A Shining Planet Known as Golarion

Game Master rando1000

Combat Map

Exploration Map


451 to 500 of 557 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Couple of thoughts...

First, I don't believe we need to be behind the enemy to take out their engine. Target System reads If you succeed [at the roll], 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. I'm mentioning that because charging behind the guy and diverting engine power to get that far has a couple disadvantages. It puts us well into the optimal range of that light laser cannon and their gunner is a good shot. It also decreases the potential damage our guns do when we divert power to engines not guns.

On the 'good and bad side' attacking multiple shield facings gives us a chance to reduce their shields a bit quicker IF the base can hit the enemy. On the downside, wearing down multiple shields doesn't end the fight as quickly as damaging the hull. We should only be about 5 hull damage away from surpassing their critical threshold and causing a system to be damaged.

So, I personally think we are better off following the friendly missile to get our guns in optimal range while staying outside the enemy's optimal range (I suggest H13). We have a chance of obliterating a shield so the friendly missile can strike harder. And if the enemy wants to get us into optimal fire range with their laser cannon, they have to fly toward us and get even closer to base's missiles. Finally, the initiative this round is key. It is us (punching a hole in the shield), then the base (sending a missile into that same spot), then the baddies. If the rolls go well, we (use + base) could land a devastating blow.

Whatever course you set, please say you were doing the Evade action.

That's my thinking but you're in the pilot seat. I'll do my post and list the variables for Rando to adjudicate.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

As far as positioning, I did consider concentrating on the same side (mechanically)... But story-wise choose to get "behind them" in alignment (no pun) with Captain's wishes.

I did not think we needed to get behind them to affect engines. I was thinking it would be psychologically effective and not allow them to concentrate shields (is that was a thing).

Evade, you are right... I should have declared, we agreed. Excellent as we approach. My honest slip.

I'm not quite used to Starfinder yet. But, I think getting better.


Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 11/15 HP 11/19 RP 5/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)
James "Joyride" Maxwell wrote:
Vaëlorin wrote:
Yeah, those or take out their high speed internet!
That's cruel.

Hey! I didn't start this fight, so don't judge how I fight it!


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

I was like... Ohhh, enemy ship's got a name, Starion!

And they rolled two 1's back to back... Nice.

Oh, crap... it's a typo. Station!!!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yeah, typo, unfortunately for the Station.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I’m trying to set the rules in my head, so…

Betty has a Critical Threshold (CT) of 11. Even without scoring a critical hit on the hull, when the total hull damage exceeds a multiple of the CT (i.e. 11, 22, 33, etc.) then you’d roll on the Critical Damage Effect table to see which system is affected. There are three damage levels that appear in order each time that system takes a critical hit: Glitching, Malfunctioning, then Wrecked. Is that all correct?


1 person marked this as a favorite.
Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Correct.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7
James "Joyride" Maxwell wrote:
...That includes you, Captain! Some unsung heroes in Science and Engineering... and some game done shooting, LT...

...some damn fine shooting, LT...

Sorry, typos!


Vesk Mechanic 4|SP 32 HP 30 RP |EAC:16 KAC:17 CMD: |

Any boosts needed, for me to Divert power too? Or let me see what else I can do


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I'll never say no to a Divert boost on guns. XD


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

I think they can reach us regardless, so engines don't help much at the moment. Guns sounds good.

Is there any "to hit" bonus for being in an adjacent hex?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I don't believe so. I'm also reasonably sure there are no 'flanking' bonuses (at least not in the core book). I think the only obvious bennie 'to hit' at low levels is the Captain using Encourage or Demand and the computer bonus.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:
Is there any "to hit" bonus for being in an adjacent hex?

Negative.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7
Burlap 'LongTail' wrote:
Looks like I missed without Alzura’s Encourage or Demand.

I don't want to be that retcon guy but, think it would be reasonable if the Captain spread the love to Burlap, this round.

As... this maneuver to end it quickly was their idea and Engineering & Science weren't doing anything as dramatic (As Gunnery) AND Helm (Piloting) wasn't really moving (mostly) for psychological effect... We're behind you, Sathar scum.

By the way are these those same wormy naga-esque Sathar dudes?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:
Burlap 'LongTail' wrote:
Looks like I missed without Alzura’s Encourage or Demand.

I don't want to be that retcon guy but, think it would be reasonable if the Captain spread the love to Burlap, this round.

I'll allow it. Let's give Alzura's player tomorrow to get one of those actions up, if so inclined.


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Kind of you, thanks!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Will post on the captain's behalf this afternoon so we can move forward.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Anyone know of a specific ruling on the changes to the Evade pilot action between The Starfinder Core Rulebook and the Starship Operation Manual?

The core rules reads:
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.

The SOM reads:
You successfully anticipate your enemy’s firing patterns. The stunt’s circumstance bonus to your starship’s AC and TL increases to +4 with no mention of moving up to your speed.

I'm tempted to rule: 1. You can still move up to your speed, and 2. The AC/TL bonus is +4 (instead of the original +2).

Is this okay with everyone?


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

I think the SOM is on a Nat 20. Like a critical.

That's why it says "increases to +4" as a regular success with that stunt gives +2.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:

I think the SOM is on a Nat 20. Like a critical.

Ah, snap! You are correct. Thanks! I've lost track of where you were when that last shot was fired. You still at G-11?


