| Game Master S |
Dunklezahn scores a lucky hit. His follow up is off, but his vision finally returns to usefulness!
Round 4:
Booker: Hit
Gig: BIG BOOM AGAIN
Corpse Marines: ATK
Dunklezahn: Hit
Hack-it: Go
Janzi: Go
Round 5:
Booker: Go
Gig: Haze
Corpse Marines: TBD
Dunklezahn: TBD (Vision Restored)
Hack-it: TBD
Janzi: TBD
Green: 81 (d6 Burn on Round 5)
Red: 76 (d6 Burn on Round 5)
Blue: 106
Black: 50
Dunklezahn: Blind until Round 5
| Hack-It |
Hack-It takes a guarded step away from the melee, then sends out a pulse from his custom rig to temporarily overload the electronics on one of the marine's melee weapon!
Overload on Green. DC 19 Reflex, with failure meaning the weapon is nonfunctional for 1 round. I'm assuming they're all using those powered gauntlets.
Hum then turns its barrel towards the nearby marine and quickly lets off a blast!
Minor Disruption Rifle vs Green: 1d20 + 13 ⇒ (18) + 13 = 31
Sonic damage: 3d8 + 10 ⇒ (2, 1, 5) + 10 = 18
Hack-It: 0/40 charges used
Hum: 25/40 charges used
| Booker Broadshaw |
Booker's rebreather works overtime, filtering away some of the acid but leaving much to sting his skin. Corrode: 2d4 ⇒ (4, 3) = 7 The soldier grits his teeth and thunders another two blasts into the knot of corpse marines.
Focus Fire @ Blue: 1d20 + 19 + 1 - 2 - 3 ⇒ (14) + 19 + 1 - 2 - 3 = 29
Fire Damage: 3d8 + 10 + 5 ⇒ (8, 5, 4) + 10 + 5 = 32
Redirect to Green at -1 penalty if Blue falls.
Focus Fire @ Blue: 1d20 + 19 + 1 - 2 - 3 ⇒ (20) + 19 + 1 - 2 - 3 = 35 CRITICAL
Fire Damage: 6d8 + 20 + 10 ⇒ (3, 2, 8, 3, 3, 5) + 20 + 10 = 54 plus Burn: 1d6 ⇒ 4
Charges: 4/40.
Reflex v Corrode: 1d20 + 10 ⇒ (2) + 10 = 12 fail?
| Game Master S |
REF: 1d20 + 7 ⇒ (5) + 7 = 12 Hum scores a hit while Hack-it overloads the marine's weapon!
Booker quickly drops one marine before turning on another. Just as it looks down at its malfunctioning weapon, Booker blows his head clean off!
Round 4:
Janzi: Go
Round 5:
Booker: Big Boom
Gig: Haze
Corpse Marines: TBD
Dunklezahn: TBD (Vision Restored)
Hack-it: TBD
Janzi: TBD
Red: 76 (d6 Burn on Round 5)
Black: 50
Dunklezahn: Blind until Round 5
| Torin Janzi |
Janzi whips out another mk 2 incendiary, takes a step, and throws it toward Orange, trusting Dunk to finish off Red.
mk 2 incendiary grenade vs. AC 5: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
fire: 2d6 ⇒ (3, 2) = 5
plus burn if DC 15 Refl save is failed: 1d6 ⇒ 2
| Game Master S |
The grenade slips out of Janzi's hand! 1d8 ⇒ 2 1d4 ⇒ 1. the explosion is just a bit too far to bother the soldier!
The two soldiers behind the tree peek out to take shots at their targets, opting for Janzi and Booker:
Black v. Booker: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34 for DMG: 4d8 + 18 ⇒ (3, 1, 5, 7) + 18 = 34 and Corrode: 2d4 ⇒ (1, 2) = 3
Black v. Booker: 1d20 + 17 - 3 ⇒ (8) + 17 - 3 = 22 for DMG: 2d8 + 8 ⇒ (4, 4) + 8 = 16
Orange v. Janzi: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34 for DMG: 4d8 + 18 ⇒ (4, 8, 3, 6) + 18 = 39 and Corrode: 2d4 ⇒ (2, 2) = 4
Orange v. Janzi: 1d20 + 17 - 3 ⇒ (18) + 17 - 3 = 32 for DMG: 2d8 + 8 ⇒ (5, 1) + 8 = 14
The soldier still holding on versus Dunklezahn sees that the vesk's vision has returned, and tries to stab him with his gauntlet:
LFD Gauntlet: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22 MISS
LFD Gauntlet: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22 MISS
But can do nothing: REF: 1d20 + 7 ⇒ (6) + 7 = 13, and indeed the flame continues to consume him. FIRE: 1d6 ⇒ 4
From the far side of the field, the corpsefolk continues his press on Gig:
Yellow v. Gig: 1d20 + 17 - 3 - 2 ⇒ (11) + 17 - 3 - 2 = 23 MISS
Yellow v. Gig: 1d20 + 17 - 3 - 2 ⇒ (10) + 17 - 3 - 2 = 22 MISS
Round 5:
Booker: Big Boom
Gig: Haze
Corpse Marines: TBD
Dunklezahn: Go
Hack-it: Go
Janzi: Go
Red: 80 (d6 Burn on Round 6)
Black: 50
Dunklezahn: Blind until Round 5
Dunklezahn
|
Dunk focuses on taking down the corpse in front of him.
