Rando's Starfinder 2018 - Zothune (Inactive)

Game Master rando1000

Exsilium


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Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2
Eshenvral Kothiavus wrote:
Thinking about it, and taking advice from both Serpent and Pyhthos(I chat with him on Discord), I think the Coilgun would be a good pick. Also- I recommend that we save the generator for last and buy one that'll suit our needs. We can adjust other systems if there's still too much power expenditure in comparison to the model we can buy.

The reason I did it that way is that's the order the book says to do it in. That said, I don't see a reason it HAS to be in that order. So, moving on to Quinn and her pick of the computer and one weapon.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2
SerpentViolet wrote:
Eshenvral Kothiavus wrote:
I think the Coilgun would be a good pick. Also- I recommend that we save the generator for last and buy one that'll suit our needs. We can adjust other systems if there's still too much power expenditure in comparison to the model we can buy.

Sounds like a good idea.

@Rando, IIRC that brings us to 77 build points.
How many gunners do we have? Can a pilot fire a forward arc weapon while flying the ship? What do you make of "Fire at Will", p.324?

You have only one gunner, you. No, the pilot cannot fire a weapon and take a firing action. Fire at will is the equivalent of the Multiattack action in melee: it allows you to fire two weapons at -4 each. It doesn't allow any other action in combination, just firing two weapons.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

Just a concept that went through my head, too. If you purchase too much stuff now, and then you get to the core last and you don't have enough points left to buy a core that can power all your items, we'll have to undo.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

I predict we'll need a Pulse Green Power Core for 150 PCU and 15 build points.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

It seems to me that if we're taking on two more weapons we could put Gyrolaser in either port or starboard arc so it can protect our rear (it extends firing to both adjacent arcs, at penalty) and Light Torpedo Launcher in either the opposite arc or forward. If we put anything in the remaining arc as well it had better be easy on the PCUs.


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
Eshenvral Kothiavus wrote:
Thinking about it, and taking advice from both Serpent and Pyhthos(I chat with him on Discord), I think the Coilgun would be a good pick. Also- I recommend that we save the generator for last and buy one that'll suit our needs. We can adjust other systems if there's still too much power expenditure in comparison to the model we can buy.

Hmm I think the Coilgun might be cool, yeah. Could be the front gun (kinda looks like a large cannon at the front of the ship I picked.) Or the Torpedo launcher, since you get to pick a gun and I get to pick a gun, we can maybe do both, what do you think?

As for the computer, we might see what we have left at the end along with the generator, cause I'm thinking of a tetranode, but what MK would have to depend on how much we have to spend.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

Okay let's take the tetranode at MK1 for now, and if you're short, you can backtrack. That gives us:

So far we have:
SV: Explorer Frame (12)
Esh: Coilgun (6; 10 PCU)
Quinn: MK1 Tetranode (4; 10 PCU); Light Torpedo Launcher (4; 5 PCU)

69 BP remaining.

SerpentViolet, your turn. Instead of my giving you specific things, let's just say pick one or two things for 10-15 BP total, and see where that goes. If it's one item that goes over 15, we'll consider it.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

Also, for those of you celebrating a holiday this weekend, have a great one!


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

I vote for Gyrolaser (3; 10 PCU), M12 thrusters (6; 80 PCU), and Budget Medium Range Sensors (3). Can I get Signal Basic Drift Engines (6) as well?

I recommend that if we buy a final weapon we make it a 5 PCU one. Or not. I think it depends on how much we put into Shields' PCU. My numbers depend on a Pulse Green Power Core.

Quinn, did you say you wanted Luxurious crew quarters? Common costs nothing, Good costs 2, and Luxurious costs 5. See p.298 for details.

I think at least one of our 4 Expansion Bays should be a Smuggler Compartment. While it initially costs 2, that's at a base of DC 20 to detect. We can increase this by 5 per extra build point and extra PCU. I recommend (5; 7 PCU) for DC 35.

Other Expansion Bay items include Escape Pods and a "Trivid Den" for entertainment. Of course these sacrifice default cargo room.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

I said ONE or TWO items, not as many as you can get for a total of 15. Please pick two at most.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

M12 Thrusters and Gyrolaser.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

So far we have:
Round 1:
SV: Explorer Frame (12)
Esh: Coilgun (6; 10 PCU)
Quinn: MK1 Tetranode (4; 10 PCU); Light Torpedo Launcher (4; 5 PCU)

Round 2:
SV: M12 Thrusters (6 BP; 80 PCU); Gyrolaser (3 BP; 10 PCU)

60 BP remaining

Esh, since you've only spent 6 so far, please spend 15 on up to 3 items.


