Jerris "Maverick" Sakai |
We might want to reconsider firing the missile since it only has a speed of 8 and the Jinsul is 11 hexes away from us even though I went as fast as I could straight at it. Not sure if it is going to turn around and engage us.
Neon Ten |
Neon Ten shares the results of his scan.
He also includes a summary.
Medium Explorer, crew of 6.
Speed 10: Maneuverability good.
Turret has a railgun, rear arc has a vandal rocket with drones.
AC 26 TL 25
“They probably don’t mind us being in their rear arc, but in the past the Jinsul strategy has always been extremely agressive. With our improved engines we should match them for speed, but they can turn faster.”
Jerris "Maverick" Sakai |
I moved us 2 more hexes forward.
Shifty |
The Jinsul ship punches forward trying to get some solid distance on the Starfinders - it sure is in a hurry! Judging by the speed, their engineer has probably diverted power to the engines.
Piloting - Evade - 1d20 + 22 ⇒ (8) + 22 = 30
The Jinsul rocket-jockey doing its best to present a hard target!
Now the ships are positioned, anyone else take actions and we can resolve the Gunnery Phase
Neon Ten |
“Alright, this Jinsul captain evidently realizes the value of tactical information. Guess we will need more speed!”
“We don’t have a complete scan yet, but I’m going to switch to Engineering next so we have that speed.”
Next round station: Engineering. If someone wants to take Magic Officer or Science Officer next round, there is still scanning to be done.
T'kai |
"I'll take a shot at them then try to scan them."
Gunnery- plasma torpedo: 1d20 + 17 ⇒ (5) + 17 = 22 Damage: 5d10 ⇒ (1, 2, 7, 7, 1) = 18
Tolar Buntu |
@T'Kai Of the forward arc weapons persistent particle beam does more damage. And remember we can reroll 1s on damage. If we want Tolar to save the missiles for now then we can use his roll but say it was the persistent particle beam instead.
T'kai |
Sounds good, I was thinking we had three gunners this round so I shot one of the long range missile weapons.
Charli Poshkettle |
Intimidate, Taunting Gunnery: 1d20 + 18 + 1d6 + 2 ⇒ (16) + 18 + (4) + 2 = 40
Rounds: 1d4 ⇒ 2
Charli hails the other Jinsul ship in the Jinsul language, "It's a pity that you jinsuls have inferior training. Your gunners are all the same -- pathetic posers. Tell me, are you all the result of escaped lab experiments gone amuck?"
Id-Sinitis |
A sudden guffaw echoes through the comms channel. "BAH! 'Amuck.' Good one, captain! Don't worry T'kai, I'll pin 'em down while you work your magic."
Fire persistent particle beam.
Gunnery (computer): 1d20 + 15 + 3 ⇒ (18) + 15 + 3 = 36
Damage: 10d6 ⇒ (1, 5, 3, 6, 2, 2, 4, 2, 6, 2) = 33 Reroll 1: 1d6 ⇒ 3 35 damage total
Jerris "Maverick" Sakai |
"Don't worry they won't be out of range for long."
Neon Ten |
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At mention of escaped lab experiments, a small creature that has been hanging on Neon Ten’s shoulder whimpers. It looks like is part octopus, part toothy puppy.
Neon Ten brushes his paw across the creature’s tentacles and says “Be calm, she didn’t mean you Chewy!”
Shifty |
Shots begin to light up the void as the ships exchange fire!
The light plasma torpedo from the Drake can't get a lock on the Jinsul ship - the countermeasures denying it a solid signature. The Drake particle beam slams into the aft shields though creating a bright flash.
There is an even brighter flash in the enemy gunner station though as Charli gives their gunners a hard time and they flash with confused anger.
The Jinsul fire back!
Railgun
Attack 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
Vandal rocket
Attack 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Damage 4d8 ⇒ (4, 4, 3, 7) = 18
***
R2
Engineering Phase (Captain, Engineer)
J Captain 1d20 + 13 ⇒ (6) + 13 = 19
J Engineer 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Helm phase (Captain, Pilot, Science Officer)
J Pilot 1d20 + 22 + 2 ⇒ (8) + 22 + 2 = 32 vs Maverick
J Science 1d20 + 22 ⇒ (3) + 22 = 25
They are still trying to outrun you all...
