[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


551 to 600 of 1,289 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Lenny, I think Davrin gave you his infrared sensors, right?

Davrin's getting a jetpack, which pretty much wipes out his credits... Sigh. Can't even afford a mk II healing serum. Will top up with a couple of mk I.

Ok, Davrin's levelled up and his profile is updated.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Someone grabbed the D suit we found right? Lenny I think? Also did we ever decide who got that cryo pistol we found?

Debating on making the smart choice and just upgrading armor and a better laser rifle or going Plasma, because plasma.

Grand Lodge

Slides

@Lenny, the level restrictions only apply to purchases. If you find something awesome during the campaign, it's all yours!

The credits include selling everything that isn't a consumable or something I remembered people picking up. AKA, the disintegration pistol, D-Suit, Gluon crystal, and some others, I did not auto-sell.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)
_Davrin Emalon_ wrote:

Lenny, I think Davrin gave you his infrared sensors, right?

Davrin's getting a jetpack, which pretty much wipes out his credits... Sigh. Can't even afford a mk II healing serum. Will top up with a couple of mk I.

Ok, Davrin's levelled up and his profile is updated.

Ah yes! Thank you for reminding me. I will note that down today.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)
z45719 wrote:

Someone grabbed the D suit we found right? Lenny I think? Also did we ever decide who got that cryo pistol we found?

Debating on making the smart choice and just upgrading armor and a better laser rifle or going Plasma, because plasma.

GM Ewok wrote:
The credits include selling everything that isn't a consumable or something I remembered people picking up. AKA, the disintegration pistol, D-Suit, Gluon crystal, and some others, I did not auto-sell.

Yes, this is what I was looking for, thank you. So, I did claim the D-suit but we can buy better armor now (and I did). So I think we should all just split the proceeds of the D-suit (because to me, these claims are for immediate personal use that benefits the team, not sole financial claim :) ).

The gluon crystal is actually the best that I can purchase now anyway, so I do want to keep that.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)
GM Ewok wrote:
@Lenny, the level restrictions only apply to purchases. If you find something awesome during the campaign, it's all yours!

Ah, I was over-applying that restriction in my mind. Thanks!


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

I'd actually take the D suit if it's available, as I would buy one elsewise.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)
z45719 wrote:
I'd actually take the D suit if it's available, as I would buy one elsewise.

Perfect. Yes, definitely use it since Lenny is not!


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:
GM Ewok wrote:

@Lenny, the level restrictions only apply to purchases. If you find something awesome during the campaign, it's all yours!

The credits include selling everything that isn't a consumable or something I remembered people picking up. AKA, the disintegration pistol, D-Suit, Gluon crystal, and some others, I did not auto-sell.

Doh! I forgot about the disintegrator pistol.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

What is the disintegrator pistol? I only have the core book.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

https://www.aonsrd.com/WeaponDisplay.aspx?ItemName=Liquidator&Family=Di sintegrator%20Pistol

Looks to be just an acid type small arm.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Did not realize there was a starfinder AON, thanks!

I'll be buying a new laser rifle and would take either that or the cryo pistol we found if no one wants them, in case we run into any more fire proof blue space dogs.

Kinda boring but my combat role seems to sit safely in the back and shoot, which is certainly a nice change.

Grand Lodge

Slides

Hey, nothing wrong with an artillery cannon! That seems to be all exocortex mechanics I've seen. But hey, you kick butt with skills!


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|
GM Ewok wrote:
Hey, nothing wrong with an artillery cannon! That seems to be all exocortex mechanics I've seen. But hey, you kick butt with skills!

Interesting choice of words, as I have been debating on picking up Heavy Weapons and investing in an Artillery laser.

Because bigger guns are more better, right?

The other option is technomancer dabbler and getting that extra 4d6 on one shot a day. Not finding too much else inspiring feat wise.

Grumble grumble, too much list building on Infinity and my unhealthy obsession with TAGs makes me want power armor, but that's much better suited for a soldier


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Updated. Had to do it by hand so I hope I did it all right, toddlers make things more difficult.

I added Technomantic Dabbler feat, bought the Corona laser, sold my spare armors (at 10%, yuck)


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Holy crap. I wasn't getting updates from gameplay anymore...


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Yeah, that happened to me with the discussion a while back

Grand Lodge

Slides

Uh-oh! This is probably a good time to mention that threads will go quiet after a few months of playing and just require you to post in them for them to start updating again.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Ugh buying equipment in Starfinder is so new and I have no idea what to go for in comparison to Pathfinder. And weapons are expensive for what seems like small jumps in damage.


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

I must admit I only skimmed through the section of ship building (since I mostly play SFS where that is not an option) so I would need to look through it again.

Generally though, I would definitely say to upgrade weapons: especially the turret and front. Otherwise, I guess we should retrofit to make up for shortfall among the crew.