Ultrathin Longsword: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24
Slashing Damage: 4d8 + 18 + 5 ⇒ (5, 5, 4, 1) + 18 + 5 = 38
If it falls, Dunk will close with Black.
| Game Master S |
Dunklezahn slashes the soldier's neck, but it doesn't fall. It's undead nature lacks blood. It's got a bit more fight left in it. It looks close though, perhaps the burning napalm will do it?
Round 5:
Booker: Big Boom
Gig: Haze
Corpse Marines: TBD
Dunklezahn: Hit
Hack-it: Go
Janzi: Go
Red: 118 (d6 Burn on Round 6)
Black: 50
| Hack-It |
"I wish they'd just all realize that they're just speed bumps and just cleared out," Hack-It grumbles, turning his gun and Hum rifle on the nearby marine. The mechanic charges up his weapon before firing!
Major Disruption Pistol (Hack-It) vs Red: 1d20 + 13 ⇒ (12) + 13 = 25
Sonic Damage (w/Boost): 5d6 + 5 ⇒ (3, 6, 2, 4, 1) + 5 = 21
Minor Disruption Rifle (Hum) vs Red: 1d20 + 13 ⇒ (11) + 13 = 24
Sonic Damage (w/Boost): 3d8 + 10 ⇒ (8, 1, 3) + 10 = 22
Hack-It: 8/40 charges used
Hum: 30/40 charges used
| Torin Janzi |
Janzi changes targets, figuring he's got to free Dunk up if he's got any hope to survive this. Another mk 2 incendiary at Red, taking a step away. DC 15 Refl
mk 2 incendiary grenade vs. AC 5: 1d20 + 10 ⇒ (5) + 10 = 15
fire: 2d6 ⇒ (1, 1) = 2
plus burn if DC 15 Refl save is failed: 1d6 ⇒ 1
| Game Master S |
Hack-it's disruption pistol is more than the burning corpsefolk soldier can take, and he falls to the injuries. Hum then changes aim at the last second, at strikes the one with the black piping on his armor.
Round 5:
Booker: Big Boom
Gig: Haze
Corpse Marines: TBD
Dunklezahn: Hit
Hack-it: Kill and hit
Janzi: Go
Black: 77
| Game Master S |
Orange REF: 1d20 + 7 ⇒ (2) + 7 = 9 Janzi continues to hurl grenades like it's his job. He catches the corpsefolk behind the tree and he immediately catches fire! It's a light hit, but he does catch.
Round 5:
Booker: Go
Gig: Go Your haze is on the map, feel free to move it.
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Black: 77
Orange: 2 (Burn 1 on Round 6)
| Booker Broadshaw |
Booker grunts at the second heavy acid blast. Again, his rebreather works overtime. He takes a final shot at a black corpse marine before dropping the artillery laser. Ducking behind a tree, he retrieves his sniper rifle for the next stage of the fight.
Artillery Laser @ Black: 1d20 + 19 - 2 ⇒ (11) + 19 - 2 = 28
Fire Damage: 3d8 + 10 + 5 ⇒ (3, 5, 3) + 10 + 5 = 26
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29 pass?
Clip: 4/4 rounds.
| Game Master S |
Booker shakes off the last of the acid as he returns accurate fire. Everyone on the field can see that the enemy is beginning to crack.
Round 5:
Booker: Hit
Gig: Go Your haze is on the map, feel free to move it.
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Black: 103
Orange: 2 (Burn 1 on Round 6)
| Gig Razorbyte |
Gig moves the corrosive haze closer to the enemy, directing it toward the black.
Gig then casts the standard action Magic Missile at yellow.
Magic Missile: 2d4 + 2 + 5 ⇒ (4, 3) + 2 + 5 = 14
He, he, he. Here comes the haze!”
| Game Master S |
Gig finally fights back against the long distance corpsefolk. His two missiles slam into the warrior who trains his gun back on Gig. He moves the haze over the extremely injured on. REF: 1d20 + 7 ⇒ (17) + 7 = 24. He avoids it for now!
