Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas maintains his lock on the enemy ship's power core while Wint moves the Calico Wanderer in for the kill. Wint: from the map it looked like you were making a flyby. However, since you didn't roll a flyby and you could get to your destination hex without going through the enemy hex I'm guessing this was just a mistake with google draw. So I re-did your course to not include a flyby. BTW: it looks like you are still not used to the line feature yet. Beside the line icon there is a little triangle that lets you select a type of line. I usually go with "Curve" for most of the lines unless the thing I am marking is going in exactly a straight line. Gunners are up. The enemy ship is 3 hexes away, so no range penalties for anything if you are aiming for the main ship. The flak cannon is at -2 if you want to shoot at Red again. I'm not going to bother reposting the status table.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Rising Dawn wrote: That is a very busy battle map. O.o I do like to be able to see the overall positions from one turn to the next, so that you can look at the map and be able to see the "history." You may have noticed by my system with the arrows is: * Movement this current turn: Solid line.* Movement last turn: Dashed line. * Movement prior to last turn: Dotted line. With 6 enemy ships though it is definitely getting crowded. Rising Dawn wrote: I'm at like a 10% hit rate or something with my gunnery rolls. :( Stell Zee-Linn wrote: Third sub-5 d20 roll in a roll. Sorry. Yeah... but mind you, the bad guys have made less than 20% of their attack rolls too (2 hits out of 11 shots). So you seem to be doing all right. This turn is going to be REALLY BAD for the drone platform unless the drones can take out those missiles! FYI they will hit the enemy's starboard side if they are not shot down. And as long as you move forward at least 1 hex your new missile (if you shoot one) will also strike the enemy this round.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
. . Round 5 Initiative Phase: Calico Wanderer is Ship B and moves Second. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
---------------------- CALICO WANDERER:
Drone Platform:
Drone Fighter (red):
Drone Fighter (orange & pink & green):
Drone Fighter (purple):
Everyone is up.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Though Dawn and Stell are unable to hit, Iolas manages to lock on one of the stray missiles. The first missile finally catches up to the drone platform, and it strikes the starboard side with a huge explosion! The drone platform turns and heads towards the Calico Wanderer. Meanwhile the drones jockey for position, moving closer to the Wanderer's expected path. dice: Carrier Pilot: 1d20 + 9 ⇒ (16) + 9 = 25 Evade DC 13
Carrier Engineering: 1d20 + 9 ⇒ (13) + 9 = 22 Divert DC 13 Carrier Science: 1d20 + 11 ⇒ (6) + 11 = 17 Balance DC 11 Drone Red Pilot: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
. . Round 4 Initiative Phase: Calico Wanderer is Ship A and moves first. Ship A Helm Phase[/b]
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
---------------------- CALICO WANDERER:
Drone Platform:
Drone Fighter (red):
Drone Fighter (orange & pink):
Drone Fighter (purple & green):
Gunners are up. You guys won initiative for next round so the enemy will move next.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas tweaks the sensors madly, trying to get a fix on the enemy power core. He nearly gives up when at the last second he manages to get a fix! FYI, if you wish I will also allow you to target the drone launching system. Be advised though that since no rolls are required, this won't do anything unless the system gains the wrecked condition, at which point it cannot be used unless repaired. Wint flies the Calico Wanderer under the enemy drone and on ahead, but the drone seems prepared for this maneuver and fires a shot at the Wanderer. But the Calico Wanderer is moving too fast and escapes unharmed. dice:
Drone Red Gunner: 1d20 + 5 ⇒ (6) + 5 = 11
Carrier Pilot: 1d20 + 9 ⇒ (20) + 9 = 29 Evade DC 13
Drone red Pilot: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 Evade DC 13
Drone Red Gunner: 1d20 + 5 ⇒ (3) + 5 = 82d4 ⇒ (1, 1) = 2
Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
The drone platform accelerates away, trying to put more distance between it and the missiles that are rapidly closing in. As it makes a final turn it launches another drone. Meanwhile, the drones targeting the Calico Wanderer (red and orange) wheel and pursue, firing their lasers. The other two (pink and purple) jockey for position and target the missiles closing in on the platform. But none of the drones manage to score a hit.