Piloting: Davrin +16
Engineer: ?
Science Officer: ?
Captain: ?
Gunner 1: ?
Gunner 2: ?


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

I've got +17 computer and +14 engineering, though I believe Clank has better engineering. I also have +10 piloting in a pinch

IIRC our last combat out biggest issue was actually hitting with our guns, and Lenny's less persuasive pursuasive skills, so those might be areas to enhance if possible


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

I can always take over on the captain seat if he doesn't mind as I am at +13+1d6 for those.

Grand Lodge

Slides

Yepp, the issue was definitely gunnery bonuses before. I hadn't looked through the ship building before now either, take some time to check it out. Basically, you get to spend those 40 points however you want, and will get more at the end of this book. One nice thing: With starships you pay the difference in Build Points when you upgrade a system. So if you're replacing a gun/computer/whatever, subtract the BP cost of what you're removing.

I highly recommend checking out the ship computers. The expansion bays can also enable some neat things. (A medbay certainly would have helped against Void Death.)


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi's gunnery is not bad (+8) but not great, and it's the only role she's even halfway decent at. I'd like to keep her there if possible.

Also, I've found that the trick in Starship combat is to design a ship with a lot of guns and just have people sub into gunner roles until they're needed elsewhere. If four people are firing, even if their gunnery bonuses are so so, you're bound to land some attacks :)

In my experience, piloting is #1 to Max out, followed by gunnery, followed distantly by all the other roles that are pretty easy to succeed at.

I've done a whole bunch of ship designing in Starfinder, so I'm happy to do it for this game too. Though I won't be able to do that or finish my purchases until I get back home on Sat. Can we wait until then?


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Fine by me


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Pip, so as in putting like 4 guns on the turret that are not linked?

Forgot that Davrin would also make a good gunner (Dex build + piloting), of +10.

Grand Lodge

Slides

Sounds great! And yes, operatives often make better gunners than soldiers, silly enough. And three guns is still a usually great idea!


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg
_Davrin Emalon_ wrote:

Pip, so as in putting like 4 guns on the turret that are not linked?

Forgot that Davrin would also make a good gunner (Dex build + piloting), of +10.

The ideal would be to put them all in the turret, but adding the additional mounts ends up being way too expensive in terms of BP. Instead, I've had some success with the 'dreadnought' style. Two guns in the turret, two in one of the arcs, leave everything else empty or with only nominal weapons. Rely on good piloting and shield redistribution to keep your best arc forwards.

I think you're our best pilot by a lot, and since piloting is initiative, its super critical to get it as high as possible.

---
Here's the stats for a Tier 5 ship rebuild of the Sunrise Maiden:

The Stellar Drifter!

The main features of this ship are the three primary weapons (8d8 linked heavy lasers up front, 4d8 heavy laser in the turret, and 4d8 missile launcher in the turret), the Mk1 tetranode computer so that the pilot and all three potential gunners get a +1 to their roll, and the very generous shields (160 pts total). If we can assign two more people to guns beyond Pippimi, we should be good to smash through anything the AP might throw at us. :>


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

I certainly can try to gun with my +7 and let Clank handle the enginnering/science if needed.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

If you add a tab for starship skills, we could each enter our ability bonuses and keep track of who is good (or passable) at what. I say that knowing Lenny is the worst at literally all of the starship roles :P


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Yeah, but your checkboxes for Stellar Mode in your tag line still look like the 3 boobed woman in Total Recall, so I chuckle every time you post.

So you've got that going for you, which is nice

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lol. Well, I feel better now that I'm not the only one who thought that. You must really enjoy it when I reach "full photon mode".


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:
Pippimi wrote:

Here's the stats for a Tier 5 ship rebuild of the Sunrise Maiden:

The Stellar Drifter!

The main features of this ship are the three primary weapons (8d8 linked heavy lasers up front, 4d8 heavy laser in the turret, and 4d8 missile launcher in the turret), the Mk1 tetranode computer so that the pilot and all three potential gunners get a +1 to their roll, and the very generous shields (160 pts total). If we can assign two more people to guns beyond Pippimi, we should be good to smash through anything the AP might throw at us. :>

I'm a bit apprehensive about the average maneuverability. I find that turn 1 and turn 2 can make quite a big difference in terms of positioning, especially if we want to get the front arc weapons and shield to face the enemy. But I'll need to read the starship building section to see what trade offs there are.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Clank now has a +9 Gunnery, +13 Computers, and +14 Engineering. But can fill in wherever needed.

Grand Lodge

Slides
Clank Zappow! wrote:
Clank now has a +9 Gunnery...

Ha! Congrats, you've been upgraded to head gunner. (kidding of course, but entertaining nonetheless.)