He rolls out to the side, trying to pin Booker down with his acid dart rifle:
Black v. Booker: 1d20 + 17 ⇒ (18) + 17 = 35 for Acid and P: 2d8 + 8 ⇒ (3, 4) + 8 = 15
Orange focuses on Janzi while trying to pat out the flames:
Orange v. Janzi: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24 for Acid and P: 2d8 + 8 ⇒ (6, 2) + 8 = 16
Orange v. Janzi: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33 for Acid and P: 2d8 + 8 ⇒ (8, 8) + 8 = 24
REF: 1d20 + 7 ⇒ (17) + 7 = 24 OUT
Finally from way back the sniper trains on Gig:
Yellow v. Gig: 1d20 + 17 - 3 - 2 ⇒ (16) + 17 - 3 - 2 = 28 for Acid and P: 2d8 + 8 ⇒ (7, 2) + 8 = 17
Yellow v. Gig: 1d20 + 17 - 3 - 2 ⇒ (14) + 17 - 3 - 2 = 26 for Acid and P: 2d8 + 8 ⇒ (7, 2) + 8 = 17
Round 5:
Booker: Hit
Gig: Magic
Corpse Marines: ATK
Dunklezahn: Go
Hack-it: Go
Janzi: Go
Round 5:
Booker: Go
Gig: Go
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Black: 103
Orange: 3
Yellow: 14
| Gig Razorbyte |
Gig moves his Corrosive Haze to burn at Green, but then on top of that, he casts explosive blast between Green and Orange.
Corrosive Haze: 4d6 ⇒ (3, 5, 5, 6) = 19
DC 19 Reflex Negates
Explosive Blast: 9d6 + 5 ⇒ (4, 5, 6, 4, 6, 1, 4, 2, 6) + 5 = 43
Gig uses a 4th level spell slot to cast. DC 19 Reflex Save for Half
That sniper is trying to kill me. Take him down if you can!
| Torin Janzi |
Oh, goodie, time to learn the Dying rules and how to Stabilize in Starfinder...
Janzi crumples to the ground after the second shot from Orange, another unarmed mk2 incendiary grenade tumbling from his grasp.
By my count, sacrificing 1/4 of my 11 RP would be 2, unless I'm supposed to round up in which case it's 3. Guess I'll do that.
| Game Master S |
REF Black: 1d20 + 7 ⇒ (1) + 7 = 8 Gig's haze completely engulfs the soldier!
REF Black: 1d20 + 7 ⇒ (16) + 7 = 23
REF Orange: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
The spell is enough to kill the soldier in the haze. The other takes it full in the face!
Round 5:
Booker: Hit
Gig: Magic
Corpse Marines: ATK
Dunklezahn: Go
Hack-it: Go
Janzi: Go
Round 5:
Booker: Go
Gig: BOOM!
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Orange: 46
Yellow: 14
Dunklezahn
|
Hearing Gig's cry for assistance, Dunk sets his sight on the corpse marine at the far end of the engagement. With a quick tap on the activation switch on his gauntlet, the world around Dunk slows down.
Swift action to activate Haste Circuit.
Dunk then charges across the forest, using his jump jets to clear the rough terrain, and brings the fight in close to the sniper.
+30' move from haste = 60' move, double move on charge with attack.
Ultrathin Longsword: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30
Slashing Damage: 4d8 + 18 + 5 ⇒ (5, 8, 5, 4) + 18 + 5 = 45
| Game Master S |
Tired of the sniper standing safely, Dunklezahn rushes him and gives him a wicked cut across the brow!
Round 5:
Booker: Hit
Gig: Magic
Corpse Marines: ATK
Dunklezahn: Hit
Hack-it: Go
Janzi: Go
Round 5:
Booker: Go
Gig: BOOM!
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Orange: 46
Yellow: 59
| Game Master S |
Janzi topples from his wounds!
Round 5:
Booker: Hit
Gig: Magic
Corpse Marines: ATK
Dunklezahn: Hit
Hack-it: Go
Janzi: Down, but stable
Round 5:
Booker: Go
Gig: BOOM!
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Orange: 46
Yellow: 59
| Booker Broadshaw |
I think Booker had cover from Black with the tree, but the 35 is just enough to make the point moot.
Booker growls, voicing his displeasure at the tactical situation. He darts out from his cover to snipe at the last forward corpsefolk before ducking behind the tree again. Using Shot on the Run.