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens

Yea, 5 BP isn't bad so we can do Luxurious captain's quarters unless we need those points elsewhere :D


Male. Mostly. Human. Mostly. Archaeologist

Bugger, sorry, I lost the window to this and I'm still not caught up on Starfinder. While you guys build the ship I'll see if I can brain up a character...

EDIT: If you guys don't mind me still joining after such a long silence.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Captain Olivia Quinn wrote:
Yea, 5 BP isn't bad so we can do Luxurious captain's quarters unless we need those points elsewhere :D

Well that would mean Luxurious quarters for all crew. Olivia, how are your deck plans coming? Am I right in thinking they are up to you?


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
SerpentViolet wrote:
Captain Olivia Quinn wrote:
Yea, 5 BP isn't bad so we can do Luxurious captain's quarters unless we need those points elsewhere :D
Well that would mean Luxurious quarters for all crew. Olivia, how are your deck plans coming? Am I right in thinking they are up to you?

Deck plans? You mean the computer? We're going with a Mk 1 Tetranode for now, then at the end we'll see if we have BP leftover to bump up it's bonus.


Male Human Starving Artist 12, Freeloader 2
Captain Olivia Quinn wrote:
SerpentViolet wrote:
Captain Olivia Quinn wrote:
Yea, 5 BP isn't bad so we can do Luxurious captain's quarters unless we need those points elsewhere :D
Well that would mean Luxurious quarters for all crew. Olivia, how are your deck plans coming? Am I right in thinking they are up to you?
Deck plans? You mean the computer? We're going with a Mk 1 Tetranode for now, then at the end we'll see if we have BP leftover to bump up it's bonus.

Be glad it wasn't Esh who got to decided on the computer. We'd barely have enough BP for the frame...

Ahem; I'll get to my task soon, but holidays and general ineptitude in understanding the starship rules have delayed me.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2
JonGarrett wrote:

Bugger, sorry, I lost the window to this and I'm still not caught up on Starfinder. While you guys build the ship I'll see if I can brain up a character...

EDIT: If you guys don't mind me still joining after such a long silence.

Fine with me. That makes four, which allows me to move my engineer back to a primarily non-combat support role. We have planned to do an AI pilot (something I've rigged up), but you could take the piloting role, or a 2nd gunnery role, in ship combat. As far as party role, we have a caster and diplomat (the captain), a technomancer, and an operative. really anything way you can pull off additional combat prowess would be nice, be it ranged or melee.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2
Uret Jet wrote:


Ahem; I'll get to my task soon, but holidays and general ineptitude in understanding the starship rules have delayed me.

Understood. Don't worry too much about making the exact right choices with the ship build. We're all pretty new at this; I'll allow some swapping out later on if we get a "man, I didn't know that worked that way, that sucks" moment.


Male. Mostly. Human. Mostly. Archaeologist

Well, I'm intending to go basic, so I'll stick with my Vesk Soldier. At least I have some idea what I'm doing.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Captain Olivia Quinn wrote:
SerpentViolet wrote:
Olivia, how are your deck plans coming? Am I right in thinking they are up to you?
Deck plans? You mean the computer? We're going with a Mk 1 Tetranode for now, then at the end we'll see if we have BP leftover to bump up it's bonus.

No, for some reason it was stuck in my head that it was up to the Captain to come up with a layout for the ship. I've been trying like hell to adapt a pic online or draw something myself, without much progress.

We don't actually need one. I just thought it would make things complete.


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens
SerpentViolet wrote:
Captain Olivia Quinn wrote:
SerpentViolet wrote:
Olivia, how are your deck plans coming? Am I right in thinking they are up to you?
Deck plans? You mean the computer? We're going with a Mk 1 Tetranode for now, then at the end we'll see if we have BP leftover to bump up it's bonus.

No, for some reason it was stuck in my head that it was up to the Captain to come up with a layout for the ship. I've been trying like hell to adapt a pic online or draw something myself, without much progress.

We don't actually need one. I just thought it would make things complete.

