[SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (21 AUG 2017) - Table 1 (Inactive)

Game Master Jason Lillis

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Yup, villain. :)

The enemy ship appears to get a boost of speed, and mounts a wide turn to point it's main cannon in your direction.

Endless Threnody Captain(Taunt, Loreseeker, Gunnery Phase) vs. DC 15: 1d20 + 7 ⇒ (15) + 7 = 22
1d4 ⇒ 4

Exegara pops back up onscreen to respond: "Ha! Like your little shuttle there could do anything to us. Did your daddies buy it for you? It looks like it shoots water instead of lasers!"

DC for your ship is 19 (Tier 1), and the Threnody got a 22 on their check. You'll take a -2 to checks during the Gunnery phase for 4 rounds.

Obozaya has no problem tagging the Threnody with your turret. A solid hit! It appears that their shields are down, and they have taken the blow to the front of their vessel. The undead ship responds by firing a heavy laser mounted on its prow, though the shot appears to be out of range...
Endless Threnody Gunner: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
...but their laser blast goes wide.

ROUND 2!
Engineering Phase is first. Quig is up!
Second is the Helm Phase. Iseph will make a piloting check and maneuver the ship.
Third is the Gunnery Phase. Depending on your position, Obozaya will get to fire the appropriate weapon(s).
Blu, jump in wherever you like.

Endless Threnody Checks for Round 2:

Threnody Engineering Check (Divert to Weapons) 1d20 + 11 ⇒ (1) + 11 = 12 vs DC 14
Threnody Piloting Check 1d20 + 8 ⇒ (12) + 8 = 20
Threnody Science Officer (Target System: Life Support)1d20 + 7 ⇒ (10) + 7 = 17 vs. DC 17
Threnody Captain (Demand: Gunner 1)1d20 + 7 ⇒ (1) + 7 = 8 vs. DC 17.
Threnody Gunnery Check 1d20 + 7 ⇒ (12) + 7 = 19
If a hit via front arc: Heavy Laser: 4d8 ⇒ (8, 2, 4, 3) = 17
If a hit via side arc: Light Laser: 2d4 ⇒ (1, 4) = 5


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

I'm assuming the taunt affects my rolls as well

"Yes, I'm certain. I hate them."
Pilot: 1d20 + 10 + 1 - 2 ⇒ (12) + 10 + 1 - 2 = 21

I'll see what maneuvers to do after I see what Quig gives me to work with

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

taunt only works during the declared phase. So our gunnery

diplomacy, encouragement, gunnery: 1d20 + 7 ⇒ (14) + 7 = 21

"you got this," Blu said to 'Zaya, knowing no more was needed to help the Vesk with her task.

woooo! That +2 to gunnery will help negate some of the debuff


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"Man, they're pretty friggin' rude," Quig's voice says, drifting up from the comm. "'Zaya, I'm gonna give you some extra juice. Blast 'em, please!"

Figuring that if they keep at a distance they can just pepper the enemy ship with their coilgun while avoiding the foe's lasers, Quig lets the engines die down to their normal operation level and diverts some of that power to the weapons systems. While giggling.

This round, any 1s rolled on weapon damage dice are treated as 2s!

EDIT: Forgot to actually make the check... Engineering DC 14: 1d20 + 10 ⇒ (10) + 10 = 20


Threnody moves first, then the Loreseeker.

The undead ship maneuvers forward, then makes a turn and advances just a bit more. It looks like they are hoping to keep you in an arc for their foreward heavy laser.

Iseph is up to maneuver the Loreseeker. I'm going to indicate the forward firing arc for each ship, to better help visualize where you might want to position the ship in combat.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Iseph performs a slide maneuver to try to stay in the enemy's blind spot.
I think I did this correctly.

1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26

"Fire!


Close! A slide would actually go along the facing hex, not the line (that's more for firing arcs). Check out the page of stunts here as a reminder.. You definitely have enough move to get to the blind spot behind the ship if you slide 4 and then move straight forward 6. I'll put you there - it keeps you behind them, and lets you use your port-side laser cannon.

Your much more maneuverable ship zips past the Threnody, keeping you out of their firing capabilities for the time being, and opening their stern to a salvo from both your turret and your cannon.

Obozaya, two shots to you! +2 from Blu and your 1's on damage rolls get converted to 2's from Quig.


Obozaya grin as they get into position to cover the enemy with multiple weapons at once. She brings the port laser cannon online, and targets it with one hand while continuing to fire the coil gun in the turret with her other hand.