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote: If allowed, I'll take the previous roll (28). Since that roll was for an entirely different combat round, I'm going to say no. Stell Zee-Linn wrote: I'll make the post and the roll after seeing what the base does and if the first missile hits. While waiting, is it possible for her to take control of one of the missiles Iolas fired or can one only control missiles and torpedoes personally fired? You can take control of any missile that has not struck a target, though only one of you can make an attempt for amy given missile in any round. Keep in mind that Missiles #1 and #2 will hit as long as they are not shut down. But you could use a Remote Operation action to move it around wherever you want, or a Reacquire action to target a different target. In either case the original attack roll is lost. Missile #3 and Torpedo #2 are both misses and can be steered normally. I'm pretty sure that a successful hit with Torpedo #2 will strike the enemy ship this round. Topedo #1 is off the map and is lost. FYI you should make a Remote Operation action you should still roll gunnery since the AC of the missile is equal to your roll.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Guys: I've been having internet connectivity issues the last few days. My connection has been going out for long periods. I'm hoping that the problem is over but I can't say for sure. I'm going to try and get caught up but since my window for posting may be limited I will handle threads that require short posts first.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
. . Round 4 Initiative Phase: Calico Wanderer is Ship A and moves first. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
---------------------- CALICO WANDERER:
Drone Platform:
Drone Fighter (red):
Drone Fighter (orange):
Drone Fighter (purple):
Drone Fighter (pink):
Non-Gunners are up.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote: The drones have turrets, they can fire in all directions. You know... I had totally forgot about that... was working on my menatl image of them as fighters. Still, it would have forced both drones to fire at a facing that had not yet received damage. Wint pilots the ship evasively while the crew fires their weapons. But the enemy ships are too nimble and no one scores any hits. Spoiler:
Drone Red Gunner: 1d20 + 5 ⇒ (2) + 5 = 7 VS AC 18 Drone Orange Gunner: 1d20 + 5 ⇒ (16) + 5 = 212d4 ⇒ (1, 3) = 4 VS AC 18 Drone Purple Gunner: 1d20 + 5 ⇒ (14) + 5 = 19 VS AC 20 Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
One of the drones (orange) manages to score a hit on the Calico Wanderer, though the hit is absorbed by the starboard shield. (4 damage) The Drone Platform launches another drone, which exits via a bay to the platform's aft.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote: Can one use the Flyby maneuver if one ends in the other ships square? I'm going to assume yes AND that the captain says close Okay, checking... Looks like the answer is no. Quote:
Emphasis mine. I've moved the ship back to the starting position. You could end your move in the hex directly "north" of the red drone and it would keep you out of the firing arcs of the two drones, and you could still fire at the main guy with your forward weapons.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
. . Round 3 Initiative Phase: Calico Wanderer is Ship B and moves second. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase[/b]
---------------------- CALICO WANDERER:
Drone Platform:
Drone Fighter (red):
Drone Fighter (orange):
Drone Fighter (purple):
Everyone is up! Non-Gunners first.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Dawn's flak bursts strike the drone fighter, causing considerable damage. Iolas' missile manages to lock on, but Dawn's torpedo does not establish a lock and simply thrusts forward into space. Spoiler:
Crit 1: 1d10 ⇒ 6 Engines Crit 2: 1d10 ⇒ 2 Sensors Carrier Pilot: 1d20 + 9 ⇒ (19) + 9 = 28 Evade DC 13
Drone red Pilot: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19 Evade DC 13
The drone platform peels away, trying to stay out of reach of the missiles. The newest drone pulls a tight turn, trying to line up on the first missile, while the other two drones take up positions to fire on the Calico Wanderer.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
dice:
Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Drone initiative +1 ship: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 . . Round 2 Initiative Phase: Calico Wanderer is Ship A and moves first. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
---------------------- CALICO WANDERER:
Drone Platform:
Drone Fighter (red):
Drone Fighter (orange):
Drone Fighter (purple):
Gunners are up! You won initiative for round 3 so the enemy will have to move first.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Spoiler:
Carrier Pilot: 1d20 + 9 ⇒ (4) + 9 = 13 Evade DC 13