Neon Ten |
“Diverting power to the engines! Try to avoid getting hit in the same shield.”
Engineering: 1d20 + 20 ⇒ (17) + 20 = 37
Did we use up all three nodes last turn? Let’s make sure we do this turn!
Tolar Buntu |
Going to assume that is the increase speed by 2 option. I think our best use of the bonuses are 1 on piloting checks and the other 2 on our 10d10 weapons.
Neon Ten |
Divert Power to Engines if successful always increases speed by 2.
I agree on the use of the computer nodes.
Charli Poshkettle |
Piloting Encourage Gunnery: 1d20 + 16 ⇒ (15) + 16 = 31
Charli encourages whomever is manning the particle beam: "You've got them in your sights. Hit!"
Dang it, I just realized that I should have used the Mate action to allow Neon to divert to two systems at once. Ah, next time!
Jerris "Maverick" Sakai |
Maverick Piloting Initiative: 1d20 + 22 + 3 ⇒ (3) + 22 + 3 = 28
"Your not getting away from us this time. Time to turn and burn."
Maverick disengages the safety parameters on the engines and boosts them to 250% of capacity. The Drake accelerates at breakneck speed, slamming everyone into the backs of their seats.
Maverick spends a resolve point to do the full power maneuver. This allows the ship the fly at 1-1/2 times its speed. So for this round that would be a 18 hexes. If I'm reading the rules correctly. I also took a +3 so we have two left this round.
Id-Sinitis |
”YEEEEEEEEEEEHAAAAAAAAAAAAAAW!”
Gunnery (computer, inspire): 1d20 + 15 + 3 + 2 ⇒ (20) + 15 + 3 + 2 = 40
Persistent Particle Beam Damage: 10d6 ⇒ (2, 2, 5, 5, 4, 4, 5, 5, 5, 5) = 42
Jerris "Maverick" Sakai |
"Acting Science Officer, rebalance our shields and bring the forward quadrant back to maximum capacity."
Neon Ten |
"How about I just stay here and attempt to supercharge the power core so we can send it to both the engines and the shields?" Neon Ten suggests.
I can do an Overpower and send it to two systems
...or...
I can Divert Power and Charli can do the Chief Mate action of Maintenance Panel Access so power is diverted to two systems. This option requires two people and two checks but the checks are easier.
Jerris "Maverick" Sakai |
Sounds good to me as long as Shifty allows you to redo your second round action.
Neon Ten |
I was saying do it next round. I did my action for this round.
Shifty |
Engineering Phase (Captain, Engineer)
J Captain 1d20 + 13 ⇒ (6) + 13 = 19
J Engineer 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Neon - Overclock
Helm phase (Captain, Pilot, Science Officer)
J Pilot 1d20 + 22 + 2 ⇒ (8) + 22 + 2 = 32 vs Maverick
J Science 1d20 + 22 ⇒ (3) + 22 = 25
Maverick - Full power.
Science TBA
J Pilot - Move 1d20 + 22 ⇒ (2) + 22 = 24
Maverick tears up behind the Jinsul ship, the Jinsul pilot barely able to focus on evasion and clearly stuck just trying to escape!
Gunnery
Charli encourages the Gunners!
The PPB fires again, slamming into the Jinul ship - the aft shields flaring dramatically!
Torpedo launcher is in single move range!
Tolar Buntu |
"So close."
Tolar fires the only remaining weapon.
light particle beam +3 ship bonus, -2 for range: 1d20 + 15 + 3 - 2 ⇒ (11) + 15 + 3 - 2 = 27
dmg: 3d6 ⇒ (6, 4, 2) = 12
Charli Poshkettle |
Charli rolls up her sleeves and rips open an access panel to help Neon Ten provide boost across multiple systems at once.