-4 for shooting both, -2 from enemy, +2 from captain
Laser Cannon: 1d20 + 4 + 2 + 2 - 4 - 2 ⇒ (9) + 4 + 2 + 2 - 4 - 2 = 11
Laser Damage: 2d4 ⇒ (2, 1) = 3 becomes 4 damage

Coil Gun: 1d20 + 4 + 2 + 2 - 4 - 2 ⇒ (15) + 4 + 2 + 2 - 4 - 2 = 17
Goil Gun Damage: 4d4 ⇒ (1, 4, 3, 1) = 9 becomes 11 damage


Exegara shifts uncomfortably, then slowly raises her hands, points to the inside of her cloak, and pulls out a small data pad. She taps on it a few times, then hands it over to Obozaya. "There - the coordinates are there." You can easily copy the information to your own data pad or commit them to memory. She seems somewhat shrunken now, less certain of what to do next. "Well, what now? You have the means to find my ship, and can get the coordinates for your ship in any way you like. Will you let me go?"


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

"I am hesitant to release someone who clearly means us ill and has betrayed us already. But I do not wish to obliterate a fallen foe. I would vote to disable their ship and be on our way."

She turns to the others. "What say you?"


Please ignore my last post - this was meant for Table 2, not your table. Mea culpa! Results incoming soon.


The coil gun and the light laser cannon both land solid hits! The other ship, lacking a rear facing weapon, can't get a lock on you to fire. If you could hear comms from the other ship right now, you would expect a barrage of profanity.

Endless Threnody: -22 HP off total
Lorekeeper: 55 HP

GM Screen: Endless Threnody Checks:

Damaged System: 1d100 ⇒ 93 > Power Core
Threnody Captain (Demand: Engineer): 1d20 + 7 ⇒ (8) + 7 = 15
Threnody Engineering Check (Patch System: Power Core): 1d20 + 11 ⇒ (17) + 11 = 28
Threnody Piloting Check: 1d20 + 8 ⇒ (4) + 8 = 12
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (14) + 7 = 21
Threnody Gunnery Check: 1d20 + 7 ⇒ (11) + 7 = 18
If a hit via front arc: Heavy Laser: 4d8 ⇒ (5, 5, 2, 3) = 15
If a hit via side arc: Light Laser: 2d4 ⇒ (3, 2) = 5

Round 3!
The Endless Threnody got a 12 on its piloting check.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

ah, sorry for my previous post then :)

Piloting: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
oh good. Your move Threnody


1d20 + 8 ⇒ (15) + 8 = 23

You see the other ship burn it's thrusters, then cut them suddenly and flip end over end! It's nose is pointed at you now, and they are trying to bring their large forward cannon to bear on you.

Iseph, your move, though Quig also needs to pick Engineering or Science Officer. If any of you want to ask for a check from Blu to see if you get a bonus to your check, go ahead and claim it and roll for him with your roll. Otherwise I'll have him try to encourage Obozaya for the gunnery check.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

GM: can you position the Threnody? I'm trying to figure out my options. We have a pretty good turning radius so I think I can still just fly around to her side again and avoid the main gun. Thanks


Oops! Done.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

thanks. Okay, can you check the lines I drew on the map? I think I can just pilot almost to directly behind them (still in arc of port side laser) without even making a piloting check but with our speed of 8 and maneuverability of 1. And if Quig can give us a boost, we can actually get behind them.
"Tricky buggers! Quig, I might need an engine boost!"


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Quig's voice crackles over the comms. "You got it, Iseph!"

Engineering DC 14: 1d20 + 10 ⇒ (7) + 10 = 17

Once again, the engines flare to life!


Post
Quits engine boost gets you out of the Endless Threnody's port firing arc, and still keeps your port weapon free to fire!

BlueBOT taps furiously at a nearby panel, assisting with the targeting solution for your new position...
Diplomacy, Encouragement, Gunnery vs. DC 10: 1d20 + 8 ⇒ (15) + 8 = 23
...providing additional support for Obozaya's next attack!

(+2 to Gunnery Check!)


Obozaya takes a moment to honestly admire his compatriots complimentary skills. They sure are useful, despite their relative frailty. Furthermore, without them being good at the very things that 'Zaya herself disdains, their little ship wouldn't be handing out such an impressive beating upon the much bigger corpse fleet ship. And Obozaya loves kicking butt. So, in the spirit of cooperation and harmony, she liberally applies (loosely translated from her own tongue) "moar dakka."