Carrier Engineering: 1d20 + 9 ⇒ (4) + 9 = 13 Divert Engines DC 13 Carrier Science: 1d20 + 11 ⇒ (3) + 11 = 14 Target Engines DC 11 Drone Red Pilot: 1d20 + 10 ⇒ (13) + 10 = 23 Evade auto Drone Red Gunner: 1d20 + 5 ⇒ (10) + 5 = 15 VS AC 18 Drone Red Pilot: 1d20 + 10 ⇒ (20) + 10 = 30 Evade auto Drone Red Gunner: 1d20 + 5 ⇒ (5) + 5 = 10 VS AC 20 The enemy platform thrusts away powerfully, putting more distance between it and the Calico Wanderer. As it moves the drone bay opens again and another drone is disgorged. Meanwhile, the drone that already attacked the Calico Wanderer continues to do so, inching closer and flying an evasive pattern. The newer drone fires on the nuclear missile speeding towards the target. But neither laser bolt finds their mark. The nuclear missile continues to speed towards the enemy ship. Iolas: I have already moved the missile towards the enemy for round 2. Since you rolled a hit you do not need to roll again; the missile is locked on.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote: Do you mind if I move EVERYTHING (ships, patterns, etc) 8 hexes to the SE? That way I've got more room to maneuver Since the enemy is moving away from you, you won't need to. Dawn's bursts of flak burst too early and get lost in the void. But Iolas' missile locks on and homes in towards the target.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Updating this per Stell's request: CALICO WANDERER
DEFENSE
OFFENSE
STATISTICS
CREW
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Clebsch73 wrote: I was wondering if this could be updated so that it shows the weapon ranges in map hexes. Also, I'm in two Starfinder Play-by-Post campaigns and in one, the GM house ruled some of the Starship Combat with modified speed rules. Was that you or my other campaign? I don't have time to look through all the past discussion threads of both campaigns to find out at the moment. Thanks. Okay, Can do. Also yes, this is the campaign with the reduces speed and ranges. Note that under speed it says "4 hexes."
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Spoiler:
Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Drone itiative +1 ship: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 . . Round 1 ...
Round 2 Initiative Phase: Calico Wanderer is Ship A and moves first. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
CALICO WANDERER:
Drone Platform:
Drone Fighter (red):
Drone Fighter (orange):
Gunners are up! Then round 2 will start (I already rolled initiative) and Non-Gunners may act.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Okay, I think Dawn and Iolas are both gunners so I am moving ahead. dice:
Carrier Pilot: 1d20 + 9 ⇒ (14) + 9 = 23 Maneuver DC 18 Carrier Engineering: 1d20 + 9 ⇒ (12) + 9 = 21 Divert DC 13 Carrier Science: 1d20 + 11 ⇒ (5) + 11 = 16 Target Engines DC 11 Drone Red Pilot: 1d20 + 10 ⇒ (15) + 10 = 25 Evade auto
The drone turns quickly, and eagerly sprints toward the Calico Wanderer. It fires a shot with its laser... Hit! The laser bolt is easily absorbed by the Calico Wanderer's forward shields. The enemy platform performs a tight turn, sharper than Wint thinks it would normally turn. Once it has completed its turn, a bay opens on its underside, and another drone is disgorged! The platform does not fire any weapons.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Round 1 Initiative Phase: Calico Wanderer is Ship A and moves second. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase CALICO WANDERER:
Drone Platform:
Drone Fighter:
Pilot and Engineer are up!
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
dice:
Wint Initiative +1 ship: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15 Drone Initiative +1 ship: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Round 1 Initiative Phase: Calico Wanderer is Ship A and moves second. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase CALICO WANDERER:
Drone Platform:
Drone Fighter:
Everyone except gunners are up! FYI: Map is up. The big black round thing is the drone platform. The little red thing is a drone fighter, slowly orbiting the platform.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Void GM wrote: Guys, I'm ready to start the first encounter, but I don't think everyone has leveled up yet. I'll begin posting details shortly but please get on that. Iolas: If you prefer to remain at level 1 I suppose you can do that, but I personally would prefer that you level up. I will start the space combat later tonight.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
After the group takes the translator off the drone, the drone speeds off down the street, heading for its next errand. The group takes some time in the shopping districts purchasing supplies, and then returns to their ship, to find that the Starfinder Society's tech division are resupplying the ship's missile magazines. Soon the ship is ready for launch. Once again the ship clears Absalom space and then enters the drift. 5d6 ⇒ (2, 3, 4, 3, 1) = 13 The thirteen-day trip to Elytrio is mostly uneventful. Four days out, the Calico Wanderer passes within comm range of another ship, the Clutter Collector, a small salvage ship. The ship’s captain, a ysoki named Winks opens a communication link to talk to the Calico Wanderer, more out of boredom than anything else. She thanks the PCs for any conversation they engage in before having to end the link an hour later as her ship moves out of range. When the Calico Wanderer finally emerges from the drift, Elytrio is only a few hours away. As you approach Elytrio, your comms suddenly squawk to life, filled with a crackling robotic voice in an alien language. The tone of the message is strident. Make a Culture or Sense Motive check, then open this:
