Augmented Aethership Captain

Little Lendtech's page

165 posts. Organized Play character for therealthom.


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Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

DayJob, Maintenance worker, toolkit: 1d20 + 8 ⇒ (20) + 8 = 28 *2 = 56 units.

Like phaeton_nz, I've added AbadarCorp as the organization and corrected the Day Job earnings. Chronicle looks good otherwise so I am satisfied.

Thank you again for running the game Qstor.

Everyone, I hope to see you around the boards.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Well, ma'am, most of the natives were peaceful, friendly, intelligent, and did not appear to be technologically advanced. A religious deviant wasn't friendly.

The deviant worshipped a Besmara's whelp, that we had to kill in order to reach the surface. Somehow the deviant and the friendly natives were aware of our space combat and identified us with our ship after we landed.

The world is subject to powerful storms of long duration.

The Abadarcorp outpost was indeed long deserted without a sign of any survivors or offworld inhabitants after the evacuation. The religious deviant had adopted the outpost as their abode, but apparently did not interact with the equipment left behind.

We recovered data from the outpost computers and can submit that. Just give me a net address to post it to. I can also post systems and sensor data of the ship combat if you like."

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Oops. I took the computer check as done. IF we need a roll...
Computers: 1d20 + 12 ⇒ (6) + 12 = 18

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Twilight with a near-maximum magic missle for the win!

Little looks down at the armored alien, and considers what they've found so far. "These people sure believe in a strong defence."

He considers switching to this obviously more protective armor, but after lifting an arm of it, realizes that he'd barely be able to move inside it.

So much heavy armor and weaponry as loot.

He looks around the room and examines the abandoned locker. "What's this -- A hidden compartment? -- With more grenades and a machine gun."

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Pretty sure you're confused, dude. Gods can take care of themselves."

Little snatches up his rifle that he'd leant against the computer console and levels it at the alien.

Move action to draw weapon. Ready an action to fire if the alien does.

Readied attack:

plasma bolter, tactical v EAC : 1d20 + 4 ⇒ (11) + 4 = 15 ... damage: 1d10 ⇒ 4 (E&F; 40'; critical -; Unwieldy)

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Pretty nice heavy armor for this level. Little is proficient, but this would put him way over his carrying capacity. I'll bet those fire bombs come in handy if lufti scoops them up.

Little follows his rifle through the storeroom and onward. to C7

In the computer roomLittle looks around, then steps through the doorway. "Let's see if there's any life left in these."

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Computers: 1d20 + 12 ⇒ (18) + 12 = 30

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Would those prints be from the creatures we just killed? Where do they go?

Little steps over the faintly smoking carcass, and into the room. "We've started this way. Onward?"

Off to C8 by way of C2.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

One target eliminated, Little designates Nancy's assailant as his new target. He'd like to follow Mech-Ro-Nancy's lead and open up some space, but Lufti and Glimmer are in the way. It's awkward, and he's leaving himself open, but he keeps the rifle leveled and fires again.

Move action- designate target red
plasma bolter, tactical vred EAC, combat tracking: 1d20 + 5 ⇒ (16) + 5 = 21 ... damage: 1d10 ⇒ 3 (E&F; 40'; critical -; Unwieldy ; 3/5 shots left)

Could have done with without risking the AoO.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Ninja'd by minutes! Sorry, couldn't break away to post last night.

Little leans toward Lufti to get a better look. "A little more room, Luf."
plasma bolter, tactical v EAC, combat tracking: 1d20 + 5 ⇒ (12) + 5 = 17 ... damage: 1d10 ⇒ 4 (E&F; 40'; critical -; Unwieldy ; 3/5 shots left)

Probably some sort of cover applies.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Looks like they moved something big through here. Or wanted to dance."

Little moves to the next
door and checks it out. (Towards C8)
Engineering: 1d20 + 11 ⇒ (19) + 11 = 30
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Little follows his companions to the ruins. He readies his bolter and stays close to Twilight while the hologram moves through the ruin.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

I should have thought of Engineering to remove the rubble. I can still help with that.

Engineering aid: 1d20 + 11 ⇒ (16) + 11 = 27

Little finds a broken beam that he uses as a lever to help lift and shift the rubble.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

I should have thought of Engineering to remove the rubble. I ac still help with that.

Engineering aid: 1d20 ⇒ 4

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Thought I posted last night. Must have gotten eaten. Apologies.