-4 for shooting both, -2 for taunt, +2 from captain
Laser Cannon: 1d20 + 4 + 2 + 2 - 4 - 2 ⇒ (2) + 4 + 2 + 2 - 4 - 2 = 4
Laser Cannon Damage: 2d4 ⇒ (1, 4) = 5

Coil Gun: 1d20 + 4 + 2 + 2 - 4 - 2 ⇒ (17) + 4 + 2 + 2 - 4 - 2 = 19
Coil Gun Damage: 4d4 ⇒ (3, 2, 1, 1) = 7


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

perhaps the captain could offer the Threnody terms for their surrender. We can either continue this dance til they are dead and reclaim the knowledge we seek from their wreckage, or they can give us the information we seek now, and we might allow them to retreat


BluBOT offers terms to them, but the response is only static. Your captain then offers to assist with gunnery. "It will give Obozaya a chance to focus on our more powerful turret, and not be distracted by the smaller lasers! (Realized that this would take away the -4 to hit from firing multiple weapons!)

Endless Threnody (Round 4):

Engineering
Threnody Engineering Check (Divert: Engines) vs. DC 14: 1d20 + 11 ⇒ (1) + 11 = 12

Helm
Threnody Piloting Check: 1d20 + 8 ⇒ (3) + 8 = 11
Threnody Captain (Demand: Science Officer) vs. DC 19: 1d20 + 7 ⇒ (2) + 7 = 9
Threnody Science Officer (Target System: Life Support) vs. DC 17: 1d20 + 7 ⇒ (12) + 7 = 19

Gunnery
Threnody Gunnery Check vs. AC 13: 1d20 + 7 ⇒ (18) + 7 = 25
If a hit via front arc: 4d8 ⇒ (5, 6, 1, 5) = 17
If a hit via side arc: 2d4 ⇒ (3, 3) = 6

Their piloting check is an 11! Round 4 is up now.

Blu MariaBOT's Gunnery Check (Light Laser Cannon): 1d20 + 5 + 1 + 2 - 2 ⇒ (12) + 5 + 1 + 2 - 2 = 18


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Iseph snorts. "Their funeral."

Piloting: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13

Threnody's move


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"Doo-bee-doo-doo...doo-bee-dee-dee-doo..." Quig's tuneless humming drifts up from the comm link,

Engineering Check DC 14: 1d20 + 10 ⇒ (1) + 10 = 11

"Man, this is dull," Quig mutters down below as he keeps an eye on the energy running to the engines. Except that he's really fiddling around with something in Scout's guts. "Have we even been hit yet? Turns out dead people are lousy frickin' marksmen..."

A buzzing, blaring siren goes off behind his head. "Uh...that's probably not supposed to happen."


Threnody Piloting Check vs. DC 14: 1d20 + 8 ⇒ (5) + 8 = 13

In a desperate attempt to keep you in a firing solution, the Endless Threnody tries to use its forward thrusters to back off and get behind you, but the pilot just isn't able to time the thrusters right, and their ships only gets marginally closer to you.

Iseph can move, then Obozaya can take a shot and roll damage for Blu's attack. Sorry this is somewhat anticlimactic - they have a bucket of hit points, but lacking a rear weapon makes them just kinda meh as an opponent.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

well, if they did have rear guns, I'd just be maneuvering my ass off to stay in their weakest attack arc anyway :)

Seeing the Threnody flounder, but wary in case it's a trap, Iseph pulls the ship into a simple loop, putting a little distance between our ship and theirs.

"Fire at will," she says into the comm.


Obozaya can't help but feel a little disappointed when Blu takes over firing the laser cannon. Not that she can blame him for wanting to get in on the superb blasting action. Nor because she doesn't actually have an easier time of it focusing on one weapon at a time. Mostly it's just that she likes to shoot as much as possible, and doesn't like to share at the best of times. The result, unfortunately, is that she spends too much concentration glowering at the captain, rather than focusing on aiming the one gun she still has control over.

Coil Gun: 1d20 + 4 + 2 - 2 ⇒ (2) + 4 + 2 - 2 = 6

Laser Cannon Damage: 2d4 ⇒ (4, 3) = 7


The forward laser slams home a solid hit!

Threnody Piloting Check (Round 5): 1d20 + 8 ⇒ (12) + 8 = 20

Endless Threnody (Round 5):

Engineering
Threnody Engineering Check (Divert: Engines): 1d20 + 11 ⇒ (20) + 11 = 31

Helm
Threnody Piloting Check: 1d20 + 8 ⇒ (10) + 8 = 18
Threnody Captain (Encourage: Gunnery, Aid Another) vs. DC 10: 1d20 + 6 ⇒ (7) + 6 = 13
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (18) + 7 = 25

Gunnery
Threnody Gunnery Check: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
If a hit via front arc: 4d8 ⇒ (2, 6, 1, 7) = 16
If a hit via side arc: 2d4 ⇒ (1, 3) = 4

The enemy ship seems somewhat more prepared for its next maneuver, as their engines flare to life again!