If you get 13 or better open this: Spoiler: The message is clearly a warning. If you cast Comperehend Languages:
You catch the warning as it repeats: “Unknown vessel: turn back or be destroyed.” Subsequent recurrences of the message stutter and distort like a corrupted audio file, eventually cutting off with a loud burst of static. Simultaneously, a hemispheric vessel comes into view from behind one of the planet’s moons. It approaches the Calico Wanderer, and while it has no visible weapons, it does emit a ring of red light from the edges of its flat bottom hull. Make a Computers or Engineering check, then open this:
If you get 15 or better open this: Spoiler: The hemispherical ship is part of an automated system and is
completely unoccupied. Shortly afterward, apertures open on the platform’s bottom hull as the vessel enters a combat posture. I'll get a combat map up shortly. In the meantime please make a list of anything your character is purchasing in the discussion thread. The Radiation Badge and anti-radiation clothing are quite reasonable precautions.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Ready to head back to the Calico Wanderer, the group heads down to the lobby of the Lorespire complex. A small robotic drone intercepts the group as they depart from their building. The floating drone projects a holoscreen in front of it. The screen comes alive and a confused-looking Ysoki child appears on the screen, whose head is quickly pushed out of the screen by an older Ysoki woman.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Working extra hours again last night. Next post this afternoon or evening.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Guys, I'm ready to start the first encounter, but I don't think everyone has leveled up yet. I'll begin posting details shortly but please get on that.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
After a week of relaxation and station life, the group gets a message from Venture-Captain Arvin. Got you another mission, the message reads. Pulled some useful data from the logs of the Unbounded Wayfarer. Meet me at my office at Lorespire for a briefing tomorrow morning 0900 station time. The next day you arrive at the Venture-Captain's office and are ushered in by his assistant. The stacks of papers, charts, and data screens are still there, but the space in the center of the office has been cleared to to make room for a holoprojector, and seats are clustered around it, leaving the corners of the room stacked with files and other detritus. Venture-Captain Arvin stands before a hologram of a planet that appears to have been ravaged by some disaster; there is very little water and no obvious greenery.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Guys, I'm going to go ahead and start the intro for the next mission. Leveling and shopping don't need to be finished until you are ready to leave.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
The values at the top of the sheet show the sell value* of all the items you have. It doesn't include cash because cash has no impact on your character's abilities until you actually spend it. However, for your starting gear I just assumed 1000 credits of stuff for everyone rather than figuring out what exact gear you had at the start. I haven't added the credits yet but they will improve "Cash Available" by 2500. I figured that in cases where one character gets more actual items from the loot pile, you might allow characters that didn't take stuff to have more cash. How you actually spend the cash or divide it is up to you. I could re-do the sheet so that each character would have a separate "Wallet" so cash would be tracked by character but that would take some more work. * Note: some items, mainly implants, cannot be resold and are useless once removed. But they still show up here since they affect the value of your character's overall gear.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Between The Commencement and Into the Unknown you have earned 400 XP, but then the riotous carousing in the clubs and VR parlors earns you another 700 XP. ;-D You Are Now Second Level. Congratulations. :)
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Okay, I'm just ruling this so we can move on. After some discussion, realizing how dangerous it could be to take the pirates alive onto the Calico Wanderer, and realizing that the pirates themselves clearly have taken no prisoners (as their ship cannot house them), the group decides to destroy the Lawblight with all hands aboard. A few torpedo hits and the lawblight breaks apart, its reactor flaring with a secondary explosion. Satisfied that the crew of the Unbound Wayfarer has been avenged, the crew rides the Calico Wanderer into the drift. The bright beacon of Absalom Station calls the group home, and after only a single day they find themselves back in the Pact Worlds. 1d6 ⇒ 1 They return to the station to report to Venture-Captain Arvin.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Okay, I put together a Loot Spreadsheet. The spreadsheet doesn't keep track of individual "wallets" - I could do that but it would get more complex. By my calculations the party has a total of 1998.5 credits floating around unspent. I am also putting consumable items like serums and grenades under "party use" since once you use them they are gone. A few things remain unclear:
