AbadarCorp Entertainment |
Cross-post from Castamir:
Ok, that went quick. We have two tables for 7-05, and still one more spot available!
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Table A: please go here
Shifty
Scottybobotti
‘Eκάτη
George 09-23
Joe Jungers (Dr. A-Prof)
Inspector Xagyg
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Table B: please go here
Dash Riprock (Halgur)
Jek
Twila-5 (Warah)
Kaath (Solarian)
Ilmakis
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Still one more seat! Feel free to claim it here, then proceed directly to the table!
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The two games share a common discussion thread, so please go there here if you want to switch seats, as long as you have found a seat by the time the music stops. Fortunately for you, the current music is an Astrowerk song, and they tend to run long...
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Twila-5 |
For Table B of 7-05: The Day the River Died
I have the following boon:
Weapons of a Lost Civilization (Starship Boon): (Chronicle 9) When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher (Starfinder Core Rulebook 302). Alternatively, select one heavy weapon onboard your starship and replace that weapon with a heavy nuclear missile launcher (Starfinder Core Rulebook 303). This new weapon must go in the same arc as the replaced weapon, and only one weapon can be replaced on a starship by a boon with this name. The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
Tactical Nuclear Missile Launcher: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Heavy Nuclear Missile Launcher: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Jekcedo |
If we use that we need to be careful not to poison the river between with radiation. On the other hand even a warning shot with something that powerful should scare off most pirates.
Truns out Jek has the same boon so we have enough firepower to take over a good part of the Diaspora and retire there. However, Jek's preference would be to use that kind of firepower to find and take back the original shirren home world from the swarm.
Pockets, one of my other characters recently tried to intimidate/bluff someone threatening them with an orbital bombardment, I so need to get Pockets this boon to back up that bluff.
Twila-5 |
@Kaath: Here are some links that tell you what each position on a starship does and which skills they require.
Captain, engineer, gunner, & pilot, science officer, etc.
Chief Mate, Magic Officer, etc.
Based on your stats, Chief Mate is probably your best option.
Kaath Novaflame |
Thanks!
Kaath is not the best in any category, so did not want to take a preferred role from anyone else. I highlighted the two roles I saw as 'claimed' in yellow on the tracker. Chief Mate would be fine, unless
Jekcedo |
Here's our ship stats if needed
Starfinder Society Pegasus Tier 6
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 14; TL 16
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) twin laser (5d8; range 20)
Attack (Port) light laser cannon (2d4; range 5)
Attack (Starboard) light plasma torpedo launcher (3d8; range 20; speed 14; limit 5)
Attack (Turret) light particle cannon (3d6; range 10)
Power Core Pulse Blue (200 PCU)
Drift Engine Signal Basic
Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses
Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting
Complement 4–7
Dr. A-Prof |
Here's the ship for Table A
Starfinder Society Drake Tier 6
Medium explorer
Speed 8; Maneuverability average (turn 2); Drift 1
AC 15; TL 14
HP 55; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) particle beam (8d6; range 20), Coil Gun (4d4; range 20)
Attack (Port) Coil Gun (4d4; range 20)
Attack (Aft) Coil Gun (4d4; range 20)
Attack (Turret) heavy plasma torpedo launcher (5d10; speed 12)
Power Core Pulse Blue (200 PCU)
Drift Engine Signal Basic
Systems advanced medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 armor, mk 5 defenses
Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +2 to any threechecks per round, +4 Computers
Complement 4–7
Shifty |
Hitting the road early tomorrow to take a convoy out to Broken Hill (legit Mad Max territory from the films) will be two days out and two days back into the desert. I expect I'll have some comms in the night locations (near townships) but if I lose comms for a day or two please bot me :)
Scottybobotti |
If you see a guy with a mohawk wearing chaps with no pants underneath and riding a motorcycle I have one word for you... run.