Acrobatics DC 25: 1d20 + 14 ⇒ (11) + 14 = 25
You start ripping open access panels, turning secured valves, and manually bypassing safety systems to help the engineer get more out of their systems when they take the divert or overpower action. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed and the engineer also succeeds at their check to divert, they can provide the normal benefit from divert to two different systems instead of only one. If the engineer instead succeeds at their check for the overpower action, they can choose four different systems to divert power to instead of three. In either case, no system can benefit twice from the same action. For more about the divert and overpower actions, see page 323 of the Core Rulebook. If you fail your check by 10 or more, you overtax the ship’s systems without adding any useful capacity, and all engineer actions performed this turn take a –2 penalty.
Source: COM Mate Actions
Neon Ten |
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Since Charli did the Maintenance Panel, I should only need to do a regular Divert Power.
Seeing what Charli is attempting with the Maintenance Panel, Neon Ten calls out “I will take care of the shields, you try to get additional power to the Engines!”
Engineering, Divert Power shields: 1d20 + 20 ⇒ (20) + 20 = 40 No problem!
Between the two actions, we get +2 move (Engines) and recover 15 shield.
Shifty |
The light beam arcs across the shields of the enemy ship once more...but this time you see scoring across the hull itself as the shields breach!
Their shots arc back!
Railgun
Attack 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Vandal rocket
Attack 1d20 + 14 ⇒ (7) + 14 = 21 vs TL
Damage 4d8 ⇒ (3, 3, 5, 7) = 18
Whats your TL looking like at the moment?
***
Charlie and Neon get to work overclocking and diverting power from non essentials!
R3
Engineering Phase (Captain, Engineer)
J Captain 1d20 + 13 ⇒ (14) + 13 = 27
J Engineer 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
Neon - Divert
Charli - maintenance
Helm phase (Captain, Pilot, Science Officer)
J Pilot 1d20 + 22 + 2 ⇒ (8) + 22 + 2 = 32 vs Maverick
J Science 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29
Jerris "Maverick" Sakai |
Maverick literally feels the surge in power within the Drake as Charli and Neon Ten boost its systems.
"NIce job you two!"
Charli Poshkettle |
Shifty, did you remember that their guns are still taunted? I had two rounds of taunting!
Acrobatics DC 25: 1d20 + 14 ⇒ (16) + 14 = 30
"Don't thank me yet, Maverick! It's a good thing that I'm small and used to crawling around in maintenance tunnels, but I'm not the expert Neon is!" Charli rips open another panel. "Sorry, Neon, you'll have to fix it later! Now, go ahead and power two systems, because we need speed, STAT!"
This is the first time I've used actions from COM. I need to remember that this really up's Charli's flexibility in Ship Combat. I like the image of her as a hands-on Captain, not afraid to shoot a gun, fly a ship, or even rip off an maintenance hatch if the job needs doing!
Jerris "Maverick" Sakai |
Our TL is 25 in round 2.
Jerris "Maverick" Sakai |
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Piloting Initiative Round 3: 1d20 + 22 + 3 ⇒ (13) + 22 + 3 = 38
You're up first Shifty; prepare to feel the vacuum of space.
Jerris "Maverick" Sakai |
"I've got you now."
Maverick seemingly wills the Drake to accelerate beyond its normal capabilities until it is right on the Jinsul ship's tail
Will spend another resolve point to do the full power maneuver. I suggest we either fire all four of our forward arc and turret weapons now by having our best gunner broadside and the two other crew members boost those attacks by taking on a different role such as the science or magic officer. The gunner will take a -2 penalty. Or we can have all three of you shoot one weapon each and take no penalties. We also have two +3's to use this turn.
Tolar Buntu |
Let's have Id-Sinitis fire everything using Broadsides (-2 to all attacks and spend an RP) and use the +3s on the heavy antimatter missile launcher and persistent particle beam.
Id-Sinitis |
Id leans forward as the Drake catches up with the jinsul craft. "Hold up friends, you've got something on your tail. LET ME GET THAT FOR YOU!" He pushes all the launch buttons he can reach.