Who took the Iridescent Spindle Aeon Stone? It was on the crashed ship, and it means you don't need to breathe (so it is useless to Dawn). Iolas took the frostbite rifle and Thuldas took some armor, the datajack, and the Ring of Resistance, so they seem to have the most value of goods at the moment. Wint has the least, and what he's picked up is just consumable stuff.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Guys, did we end up generating a loot spreadsheet? I'm just thinking about whether I need to up the final rewards for the adventure.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote: I was asking about the Calico Wanderer. If we take eight people prisoner, would we be able to transport them and our crew back to Abasaom? Oh, I see! Sorry, I misunderstood. I would agree with Wint that your ship could handle the needs of the prisoners for things like air and water and food. The most secure place to store them would be the cargo hold. You would have to jerry-rig something to keep them from getting out of there. At least one of the bad guys will have engineering training, and another knows computers. Taking their tools away would help a lot but they could get lucky and break out.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote: How do we determine how many people can occupy a ship? I don't see anything in the description linked to above that indicates crew and passenger capacity. The Lawblight's expansion bays do not include accommodation for passengers or prisoners. It has five bays and they are all cargo holds. Crew Compliment is one of the stats that you get as part of "Other" information from a Scan action, which you get after you have revealed everything else.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
1d10 ⇒ 9 A deep scan of the ship reveals that in addition to a wrecked engine the ship has a glitching power core. A small amount of shield energy still clings to the fore and aft of the ship. Lifesign scans indicate six living crew members aboard. Not sure where you got the idea that these guys were undead... the last ship you fought was an Eoxian ship (the Endless Threnody) but they were enemies of the Lawblight. The Lawblight is a pretty conventional human pirate vessel.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Dawn's flak bursts detonate too short of the pirate vessel to deal any damage, and Thuldas is only able to gather basic information about the Lawblight that you already have. But Wint nimbly pulls the Calico Wanderer around in a graceful curve, and Stell fires a torpedo into the Lawblight's flank, and more explosions ripple through the enemy vessel. There seem to be no shields remaining to protect the enemy. The Lawblight's guns fire desperately, but only the gyrolaser is able to make a hit, which barely dents the Calico Wanderer's forward shields. Iolas follows this up with a nuclear missile that punches into the hole left by the torpedo. The nuclear blast bursts out the other side, spraying debris in all directions. The flickering engines of the Lawblight go out, and the pirate vessel beginst to spin slowly end over end. She is a drift, and crippled. Combat Over. Congratulations! FYI the first three crits you scored were all engine crits, resulting in a wrecked engine. With a wrecked engine, all pilot actions automatically fail except the glide minor action. This also meant the Lawblight automatically loses initiative. The engineer, captain, and pilot all tried to work together to restore some function to the engines and they all failed. Pretty hopeless after that. The hint that you got from analyzing the Unbound Wayfarer's hull meant that the Lawblight had to roll twice for its coilguns and take the worse result. Coilguns are actually fairly decent but thanks to this they never scored a hit. Evade made a much bigger difference because of that. At this point you can:
Whatever you choose, you have completed your mission and can return home whenever you wish.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
Okay, my bad... I just realized that this roll last turn should have been a success... for some reason I thought this was a failure (I guess I thought the DC was 15+1.5 tier but it is actually 5+1.5*tier + countermeasures). It turns out that the random critical results that I rolled are a lot worse than had this particular critical hit struck the power core. So I'm going to leave it as-is rather than retconning it.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Dice:
Shields: F: 10/15, P 0/5, S 0/5, A 5/5
Crit 1: 1d10 ⇒ 7
Main drives sputtering, the Lawblight drifts forward, using mostly stored energy. She turns lazily away from the Calico Wanderer. Perhaps she now wishes to flee? Round 5 Initiative Phase: Calico Wanderer is Ship B and moves second. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
CALICO WANDERER:
Lawblight:
Everyone is up!