Oooh yea I hadn't really thought about a deck plan, just the outside photo.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

Holding on Esh for his expenditure of up to 15 BP on 3 items.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

MK 5 Armor; (+5 AC, -1 TL, 14 BP(7*2))
Arcane Laboratory; ( 1 Bay, 1 PCU, 1 BP)


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

So far we have:
Round 1
Quinn: Name and description
SV: Explorer Frame (12 BP)
Esh: Coilgun (6 BP; 10 PCU)

Round 2
Quinn: MK1 Tetranode (4 BP; 10 PCU); Light Torpedo Launcher (4 BP; 5 PCU)
SV: M12 Thrusters (6 BP; 80 PCU); Gyrolaser (3 BP; 10 PCU)
Esh: MK 5 Armor; (+5 AC, -1 TL, 14 BP(7*2)); Arcane Laboratory; ( 1 Bay, 1 PCU, 1 BP)

45 BP remaining.

Remaining items: weapon (1 more), crew quarters, defensive countermeasures, drift engine, sensors, shields, expansion bays (3 remaining), power core (choose last)


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens

For my choice in round 3, I'm thinking Medical Bay.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

Okay, top of Round 3.

I'm going to let JonGarret jump in at the first position with 15, since he's missed input thus far. Pick up to 3 items.

After that, Quinn with Medical Bay (four 8 BP) and 2 more BP worth.

You guys can both go whenever since we'll still have at least 20 more after you.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Rando, after we run out of Build Points with necessary systems left to buy, can we decide what to cut by discussion rather than in turn order?


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

You mean if we run out, right? ;P


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Eshenvral Kothiavus wrote:
You mean if we run out, right? ;P

Well technically after we get to our Power Core. Rando wants to choose that last. But yes, I do expect to run out. I don't think we're even going to get to Defensive Countermeasures.


Male. Mostly. Human. Mostly. Archaeologist

I'm still not hugely familiar with how the Starship system works, so feel free to tell me if this is a bad idea.

My thoughts are;

Anti-Hacking System (3 BP)
Basic Medium Range Sensors (5 BP)
Light Shields 50 (7 BP - 20 PCU)


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Personally, I wouldn't go with Anti-Hacking System. It only adds +1. You might add 1 or the 3 to Shields for Light 60/20 PCU or Light 70/25 PCU.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2
SerpentViolet wrote:
Rando, after we run out of Build Points with necessary systems left to buy, can we decide what to cut by discussion rather than in turn order?

Yes, at that point it turns into a discussion, but if you're close, rumor has it I *might* let it slide...


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

I'm going with JonGarrett's original suggestions, for now, leaving you at 30 BP remaining.

After the Medical Bay, that leaves 22, with 2 more as Quinn's choice.


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens

Well, we need at least one cargo bay. Anyone else think we need something else, or shall we do two cargo bays and be pirate/smuggler extraordinaires?


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

I was/am planning on making one Expansion Bay a Smuggler Compartment. That leaves one Expansion Bay as a Cargo Hold for legal goods.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

In fact, if I can get my turn now, first off, I’m designating an Expansion Bay as a Smuggler Compartment at DC 35 to detect (5 BP/7 PCUs).
Second, if enough people want it, I’ll opt for Luxurious Crew Quarters (5 BP). If people want an Anti-Personnel Weapon/Longarm (Azimuth laser rifle, 1 BP) instead, I’ll go with that. It’s placed at the entrance ramp, just like with the Millennium Falcon.
Rando, I believe you mentioned that a battery charging connection to the Power Core might be detailed in future supplements, as mentioned in “Recharging Stations” at the bottom of the paragraph, p.234. Care to invent one now?


Female Aasimar (Musetouched) Mystic (Star Shaman) 4 | SP 24/24 HP 28/28 RP 4/4 | EAC 13 KAC 14 CMAC 22 | F +1 R +3 W +6 | Coordinated Shot: Allies gain +1 ranged attack vs. foes she threatens

I think I already took Luxurious Quarters, and yea a Smuggler Compartment sounds great. :D

As for batteries, I can recharge them 1 charge every 10 minutes.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
Captain Olivia Quinn wrote:

I think I already took Luxurious Quarters, and yea a Smuggler Compartment sounds great. :D

As for batteries, I can recharge them 1 charge every 10 minutes.

I think you mentioned Luxury but didn't allocate BPs.

Rando, if she didn't, put me down for Luxurious Crew Quarters (5 BP).