Quig's up first - then Iseph can try and beat a 20 to get the better piloting maneuver before gunnery tries to fire on the enemy!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Pilot: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
well, our luck couldn't hold out forever... can Capt Blu do that Demand action to add +4?

"Quig, you may want to juice the weapons while you have the chance. I gotta funny feeling you'll be doing repairs in the near future."

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

i'll try, gonna be tough cause stupid me didn't put a rank in intimidate.

"Carefull, pull to much and you'll expose our flank to these bastards. Go easier on the controls and keep behind the b&~@#," Blu said with frustration in his voice as he moved back to the captain's chair. Once seated his eyes never wavered from the battle.

intimidate DC 19?: 1d20 + 3 ⇒ (7) + 3 = 10

and that went about as well as i thought. But i woulda failed even if i was trained so... silver linning?


Good try! Quig, go ahead and take your action, then we'll resolve movement and gunnery.


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Quig's voice floats in from the comm. "Uh, juice the weapons, sure thing, righty-o, toodle pip and what-not." *bang*

Engineering DC 14: 1d20 + 10 ⇒ (4) + 10 = 14

In the engine room, Quig is furiously smacking things with his wrench. "STOP. BEEPING!" The alarm suddenly dies. "Oh, that's better. Now, let's see...weapons...a-go!"

All damage dice that roll 1s treated as 2s, this round only!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Iseph throws the jets into reverse, slowing their forward momentum and pulling back to try to keep the Threnody dead ahead.

Pilot(Back Off DC12): 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17

"Anytime you want to blow them up, 'zaya."


The enemy ship hits port thrusters and turns in place to face the [i]Loreseeker]/i]!

----

Gunnery

Their front cannon opens up with a massive laser blast. (16 points of damage, negating your front shield and reducing your ship's HP by 6).

[ooc]Obozaya's shots will resolve the round!


Obozaya grits her fangs as the ship shudders around her from the blast. Focusing her concentration as best she can, she yanks control of the laser cannon back from Blu and fires all of the weapons that can conceivably hit the enemy.

Laser Cannon: 1d20 + 4 + 2 - 4 ⇒ (4) + 4 + 2 - 4 = 6
Laser Cannon Damage: 2d4 ⇒ (2, 3) = 5

Coil Gun: 1d20 + 4 + 2 - 4 ⇒ (8) + 4 + 2 - 4 = 10
Coil Gun Damage: 4d4 ⇒ (3, 3, 4, 3) = 13


Obozaya's hasty attack just misses the Endless Threnody, and you are facing down the enemy's fearsome foreward cannon.

Blu, just a heads up that the Encouragement action works like Aid Another. If you beat at DC 10, then you can give someone a +2.

Loreseeker Condition:

HP: 49/55
Fore Shields: 0/10
Port Shields: 10/10
Starb. Shields: 10/10
Aft Shields: 10/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 65/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Power Core (Glitching)

Endless Threnody Piloting Check: 1d20 + 8 ⇒ (11) + 8 = 19 vs. Iseph's piloting check for movement.

Endless Threnody Ship Checks(Round 6):

Engineering
Threnody Engineering Check (Divert: Weapons): 1d20 + 11 ⇒ (11) + 11 = 22

Helm
Threnody Piloting Check: 1d20 + 8 ⇒ (11) + 8 = 19
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (8) + 6 = 14
Threnody Science Officer (Target System: Life Support): 1d20 + 7 ⇒ (5) + 7 = 12

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (4) + 7 = 11
If a hit via front arc: 4d8 ⇒ (6, 3, 2, 7) = 18
If a hit via side arc: 2d4 ⇒ (3, 1) = 4


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Piloting: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
man, I feel like A LOT rides on this whole initial piloting check


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

An alarm starts blaring as the forward shield is crippled. Then Quig feels the impact of the blast. "Whoa! Now that's no good baby, no good at all. Hold it together now, you sweet sweet flyin' hunk of...uh...I mean...wonderful ship!"

Engineering DC 14 to restore the shield: 1d20 + 10 ⇒ (4) + 10 = 14

Quig just barely makes the connections in time, and the shield hums back to life. He exhales a brief sigh of relief.

So if I understand this right, I get to restore 7 shield points. I'm not sure but I'm assuming that 10 is the max for each shield quadrant, in which case they all go to the forward shield?