Spending 1 RP to use Broadside in the forward arc, applying the computer bonuses to the two biggest weapons. Posting arc by arc starting with the bigger gun each time.
Attack vs Aft (broadside, computer): 1d20 + 15 - 2 + 3 ⇒ (10) + 15 - 2 + 3 = 26
Damage (persistent particle beam): 10d6 ⇒ (3, 6, 2, 5, 6, 2, 1, 3, 1, 6) = 35 Reroll 1s: 2d6 ⇒ (6, 5) = 11 44 damage total
Attack vs Aft (broadside): 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
Damage (heavy plasma torpedo launcher): 5d10 ⇒ (7, 2, 1, 9, 2) = 21 Reroll 1: 1d10 ⇒ 2 22 damage total
Attack vs Aft (broadside, computer): 1d20 + 15 - 2 + 3 ⇒ (14) + 15 - 2 + 3 = 30
Damage (heavy antimatter missile launcher): 10d10 ⇒ (6, 3, 7, 7, 4, 5, 3, 10, 6, 10) = 61
Attack vs Aft (broadside): 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Damage (light particle beam): 3d6 ⇒ (6, 1, 6) = 13
Id-Sinitis |
Any fleet bonuses or boons that can get that particle beam 26 to a 28??
Tolar Buntu |
I think 3 of those missed but at least the biggest damage one hit. You had an extra +2 to your roll last round, Was that a one use boon?
Neon Ten |
Celita’s boon can be used for Gunnery, but I believe it has to be used before the roll.
Jerris "Maverick" Sakai |
We can add two +2 bonuses to the to hit rolls if the two gunners who took no actions take on the chief mate and science officer roles and use the targeting and lock on actions respectively. It's up to Shifty, but it's hard to coordinate starship combat during PBP. If we were playing all together around a table I'm sure we would have discussed what every player was doing during the round so that no one wasted a turn and would have applied the bonuses before the broadside was taken.
Id-Sinitis |
Plasma torpedo should hit right on the money with a 27 (TL 25 +2 evade). Id’s last +2 was from captain Charli’s encouragement, which doesn’t apply this time.
No worries, 2 hits is fine for now. With 66 damage and a nat 20 last turn, their crit systems should get pretty well pulverized if their aft shields are still compromised. We’ll finish them off next round.
Jerris "Maverick" Sakai |
Yeah, it's only a matter of time now.
Tolar Buntu |
There is an option. Tolar can spend an RP and try a DC 35 Athletics check to negate the -2 penalty. Chief Mate/Targeting Aid. But if he fails by 10 or more it doubles the -2 penalty. Tolar's athletics is +22 out of armor. Edit: It would occur before the Gunner check and Tolar would try it over doing nothing. Here is hoping.
Tolar enters some extra targeting info for Id-Sinitis.
dc 35 athletics: 1d20 + 22 ⇒ (14) + 22 = 36
"Nice shooting!"
Shifty |
Just checking, but how did your HAML miss on a 30?
**
The rear of the Jinsul craft takes another enormous hit
Railgun
Attack 1d20 + 14 ⇒ (14) + 14 = 28
Damage 8d4 ⇒ (4, 1, 3, 1, 3, 3, 2, 4) = 21
Vandal rocket
Attack 1d20 + 14 ⇒ (20) + 14 = 34
Damage 4d8 ⇒ (7, 1, 3, 3) = 14
The front of the Starfinder ship gets a strike in reply - small nanobots detach from therocket to attack the hull, but the shields leave them sliding back off into the void of space.
Neon Ten |
What is our ship’s current status?
Charli Poshkettle |
We've had gunnery. Can we start the next round?
Tolar Buntu |
So AC 26 TL 25. + 2 from evasive action. Tolar canceled the -2 from Broadsides. So everything but the light particle beam should hit.
Jerris "Maverick" Sakai |
We rolled a 30 for the HAML so it was a hit. The Jinsul's ship's TL isn't that high is it?