As for recharging, good to know.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

That's good for on the go, but we might wabt a propper recharger for the ship.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

As far as I can tell, the only rule that applies to a shipboard charger is: "At the GM’s discretion, some larger starships might have onboard recharging stations. These might offer recharging at low or no cost, but they typically take 1 minute per charge to recharge a battery or power cell."

So there's no real way for you to allocate BP for a charging station, it's just whether I say you have one, and how much it costs (free or cheap). So for simplicity sake, just assume you have one onboard that will charge two batteries at the normal rate.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

Okay, the cargo hold is free (but takes up a 2nd Expansion Bay). Luxurious crew quarters costs 5.

That leaves 17 after Quinn's choices

SV wanted a Smuggler compartment, costing 4 BP and taking up the 3rd Expansion Bay.

13 BP remaining. You still need...

I'm going to finish this up, since your choices are limited due to remaining points anyway, and then if we want to spend a couple weeks

I'm giving you a freebie of one weapon to fill the Port side with whatever you put on your Starboard side.

A Basic drift engine is about all you can afford at this point, cost 6 (2 x Medium Size = 3). That leaves 7.

An Arcus Heavy Power Core will give you 130 PCU and put you at -6.

The final Expansion Bay will be a Tech Workshop, putting you at -7.

So, that's all points spent. The overage I'm not worried about. Now, someone figure out if the Arcus Heavy covers all your power needs, figure out where you want to put what weapons, and figure out if there's anything you want to change or adjust.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

FYI, I'm going to post the first IN GAME post over the next few days. The first portion of the adventure won't require your ship, so we can finish it up over the next couple weeks.

The first scene will involve Esh and Isis-149 (SV). My concept assumes Esh and Isis know each other and already work for the burgeoning resistance organization known as Gardathir. Quinn has been recruited as captain, and will be assisting on the initial mission as a driver. The Vesk soldier will go along as well; JonGarrett, just finish the character up when you can, I'll use some generic stats until then, as necessary.

My NPC, Irina Mandivitz, is Quinn's engineer whom she's known since just after she arrived in the Starfinder galaxy; she will not appear in the first part of the adventure.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

PCU use:
80 thrusters
10 computer
20 shields
25 weapons (plus freebie 10)
1 arcane lab
4 medical bay
7 smuggler compartment
3 tech workshop
160 total
Pulse Green/150 PCU seems in order, if not Pulse Red/175 PCU.

As for the ship, I would like to bump Armor down to Mark 3 and shave off 5 BP. While Rando waived overage, it seems more honest. Plus, for 1 extra build point we can have Light/60 Shields.

For the extra weapon, Laser Net would allow us to pick off tracking weapons at +10.

I'd like to discuss which weapons go to which weapon mounts. For starters, naturally Coilgun should go to the turret.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2

FYI, my offer for a free weapon requires symmetry port and starboard. sorry, it's a thing for me. Of course, you're free to ignore my free offer and get what you can out of the points you have, weapons wise.

Noted on the PCU limits. I'll allow the Pulse Green. The ship will be bouncing low on power until you can upgrade, but it's a computers check away to swap them out, which will make the story more interesting.


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Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

"Who's sucking up all the power?! We need those shields up now!"
"I'm currently in the middle of a very delicate experiment and that power is Neccesary for me to properly maintain an accurate internal temperature."
"Dammnit Esh! If you don't reroute that energy right now, this entire ship will be a million Kelvin!"
"That's an incredibly overestretched estimation, but fine. Rerouting now."


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Who's in favor of 1) putting the coilgun on the turret, 2) mounting the light torpedo launcher in front, and 3) having dual gyrolasers port and starboard?
Coilgun has long range, and gyrolasers can fire in three arcs, not just one, so we would have coverage on our rear.


Male. Mostly. Human. Mostly. Archaeologist

Sorry it's taking so long. My mind should be more focused tomorrow once I've dealt with this blasted funeral.


Male Human (Polish Jew/Native American/Irish) Techie 6/Martial Artist 2
JonGarrett wrote:
Sorry it's taking so long. My mind should be more focused tomorrow once I've dealt with this blasted funeral.

No worries. Sorry about the funeral. Just jump in when you can.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Yes, sorry about the funeral.

Rando, care to invent details for a battery charger connection to the Power Core? c.f. p.324

Also, I want to confirm how tracking weapons work. Once fired by a gunner don't they make their own attack rolls at the gunner's bonus?

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