Athletics, crossing bridge: 1d20 + 4 ⇒ (12) + 4 = 16

Little moves forward to check it out. "Seems to be clinging to life. What do we do?"

If it was a damaged robot, LIttle could do something, but he's useless here.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Anybody got a line?"

Note to self, buy Little some utility gear.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

FOrt save: 1d20 + 5 ⇒ (18) + 5 = 23 ha! Can I bank that roll and take the damage? :-)

Little surveys the scene. "The smart move would be to wait the storm out."

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

I don't have a reroll. That I know of anyway. How does one come by them?

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Little nods at the aliens and asks the more socially adept members of the team, "When they say firedwellers, do they mean someone who actually lives in fire?"

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Back and catching up.

Little watches the interchanges with interest. First contact scenarios are not his expertise. Had it been long lost computers or mechs he'd have been right at it.

The natives don't seem hostile; friendly, even. He leans his rifle against a wall, then leans himself against it too.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Little is impressed. "Those dudes must have really good eyesight to have seen that fight."

He keeps to the back of the group, especially when faced with purple food.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Little just stares. "Who can say? They seem harmless enough."

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Mech-Ro-Nancy wrote:
lufti_lilium wrote:
"Sorry space creature. You mistook a predator for prey." Lufti says, solemnly. "Is there a reason you want to bring all or part of it with us Mech-Ro-Nancy?"

"For recycling, of course." Mech-Ro-Nancy replies, as if the answer should be obvious.

The android seems disappointed, until the conversation turns to the prospect of encountering natives. "There may be opportunities yet."

"We could nudge it into the atmosphere. That'll recycle it in the long term."

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0
Mech-Ro-Nancy wrote:

"Shall we bring the corpse with us?" inquires Mech-Ro-Nancy, her usually flat demeanor unable to hide her anticipation. "There is a tractor beam on this ship, is there not? Tow hooks?"

Concern begins to invade the android's tone.

" Something?"

"It's too big to bring with us on the descent, or even a Drift jump. It's going nowhere. We can try to think about it after the mission, or you can EVA over there and grab a piece. "

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Columbia , a sad day indeed.

"Nice shooting! Let me put this baby down, and we'll see what's on the surface."

... On the surface
Little suits up, and checks his gear. He looks around to see that the other are ready before cycling the airlock and stepping outside.

"Do we have any first contact experts? What's the protocol here?"

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

COilgun fires into any arc. A Laser in right, left, and forward arcs.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Piloting Initiative ; ship : 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

Little tries a little side-slip that he used to use gravity surfacing in the Diaspora. It seems to throw the Whelp off. "Sucker! I can put it in any firing arc you want! "

SOrry, I missed the initiative roll yesterday. Looks like I won this round. It goes first. Like Little said, he can probably drive the ship so we end up with any weapons we like pointed at it. Can't guarantee which of its arcs we end up in.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

It's still in the right arc; range is 7. We can get a second shot with one of the lasers.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Piloting Initiative ; ship : 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Added arrow to our ship's color dot to show facing. Moved 12 hexes ended with turn that hopefully keeps the whelp in our right arc.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"It's not moving very fast now, or smart. Blast it guys."

It only closed the range to 5 last turn. I propose a wide turn to bring it into the right arc next round, and Mech-Ro or Twilight switch to gunner.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Piloting Initiative ; ship : 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 Oh the whelp goes first.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

You're right, no rear arc weapon, just the coilgun. Moved the Whelp 2 more squares down to reflect Mechro's speed boost.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"It's closing too fast. We can't outrun it. But naybe I can fake it out. Hang on!"

Little throws the ship into a series of quick zig-zags hoping the creature can't maneuver as well as the Pegasus.

Piloting Evade stunt v DC 13 ; ship : 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Moved whelp down 10 spaces instead of moving us up.

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 + 1.5 × 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.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Yikes! That mofo moves! Shoot it!"

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

" Let's open up some space."

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Piloting: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Can't manipulate Google document from my phone. Will turn ship and run away. Then turn again at end of run to put whelp in left or right arc.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

We can only get 2 shots into any one arc.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"It thinks, we're edible. I'm going to turn away and try to outrun it."