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

I think that's where we moved from... I haven't moved this round.

Do I need to move (hex to hex) to Evade?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

I think you could just fly in a circle or move even a single hex to use evade. I haven't checked the map but staying within 10 hexes is great so that I don't draw a range penalty for the particle beam.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

For all you United States denizens or ex-pats:

Remembering what the country went through in 1776...

Happy Independence Day, Folks!

Trivia: Declaration of Independence was actually signed on July 2nd, but it was a Saturday. Was made official on Monday, the 4th.


Vesk Mechanic 4|SP 32 HP 30 RP |EAC:16 KAC:17 CMD: |

Thanks Joyride

Yeah its America's Birthday

SO we buy Candles to light in honor.

Or in reality buy small sparkly bombs to light and celebrate its birth by blowing a piece of it up!!! LOL


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:


Do I need to move (hex to hex) to Evade?

Not that I can tell. I'm not going to require it, in any case. Just wanted to make sure I had you in the right place before I take the Enemy ship's turn.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

So 2 systems were damaged?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:
So 2 systems were damaged?

Yeah, just rolled off-screen. Will post in a minute on the Game side.


Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 11/15 HP 11/19 RP 5/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

My job is stabilizing the shields, right?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Rebalancing shields sounds great.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Vaëlorin wrote:
My job is stabilizing the shields, right?

Yup. DC 15 Computers to balance shields, Can pull from any quadrant to any other, effectively covering up downed or drained shields in vulnerable quadrants.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

What's Max shield, 15?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

Yep, 15 per quadrant.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

With my luck it might be a crappy roll, but could go 15 to one quadrant and keep it facing them?


Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 11/15 HP 11/19 RP 5/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

My plan was to evenly balance them.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7
Vaëlorin wrote:
My plan was to evenly balance them.

Cool!


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

Can we attack and then move our do we have to move first?


Vesk Mechanic 4|SP 32 HP 30 RP |EAC:16 KAC:17 CMD: |

Can I boost the Shields?


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

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 shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core, up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit.

our PCU is 175 (with manufacturer's bonus) so 5% is 8.75 points to share among the shields.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:
Can we attack and then move our do we have to move first?

I'm kind of playing it timey-wimey with the rules; IDC if you move out of turn. If you'd like to move before the round ends, I'll leave you the option. The enemy is now at L-13 and looks to be running away, per my recent post.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

Thanks for the flexibility!

I really don't know the sequence of events in a round. Which roles/phases go in what sequence.


1 person marked this as a favorite.
Vaëlorin Male Elf Technomancer (Spacefarer) / 3 | SP 11/15 HP 11/19 RP 5/6 | EAC 14 KAC 15 | F +1 W +3 R +3 | Init +2 Perc +2 (Low-Light)

Ok Heroes, I head out to Scouts BSA Summer Camp tomorrow morning for a week. Wish me luck with that endeavor.

Following that, it is family reunion at a State Park for the next week.

If I pop in to the game, it will be quick, and not very substantial, so press on, and keep things moving.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
James "Joyride" Maxwell wrote:

Thanks for the flexibility!

I really don't know the sequence of events in a round. Which roles/phases go in what sequence.

No worries. Keeping to the hard sequence tends to slow things down on PBP, waiting for the right person to post. I'd rather just let people act as they pop on, a allow things to happen organically.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Vaëlorin wrote:


If I pop in to the game, it will be quick, and not very substantial, so press on, and keep things moving.

Noted. Will bot as needed. Enjoy your activities.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

Unsure what disabling them entails (besides shooting them).

Might have to bot Vaëlorin.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Shooting them until they're out of HP pretty much means the ship is disabled. It's not "destroyed" until it reaches twice it's hull, though I'd probably not play it taking that long to do. In any case you're not likely to accidentally completely destroy a ship this big.

If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

@Burlap - I'd recommend firing maybe 1 weapon, to maximize chances of hitting.

Coilgun? No -2 and +4 damage to the same shieldless quadrant as last time?

Did we get the benefit of the +4 damage vs shieldless last round? I believe the station took down their shields and we followed up.

We won Init, this round so... should still be shieldless (OUCH!).


SHIP MAP | PIC :: Ysoki Soldier 4 | SP:32 HP:30 RP:6 | EAC:16 KAC:17 CMD:25| F+5 R+5 W+4 | Init +4 | PER +6 (darkvision 60’)

The enemy acted last in the last round. It's likely their science officer rebalanced their shields at that point. If so, then the front shields (where we pummeled them) are equal with the rest. I'm gonna keep on with the one-two punch, gambling the LPB can take down the shield and give the coiler a chance to ravage their vitals.


Vesk Mechanic 4|SP 32 HP 30 RP |EAC:16 KAC:17 CMD: |

Cherry will reinforce shileds just incase.


Ace Pilot - Racer James "Joyride" Maxwell - Envoy 2 / Operative 1 | SP 12/21 HP 22/22 RP 4/4 | EAC 17 KAC 18 CMAC 26 | Resolve 4/5 | F +1 R +9 W +5 | Init +9 | Perception +7

Anyone near Ocean City, MD?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Is there a verdict on what to do with the key, as far as destroy it, give it to the Station, sell it to Slrrg, try to find its owner, etc?

1 to 50 of 557 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / A Shining Planet Known as Golarion Discussion All Messageboards

Want to post a reply? Sign in.