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Pilot(Evade): 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 +2 AC/TL

"You may wish to hang on tight." Iseph flips a few switches and corkscrews the ship off to the port side of the Threnody. "I do not want that forward cannon to hit us again."

having a bit of trouble positioning the ship, but basically I'm flying very close to where their current port side is. They don't get AoO unless you go through their hex, right? If I'm wrong on that, I will reposition


Yep - forward shields are back up to 7, especially since any excess Shield Points get put in the foreward quarter!

Sorry for the map-movement issues. If the firing arcs aren't that helpful anyway, I'll pull them out.

The Corpse Fleet vessel turns in place again, and evasive maneuvers are just sufficient to keep their massive forward cannon from striking you! You're pretty sure that if the vacuum space didn't prevent the movement of sound, you'd hear some fairly angry undead voices across that void.

Blu and Obozaya get to take their actions next!


'Zaya is starting to get frustrated by her sudden inability to shoot straight. She defaults to blaming all the maneuvering around in circles. The alien phrase 'centripetal force' echoes around her brain without invitation or context, only making her madder. As usual, the Vesk mercenary takes out her frustration by shooting big guns at big enemies.

Laser Cannon: 1d20 + 4 + 2 - 4 ⇒ (12) + 4 + 2 - 4 = 14
Laser Cannon Damage: 2d4 ⇒ (2, 1) = 3

Coil Gun: 1d20 + 4 + 2 - 4 ⇒ (11) + 4 + 2 - 4 = 13
Coil Gun Damage: 4d4 ⇒ (4, 2, 2, 2) = 10

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

encouragment, pilot evade: 1d20 + 5 ⇒ (4) + 5 = 9

Blu watches the screen, waiting to tell Iseph when the best time to initiate the maneuver would be, but perhaps waited a moment too long.


Obozaya's frustration works to your advantage, and both weapons find their targets! 1d100 ⇒ 20

Exegara's voice crackles over your speakers, full of rage, crying "Bah, you stupid Starfinders! WE WILL DESTROY YOU!!!"

Loreseeker Condition:

HP: 49/55
Fore Shields: 7/10
Port Shields: 10/10
Starb. Shields: 10/10
Aft Shields: 10/10
Damaged systems: None

Endless Threnody Condition (No peeking):

HP: 52/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems: Power Core (Glitching), Sensors (Glitching)

- - - - - - - - - -

Endless Threnody Piloting Check: 1d20 + 8 ⇒ (19) + 8 = 27 vs. Iseph's piloting check

Endless Threnody Ship Checks(Round #):

Engineering
Threnody Engineering Check (Divert: Weapons): 1d20 + 11 ⇒ (14) + 11 = 25

Helm
Threnody Piloting Check: 1d20 + 8 ⇒ (9) + 8 = 17
Threnody Captain (Encouragement: Gunnery): 1d20 + 6 ⇒ (8) + 6 = 14
Threnody Science Officer (Target System: Life Support): 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9

Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (17) + 7 = 24
If a hit via front arc: 4d8 ⇒ (2, 4, 1, 3) = 10 +1 for boosted weapons
If a hit via side arc: 2d4 ⇒ (1, 2) = 3

Post your actions for Round 7!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 well, that was a tough one to beat anyway

"I can't wait to wipe the smirk off that jerk's face."

focus on the weapons guys, use the +1's


Yep, just about max!


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"Alright, with the shields back up...mostly...let's try and make things toasty, eh?" Quig whistles as his little fingers dance over the controls.

Weapons boost: 1d20 + 10 ⇒ (15) + 10 = 25

He leans back, smirking. Talking into the comm, he says. "'Zaya, sending some excess power you way...now." He taps a button.

There's a whine as the weapons heat up...and all of the lights in Quig's deck power down. "Oooooohhhhh. Riiiiiight."

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

encouragement, gunnery: 1d20 + 7 ⇒ (11) + 7 = 18

"Lets end this," Blu says to 'zaya seeing the threnody flounder about as it tries to react in time to the lore finder


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

no fancy maneuvers, just trying to keep our front deflectors away from them


The Threnody moves to pursue, and lands a massive blast on your port shield arc! (11 points of damage.) The laser burns out the shield on that side of your ship, and scores some minor damage across your hull.

Obozaya, your turret is in range, but your port cannon will take a -2 penalty for being just beyond the first range increment. You can also use one of the free +1 for this round that I described in the Discussion thread from the update to the module.

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Community / Forums / Online Campaigns / Play-by-Post / [SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (21 AUG 2017) - Gameplay All Messageboards

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