc vast dome hocus pokas and fized me up right quick.
The half-orc finishes his beverage and retrieves another before heading back to his station. He cracks it open and takes a swig before looking out at the debris field.
perception: 1d20 + 5 ⇒ (11) + 5 = 16
"Whazzat over there?"
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The Hurricane creaks and sighs as Twila makes out-of-spec turns, blasting past mines and debris on Jekcedo's and Stell's programmed path. Kaath and Dash look a but out of it, focussing on the wrong things, but nevertheless the Hurricane gets closer to the hangar door....
...which is just starting to close. That's going to be a tight fit!
Checks:
- At least one PC must attempt either a Computers check to remotely hack the hangar doors, or a Mysticism check to telekinetically hold them open.
- The other PCs must attempt a skill check to aid in the final race to the doors, chosen from among the following: Acrobatics or Athletics to manually optimize the engines, Engineering to divert power to the ship’s thrusters, Piloting to fly as efficiently as possible, or the previously noted Computers or Mysticism check
Jekcedo
|
telepathically with mysticism Jek tries to hold the doors open
"I'll try to hold the doors, getting through is an option I'd like to keep open."
Mysticism: 1d20 + 14 ⇒ (10) + 14 = 24
Kaath Novaflame
|
Kaath nods in appreciation to Jekcedo.
I will do what I can with the engine controls or assist with the doors.
The kasatha utilizes his four arms to work the controls as quickly as possible.
athletics: 1d20 + 8 ⇒ (14) + 8 = 22
Twila-5
|
"Hold onto your bladders!" Twila-5 remarks, punching the controls to increase speed to the upper threshold that will still allow her to avoid crashing into the hangar.
Piloting: 1d20 + 16 ⇒ (13) + 16 = 29
Do we get the bonuses to rolls from the Pegasus when we're not in combat? If so, +1 to this roll, and there are two +3s available. I'd vote one of them go to the primary roll (Jek's Mysticism above).
"Dash" Riprock
|
Seeing the hangar doors about to close Dash hurriedly finishes his lager and crushes the can in his meaty fist. "Looks like it's time for more hacking..." He cracks his knuckles in preparation but looks in dismay at the broken keyboard in front of him. "Oops. Looks like I'm gonna hafta find some ovver way to 'elp."
He quickly rushes to the engine room. "Hmmm..." He carefully looks over the various control panels. "Bah!" Eventually he gives up and simply delivers a helpful kick to a likely target.
athletics: 1d20 + 16 ⇒ (3) + 16 = 19
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Jekcedo mentally blocks the door, as Kaath reprograms the engine controls with sheer force of strength. Which a screeching sound, Twila flies the Hurricane past the metal hangar doors just a they chomp shut again, but with the ship mostly intact and facing right side up. Landing success!
There is a smell of scraped metal, but the vessel is safe disembark. Until, that is, four pirates emerge as a 'welcoming committee'
Stell: 1d20 + 5 ⇒ (3) + 5 = 8
Twila-5: 1d20 + 7 ⇒ (7) + 7 = 14
Ysh’yaal: 1d20 + 2 ⇒ (13) + 2 = 15
Dash: 1d20 + 8 ⇒ (20) + 8 = 28
Jek: 1d20 + 2 ⇒ (17) + 2 = 19
Kaath: 1d20 + 1 ⇒ (18) + 1 = 19
Pirates: 1d20 + 8 ⇒ (13) + 8 = 21
Please put your token in the dashed box with the Pegasus in it.
---R1
Dash
---
Pirate
Pirate
Pirate
Pirate
---
Jek
Kaath
Ysh
Twila
Stell
---
Stell Z-Lin, SFS
|
I'm not going to be able to post today, although I may have time and energy for a quick post. Please 'bot Stell.
"Dash" Riprock
|
Dash cracks his knuckles and grins ferally. "This'll be fun."
He speeds into the fray and punches one of the pirates.
thunderstrike gauntlet vs yellow: 1d20 + 9 ⇒ (9) + 9 = 18
damage, B, So: 1d6 + 12 ⇒ (6) + 12 = 18
| AbadarCorp Entertainment |
Dash commit the first foul, landing his fist on the pirate's jaw with a satisfying dry cracking sound. This guy will be eating soup for another while.
Fasste ffe ssaarp off my ssteeel! the pirate mutters as he retaliates with his blade. The other pirates open a fire, and a grenades ricochet off the hurricane's hull to explode at a safe distance.
Longsword, Dash: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 4 ⇒ (3) + 4 = 7
Semi-Auto, Kaath: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 2 ⇒ (6) + 2 = 8
Semi-Auto, Ysh: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 2 ⇒ (2) + 2 = 4
Frag Grenade, Floor: 1d20 + 10 ⇒ (1) + 10 = 111d6 ⇒ 6 Miss
Scatter: 1d8 ⇒ 2
---R1
Jek
Kaath
Ysh
Twila
Stell
---R2
Dash
---
Pirate
Pirate
Pirate (Yellow 18 - broken jaw)
Pirate
---
Kaath Novaflame
|
Kaath gasps in pain as the slug slams into his torso.
The Cosmos will answer violence with violence.
Kaath seizes his solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light (20'r) solar hammer around his hand.
With another hand he draws a thunderstrike pistol and fires at the blue/closest pirate.
thunderstrike, vs cover?: 1d20 + 5 ⇒ (13) + 5 = 18 for dmg: 1d8 + 2 ⇒ (6) + 2 = 8
(1d8+2 So; critical deafen [DC 13])
Jekcedo
|
Jek cast Acidic Mist to discourage the use of cover for 2 of the attackers
At the start of their turn (turn 1 of 5)
Acidic Mist damage: 2d6 ⇒ (1, 2) = 3
save for 1/2 DC14
Jek then draws a shock grenade as Jek moves.
"Looks like the party has started, who brought the drinks?"