Crew Actions:

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).
Minor Crew Actions
Source Starfinder Core Rulebook pg. 326
Minor crew actions are computer-aided actions that allow a starship limited functionality if it doesn’t have the necessary crew to fill all the roles (for instance, the lone crew member aboard a Tiny starship might always be the pilot but may need to fire one of the vessel’s weapons in an emergency). You can take one minor crew action per round regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action. A minor crew action can be performed only once per round and doesn’t count as your action.
Glide (Helm Phase, Minor)
You move the starship at half its normal speed. The starship can take turns during this movement, but the starship’s distance between turns increases by 2. You can add your ranks in the Piloting skill to the starship’s AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide).
Snap Shot (Gunnery Phase, Minor)
You can fire one of your starship’s weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snap shot).

Rounds and Phases:

Source Starfinder Core Rulebook pg. 317
Like combat between characters, starship combat occurs over a number of rounds until one side flees, surrenders, or is otherwise defeated. Unlike rounds in combat between characters, a round of starship combat doesn’t correlate to a specific amount of time. Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship.
1. Engineering
The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.
2. Helm
Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first.

As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.

Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
3. Gunnery
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

I miscounted posts. Looks like Little is going to pilot. That leaves Mech-Ro-Nancy on Engineering. I'll go brush up on Pilot stuff.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

+4 gunnery may be as good as we've got. Do we have a pilot?

If no one else can pilot, Little will slide into the pilot's station. "Everybody hold on. I didn't get the internal inertial compensators fully recalibrated, so you're gonna feel some G."

[ooc] If we have a pilot :
"A little more speed is the thing. " Little slouches to the engineering station and throws a couple levers forward. "Good thing I rebuilt those power relays last night."

[spoiler= Rolls, as needed]
Piloting initiative : 1d20 + 7 ⇒ (2) + 7 = 9 that's Little's full pilot bonus. If he only gets his ranks he's +1.

Engineering, add speed: 1d20 + 11 ⇒ (16) + 11 = 27

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

If Little gets tapped for pilot, maybe you're the engineer?

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Hearing a change in the crew's rhythms, Little wakes up and wipes the sleep from his eyes. He'd been up late the night before reassembling some power relays.

"What's going on?"

Little's shipboard skills are :Computers +12, Engineering +11, Piloting +6. Gunnery +4 after I update him for the dex upgrade. If Twilight's on Science, Engineering is Little's next best, but he'd love to fly the boat. He's a team player so he'll go where he's most useful.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Twilight, I'm happy as long as it's our ship. Nice teaser by the way.
Mysterious. "
Little nods his head significantly.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"I like Mech-Ro-Nancy's idea of someone hiding the information. It's like a spy or mystery novel. But even if it's just the file got lost, this is a great mission. We've got our own ship and we might find some cool stuff. "

GM Qstor, before we go I'd like to buy Little a mk 1 personal upgrade to dex for 1400, and another spare battery (60).

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

A straggly, nearly emaciated looking verthani, slouches in a chair. Long limbs of his 7' frame sprawl out of the chair. Black eyes bulge from a face covered with a slowly changing pattern of colors.

He wears tight-fitting armour festooned with small tools hanging like fetishes from loops sewn into the armour. More tools protrude from pockets, and no doubt more are in his large backpack. The impression of an enthusiastic but disorganized mechanic is altered somewhat by the rifle that is also strapped to the pack.

He waves his left hand with a faint pneumatic hiss, to point at the holodisplay. "So we fly there and scope it out?"

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Okay! Little Lendtech, ready to go.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Chronicle looks good. Thanks one more time, Kludde!

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Gifts Ungiven

Anock was huge fun. I'd gladly play with her again.

That goes for everyone else too. This was a nice group, a fun group.
Crew:
'Li'l Dude' Sneaker, Anock, Luanna Farella, Mizzrym , 'Mr.' Collector Rides on Winds

And thanks to our gracious DM. Hats off to you once again, sir.

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Another great game by Kludde!

Dataphiles

Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

Sorry, busy weekend. Little will take some time to explain basic system safety concepts to the goblins, starting with, "When you are on a long mission in space, the ship's systems can't break down or you might never get home. ......"

engineering: 1d20 + 11 ⇒ (17) + 11 = 28

At the party, Little finds a seat against the wall and watches the flow. He's genuinely surprised by Ziggie's reaction, and enjoys Radaszam's obvious discomfiture. But he is most happy to see Palivhar looking fit and recovered.

Day job -- maintenance, tool kit : 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26

Dataphiles

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Verthani Exocortex Mechanic 2 || Init +3; Senses low-light vision; Perception +5 SM +0 || EAC 14; KAC 16 SP 16/16 HP 16/16 RP 4/4 Fort +5, Ref +6, Will +0

"Li'l dude! That is an outstanding thought."

and very skitter

Little is willing to help.