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
As the Calico Wanderer flies past the Lawblihgt, Stell, not wanting to waste Nuclear missiles and fearful of being too close to the blast, instead fires a torpedo at the pirate vessel. The torpedo pierces the enemy shields and strikes the enemy hull! More explosions can be seen bursting from within the enemy ship. You get to choose which facing of the enemy you hit but I'm going to assume that you are aiming for the side that you think has depleted shields. Iolas steers the wandering nuclear missile into attack position and locks on to the Lawblight. The missile strikes the enemy shields, ripping through them, and another blossom of nuclear fire burns the pirates. Though you can't tell exactly how damaged the Lawblight is, it looks to be in very bad shape indeed.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Iolas wrote: Just reacquiring. I do enough damage to easily get through their shields. You certainly do. Another good damage roll! Just waiting for Stell's roll. I'll give her a bit longer
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
dice:
Captain: 1d20 + 8 ⇒ (20) + 8 = 28 Demand Pilot Engineer: 1d20 + 8 ⇒ (16) + 8 = 24 Fix Engine Glitch Pilot: 1d20 + 8 ⇒ (17) + 8 = 25 Flip & Burn Science: 1d20 + 8 ⇒ (13) + 8 = 21 Balance Missile: 1d20 + 5 ⇒ (9) + 5 = 14 Coilgun 1 -4 full: 1d20 + 5 - 4 - 2 ⇒ (11) + 5 - 4 - 2 = 10 Coilgun 1 -4 full: 1d20 + 5 - 4 - 2 ⇒ (1) + 5 - 4 - 2 = 0 Coilgun 2 -4 full: 1d20 + 5 - 4 - 2 ⇒ (10) + 5 - 4 - 2 = 9 Coilgun 2 -4 full: 1d20 + 5 - 4 - 2 ⇒ (8) + 5 - 4 - 2 = 7 Once again the Lawblight guns forward and then flips end over end, turning to face the Calico Wanderer. Its guns open up, and it fires a missile! But through a combination of Wint's fancy flying and sheer luck, the Calico Wanderer escapes unscathed! Round 4 Initiative Phase: Calico Wanderer is Ship A and moves first. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
CALICO WANDERER:
Lawblight:
Stell, Dawn, and Iolas are up. Time to return fire! And yes, the stray missile is in range and can reacquire this turn. If the missile reacquires it just goes straight for the enemy, unless you want to both remote operate and reacquire to hit a different facing. But that gives you a -4 to hit.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote: Assuming both Iolas and Stell can fire on the enemy, we should probably take the computer bonus to maximize chances of doing damage with our most damaging weapons. If Iolas pilots the existing missile then having you operating the main launcher means that nobody gets a -4 penalty for making a full attack. If you like you can roll now since your attack will be part of the flyby.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint: FYI if you pass through an enemy ship's space you don't have to use the flyby stunt. The flyby stunt basically prevents the enemy ship from getting an "attack of opportunity" against your ship as it flies by, and allows you to make an attack ignoring facing. So it's up to you. I do find though that Flyby is a good way to get an attack with forward weapons on rounds where you didn't win initiative, like this one.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wow, that nuclear missile did a lot of damage. If you can sustain those hits this fight may not last that long. Which isn't a bad thing, necessarily.
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint pulls the ship around to once again come alongside the Lawblight. Dawn fires but the ship is turning too quickly and her aim was thrown off. Meanwhile, Iolas takes control of the stray missile, and turns it back around on a new heading. At the same time, he fires another nuclear missile at the Lawblight, which strikes the enemy ship! The devastating blast shakes the enemy ship. First blood! Iolas can see explosions occurring within the Lawblight's Hull! Iolas: The stray missile did not have enough speed to actually reach the Lawblight this turn, so using that missile to attack was impossible. But since you actually made a roll and I had said you could combine remote operate with an attack, I am saying that you did both things: pilot the missile and fire a new missile using your roll. The -4 penalty for full attacks applies here, but you hit anyway. I have corrected the missile's path. There is a good chance it will be in range next round. You did enough damage to beat the critical threshold but won't be able to tell which system you damaged without a scan. Also, from now on you can't be certain of the actual damage Lawblight can sustain without making a scan, because she could balance shields or divert to shields. So only the most recent information will be listed. The Lawblight returns fire! But once again both it's coilgun and its gyrolaser fire uselessly into space! Dice:
Coilgun Turret: 1d20 + 5 ⇒ (8) + 5 = 13 Coilgun Turret: 1d20 + 5 ⇒ (13) + 5 = 18 Aft Gyrolaser: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 Crit?: 1d10 ⇒ 8 Engines Glitching Calico Wanderer Initiative: 1d20 + 11 ⇒ (5) + 11 = 16 Lawblight Initiative: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 Round 4 Initiative Phase: Calico Wanderer is Ship A and moves first. Ship A Helm Phase
Ship B Helm Phase
Ship B Gunnery Phase Ship A Gunnery Phase
CALICO WANDERER:
Lawblight:
Pilot, Captain, Engineer, & Science Officers are up!
Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Guys, I can biew the Paizo site fine but I am having connection issues with google slides. Maybe it will get better when I get home so I will post in a few hours. |