Sniper @ Orange: 1d20 + 18 - 2 ⇒ (15) + 18 - 2 = 31
Piercing Damage: 2d10 + 13 + 5 ⇒ (1, 1) + 13 + 5 = 20
Clip: 3/4 rounds.
| Game Master S |
Booker's cover doesn't seem quite so effective against these guys... Shooting while moving Booker makes his foe pay in kind.
Round 5:
Booker: Hit
Gig: Magic
Corpse Marines: ATK
Dunklezahn: Hit
Hack-it: Go
Janzi: Down, but stable
Round 5:
Booker: Hit
Gig: BOOM!
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD
Orange: 66
Yellow: 59
| Hack-It |
Hack-It swears when Janzi drops, moving forward to see if there's anything he can do to help. As he nears though, he realizes that there's still a marine with a gun. So he punches a few commands into his wrist console, points, and sends out an electrical jamming signal to their gun.
Overload on Orange. DC 19 Reflex save or his weapon is unusable for 1 round.
The drone however follows its predetermined protocols. The barrel of its mounted weapon swivels and quickly fires upon the undead marine!
Minor Disruption Rifle: 1d20 + 13 ⇒ (11) + 13 = 24
Sonic Damage: 3d8 + 10 ⇒ (5, 1, 8) + 10 = 24
Hack-It: 8/40 charges used
Hum: 35/40 charges used
| Game Master S |
Hack-it reacts quickly Orange: 1d20 + 7 ⇒ (3) + 7 = 10 His trick continues to work as he shorts out the acid dart rifle for a moment. Hum seizes the opportunity and blasts the soldier!
With no gun he charges Hack-it with his LFD Gauntlet: Melee: 1d20 + 14 ⇒ (8) + 14 = 22 but misses!
Now locked with Dunklezahn, the undead soldier takes a guarded step and takes out a flash-bang!
Round 5:
Booker: Hit
Gig: BOOM!
Corpse Marines: ATK
Dunklezahn: Go
Hack-it: Go
Janzi: Stable
Orange: 90
Yellow: 59 grenade in hand
| Hack-It |
"You weren't supposed to charge in!" Hack-It shouts, ducking the marine's attack. He takes a careful step backwards, then levels his pistol and fires at their midsection!
Major Disruption Pistol vs Orange: 1d20 + 13 ⇒ (4) + 13 = 17
Sonic Damage: 3d6 + 5 ⇒ (5, 4, 6) + 5 = 20
Hum then fires again, it's barrel smoking as the battery reaches zero.
Minor Disruption Rifle vs Orange: 1d20 + 13 ⇒ (8) + 13 = 21
Sonic Damage: 3d8 + 10 ⇒ (7, 6, 1) + 10 = 24
Hack-It: 12/40 charges used
Hum: 40/40 charges used
| Game Master S |
Hack-it's eyes go wide. He steps back and misses with his pistol, but Hum has him covered. The soldier looks like he's in bad sorts, only barely keeping it together.
Round 5:
Booker: Hit
Gig: BOOM!
Corpse Marines: ATK
Dunklezahn: Go
Hack-it: Hit
Janzi: Stable
Orange: 114
Yellow: 59 grenade in hand
Dunklezahn
|
As the soldier steps away from Dunklezahn, Dunklezahn advances with him, not letting the soldier get any leway.
Ultrathin Longsword, Step Up & Strike: 1d20 + 16 ⇒ (13) + 16 = 29
Slashing Damage: 4d8 + 18 ⇒ (6, 2, 6, 8) + 18 = 40
Dunklezahn
|
Dunk then continues his assault.
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22
Slashing Damage: 4d8 + 18 ⇒ (4, 5, 4, 2) + 18 = 33
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18
Slashing Damage: 4d8 + 18 ⇒ (1, 5, 2, 5) + 18 = 31
| Game Master S |
Dunklezahn steps up as he steps back. With the step he slashes, then again, then a third time. The third time is the charm as the soldier drops dead once again!
Round 6:
Booker: Go
Gig: Go
Corpse Marines: TBD
Dunklezahn: TBD
Hack-it: TBD
Janzi: TBD (Stable)
Orange: 114
| Booker Broadshaw |
Booker steps out from behind the tree to take another shot, then retreats back to cover again.
Sniper @ Orange: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20
Piercing Damage: 2d10 + 13 + 5 ⇒ (1, 9) + 13 + 5 = 28
Clip: 2/4 rounds.
| Gig Razorbyte |
"The battlefield is finally clearing a bit!"
Gig let's loose a full round action of Magic Missiles on Orange.
Magic Missile: 3d4 + 3 + 5 ⇒ (3, 1, 4) + 3 + 5 = 16
| Game Master S |
Gig's missiles put an end to the firefight! Everyone catches their breath, except Janzi, who is down.