Also, it looks like Maneouverability is only determined by your base ship. Which, oddly enough, appears to be alterable. So, that would be the way to do it. (Not sure how that actually works in real life, but I won't think too hard about it.)


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg
_Davrin Emalon_ wrote:
I'm a bit apprehensive about the average maneuverability. I find that turn 1 and turn 2 can make quite a big difference in terms of positioning, especially if we want to get the front arc weapons and shield to face the enemy. But I'll need to read the starship building section to see what trade offs there are.

Yep, maneuverability is based on base ship frame only. We can switch to a different frame to get better maneuverability, but the cost is that we'd need to spend more BP on upgrading weapon mounts and have to cut corners elsewhere. Its a pretty significant trade-off.

I can mock up a version with maneuverability (turn 1) and see what it looks like.

Grand Lodge

Slides

Not a bad idea! I'll give us another day to work on the ship, then move the story forward!

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Hi! Just a heads up, I'll be away this weekend on a camping trip from Saturday early morning until mid-day Sunday (US/Pacific time). I'll be unable to post while I'm out there, but able to resume Sunday afternoon (so really only 1.5d away). Feel free to bot me as necessary.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

OK, the ship has been changed into a frame that has Turn 1. The tradeoff is less ship HP, the forward laser battery is now two separate weapons (it got unlinked), and we don't have the missile launcher in the turret. Leaves us with 12d8 potential damage output with 3 gunners, rather than the 16d8 we had before. OTOH The ship also has a slightly better piloting mod, which will be nice (Davrin's total piloting bonus will be +18 including the ship's base piloting mod plus the computers bonus).

If we want to switch to more raw firepower later, we can switch it back around.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Suggested roles: (bonuses of +2 and +1 show what we're getting from the ship and its computer)

Piloting: Davrin +16 +2
Engineer/Science Officer: Zulu +14 / Zulu +17+2 (ie. Scan with a huge bonus in round 1, then Engineering after that)
Captain: Zoran +13+d6 on various useful skills
Gunner 1: Pippimi +8 +1
Gunner 2: Clank +9 +1 (take the turret?)
Gunner 3: Lenny +6 +1


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Looks good to me!

Not that we'll need to worry about space combat anyways, right GM :)

Grand Lodge

Slides

Right! There definitely aren't multiple space combats in this book! Nope! Not at all!

One thing I really like is that they let you shift your ship around at no penalty. Starship combat is so rare, it would be a bummer if you couldn't try different things.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

So you mentioned zero G equipment might be useful, but I can't find anything in the book for mag boots or hooks or manoeuvering jets (other than jet pack or jump jets).

Is there something like that?


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Was looking at hover field. It says it anchors you to a stable surface by creating its own gravity. Those seem to do the trick if you dont want to gain the ability to fly with a jetpack. (Plus it lets you not activate floor traps, cross water, etc.)

Found this as well:

https://www.aonsrd.com/Magitech.aspx?ItemName=Mk%201&Family=Gravitation al%20Harness

https://www.aonsrd.com/Magitech.aspx?ItemName=Mk%201&Family=Force%20Sol es


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

I hate that HeroLab doesn't have a flat rate purchase for Starfinder but I suppose that saves me money.

Made a PDF so I could better update and track this character. Got purchases done. Mainly the Hover Field armor upgrade for zero-g issues and a new weapon, Swagger Handcannon, since I never full-attack. Once I have the Cruel fusion on it I can Quick Dispiriting Taunt into the attack resulting in a sickened enemy. Also it sounds badass.

I hate the 10% sell back rate. >_>

Trying to get it all transferred to my character profile and tagline here. Should have it done tonight after I finish studying for a Japanese exam.

Grand Lodge

Slides

Sounds good, Zoran!

Zulu, there are Climbing Suckers in the core rulebook that give you a climb speed. I believe there is also an armor mod in Armory that gives you a climb or swim speed.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

With such a business minded crew I would imagine leading with something more neutral is fitting. That said I doubt Zoran minds getting more aggressive on the get go if anyone nudges him...but he tends to save it for when threatened.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Hey, avoiding fights and maybe making a few bones in business deals seems good to me! Zulu doesn't care either way, he has a new ship to play with


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Sorry but I would be on vacation from tomorrow for a week until the following Sunday. Please bot where necessary. I have botting instructions on his profile page.

Grand Lodge

Slides

Sounds good! Have fun!

Speaking of vacations, I will be gone Saturday-Saturday (June 22nd-June 29th) this upcoming week and will not have any internet. So, we'll all get a little break during that time!

Also, I will be involved in a friend's wedding and wedding prep in early July and probably won't be posting much, if at all, between July 5-7 and July 13-16. But after that I should be home and posting for the rest of the summer!

551 to 600 of 1,289 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [SF] Incident at Absalom Station - GM Ewok Discussion All Messageboards

Want to post a reply? Sign in.