For leveling the corpsefolk squad, the party earns 25,600 XP.
Booker looks over the gear while everyone else tends to Janzi:
In toto:
| Hack-It |
Hack-It crouches over the unconscious lashunta. "Yikes. I mean, he was already ugly, but man... that'll leave a scar."
The mechanic pulls off Janzi's pack, dumping the contents unceremoniously on the ground. He paws through a few things before landing on a vial of medical serum. Rolling the mystic over onto his back, Hack-It pries open his mouth, unscrews the topper, and pours the contents down Janzi's throat.
Using one of those Mrk2 serums you got
Mrk2 Healing Serum: 3d8 ⇒ (2, 4, 4) = 10
When Janzi comes to, Hack-It is standing. "Quite the dirt nap you took there. And you spilled out your entire pack when you fell too. You should clean that up."
Dunklezahn
|
Dunk offers Janzi a hand up.
Sorry I couldn't keep the heat off of ya. I'll do better next time.
| Torin Janzi |
That's definitely one I owe ya, Janzi says to the vesk, as he stoops to pick up his pack and gear, taking great pains to toss the empty vial and a few random bits of flotsam in Hack-It's direction as he does.
When done, he says, Dunno about the rest of you, but I could use a breather. We'd better get to the Maiden first and get outta here, though. Who knows how much closer that fleet is after a half-minute of fighting?
| Booker Broadshaw |
Booker shovels everything into his null-space chamber as quick as he can, tossing a gauntlet to Dunklezahn. "Let's move! Before another drop-ship arrives!" He leads the way back to the Maiden.
| Hack-It |
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Hack-It says a few things in his mother tongue.
He then walks over to Hum and presses a button to eject the battery on the drone's rifle. He slots it into his wrist console and presses a button. He slots in one of the batteries they'd found. "I need ten minutes to recharge this battery. The new cannon on Hum is pretty hungry."
Using Portable Charging Station on the battery. Are we hustling to the Maiden, or are we taking 10 so Janzi has some Stamina?
| Torin Janzi |
My vote is back to the Maiden. I know Janzi is in bad shape, but he'll be in worse shape if more of those Corpse Fleet marines land.
| Gig Razorbyte |
Booker shovels everything into his null-space chamber as quick as he can, tossing a gauntlet to Dunklezahn. "Let's move! Before another drop-ship arrives!" He leads the way back to the Maiden.
"Agreed. I don't think I ever used up so many spells in my life, even when I was doing the pyrotechnics for the Monsters of the Rock Tour. I want to go and rest."
| Game Master S |
The party hustles their way back to the Sunrise Maiden. Hack-it rams Osteth into the first drive he gets to.
And all the power on the ship goes out.
| Game Master S |
Everyone looks around, too afraid to admit how bad this seems.
| Game Master S |
The lights come on!
"Welcome aboard everyone." It's Osteth!
"Sorry about that, I had to reboot in order to handle some core compatibility issues. But I'm online now. If it's okay with you, I've taken the liberty of rewriting some of your software. There was enough power to make some noticeable improvements."
Hack-it and Gig run to the bridge and look around. Osteth has added another computational node without using any additional power!
"Given time and some upgrades, I think your ship has the capability to re-sequence energy and matter such that I could manifest physically to assist, but there are currently more important things to worry about."
| Game Master S |
Displays light up, flash, and come online, "Your efforts will be for naught if we do not stop the fleet above and destroy the weapon. Unfortunately I don't have enough data to give advice on any plan. I suggest we leave. NOW."
Booker doesn't wait...
"I have extensive experience with the gravity wells here, and can navigate the space here. It's going to take some time to bring the armada within range to scan or fight. Additionally, I estimate that we have 8.765 hours before the superweapon is on this plane enough to interact with."
There is silence for some time.
"I suggest you get rest and make peace with your gods."
You have 8 hours of rest before your actions determine the fate of the galaxy. Make it count.
| Hack-It |
"Bloody Hell. I had no idea this is the kind of chatter we'd get," Hack-It says in response to Osteth.
"I like it. Welcome aboard, Osteth. I'll build you a virtual presence after this is all said and done."
Do we need to sleep? Or is that 8 hours to prepare?
| Gig Razorbyte |
Gig, who is feeling rather tuckered out from his ordeal, goes and gets some rest so he can prepare his spells again.
"I don't know about you guys, but I'm going to get some rest. Wake me if you need anything."
| Torin Janzi |
When the lights go out:
All is silent for a few seconds, then:
What did you do, Hack, you fracking idiot maniac?!? Janzi's voice is accusatory.