[SFS] SFS104 Cries from the Drift (Inactive)

Game Master Kludde

Opening Crawl

Maps and handouts


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Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Ahh ok GM, last combat the GM did the pilot roll off to see who went first - 1d20 + 11 ⇒ (6) + 11 = 17 - Enemy is first to move :)

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn slides into the gunner's seat, and fires up the targeting systems. Wordlessly he scans the target before unleashing hell.

Gunnery phase (Shoot): 1d20 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8
I assume the bonus from the ship is +1.

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

Sebrir taunts the enemy ship over the comms.
"You're full of Skittermander dung!"
Bluff: 1d20 + 8 ⇒ (8) + 8 = 16

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Since our turret only has missiles...and we only have 5 of those and they have a speed of 12 and need a new to hit every round until they reach the enemy..I suggest not firing those until we get close enough to hit them in the same round we fire them....but I think the enemy ship moves enough forward that if we move forward as well we should be within that reach

Rocket heads for the turret and sits down readying himself for action.

As soon as the enemy ship shows up in the big target circle on his screen he punches the big red button and yells over the comms

"Missile away!"

To hit enemy TL: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 (using one of the floating +1's)
Damage if hit: 4d8 ⇒ (2, 5, 4, 1) = 12

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Rocket I assume we're going to close distance in the piloting phase, I'm just waiting to see where they end up so I can work out whats going to be the best move

Dataphiles

HP 9/9, Sta 6/6, res 5/5; EAC 13, KAC 14, ACvsCM 22; fort 1, refl 2, will 2; bab 0, melee 0, ranged 2, thrown 0; spells 0-4, 1-0/3 | android scholar technomage / 1 | -702
skills:
acro 7, bluff -1, computers 8, diplo -1, engineering 8, intim -1, mysticism 4, perc 1, phys sci 9, pilot 6, prof: it 8, sm -2, stealth 2

Glitch will use the Drake's sensors to target the enemy more effectively.

not exactly sure what you want her to enhance targeting ON... so a little input would be helpful


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I'm fine with rolling the pilot roll if you prefer. It would give the pilot somewhat little to do. +11 as modifier?

Harec diverts power to the science station, which glitch uses to target the enemy. Viper manages to close the gap to the honorbound, while Rocket draws first blood by shooting off his missile. Sebrir tries to intimidate the enemy crew, but his honorless word come out with poor timing. Mok fires the guns, but a sudden sideway rock of the ships throws his aim off. The missile impacts the honorbound, and the front shield collapse with a crackle, and minor debris is floating of the bow.

The enemy ship closes in, and two shots are fired from the flak guns and turret of the honorbound, impacted the Drake's shields with a bright flash.

Enemy rolls:

Captain: 1d20 + 10 ⇒ (10) + 10 = 20
Engineer: 1d20 + 5 ⇒ (1) + 5 = 6
Gunner: 1d20 + 6 ⇒ (15) + 6 = 212d4 ⇒ (2, 1) = 3
Gunner: 1d20 + 6 ⇒ (20) + 6 = 263d4 ⇒ (2, 2, 1) = 5
Science: 1d20 + 5 ⇒ (19) + 5 = 24

Pilot rolls:
Pilot HB: 1d20 + 5 ⇒ (15) + 5 = 20
Viper: 1d20 + 11 ⇒ (8) + 11 = 19
Viper moves first.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (7/10/10/15)
---
Enemy status
Minor damage (2)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir

---

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Harec wipes a small trickle of sweet from his brow. Wow I'm frightened but excited at the same time! Diverting power to the guns! Harec announces over the com. engineering: 1d20 + 7 ⇒ (19) + 7 = 26

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

I had to look up what diverting power to the guns does; If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. Which is nice, but since we seem to have lost our forward shielding..could someone try to divert some of our back shields (which we won't be using if they stick to honest combat and not attack our rear) to the front?

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket goes "Bawhahawa" as the missile he fired hits the enemy vessel dead on. He then tries to get the enemy within his targeting cross hairs once more before hitting the big red firing button once more and watches the missile take of in the direction of the enemy.

To hit enemy TL: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 (Using one of the floating +1's
Damage if hit: 4d8 ⇒ (5, 2, 1, 2) = 10
So with the divert of power that's 11 damage, if the enemy stays within 12 squares of us..otherwise another attack roll next round

Missiles used: 2 out of 5

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)
DM Kludde wrote:
I'm fine with rolling the pilot roll if you prefer. It would give the pilot somewhat little to do. +11 as modifier?

I figured if the GM rolls initiative/pilot checks that makes better sense, because then the pilot knows it's time to move straight away (either first, or in response) and no one has to wait around - it's pretty much just party initiative :)

Pilot still has to make their roll for stunts etc - so plenty to do still

Viper hits the thrusters, shooting the Drake forward - but sliding it around a little to throw off the enemy aim.
Pilot Evade 1d20 + 11 ⇒ (14) + 11 = 25 PASS

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

re-aligning the shields is a science officer job...I can aid their roll next turn but honestly I suggested the put 70% of the shields foward before combat began. This falls squarely under not my job. Here's what I posted yesterday.

Harec wrote:
just a thought since we're mostly to have a head on battle, shouldn't the science officer re-calibrate the shields to something like 70% forward-10% port-10% starboard-10% aft? : Perhaps the first round is better spent on a scan? Maybe Engineering can change the power boost to the scanners then?...My second round in engineering I will send power to the guns unless someone objects..

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Yeah, an engineer can restore shields not shift them around..but you already boosted weapons..so I figured it would be nice if someone else could shift shields around. Also I wasn't saying it's your job, just thinking it's nice to have shields in place so we don't take hull damage

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn growls as his shot goes wide, and he angrily thumps the console. Re-aligning the targeting computer, he fires another shot.

Gunnery phase, Trinode: 1d20 + 1 + 1 + 1 ⇒ (15) + 1 + 1 + 1 = 18
What is the damage roll for the weapon?

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

Sebrir tries again to throw off the enemy pilot.
"You couldn't drive that ship through your own mother's huge nether regions, you useless dungheap!"
Bluff: 1d20 + 8 ⇒ (7) + 8 = 15

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Coilgun damage: 4d4 ⇒ (3, 4, 4, 2) = 13


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Harec diverts power to guns, while Sebrir attempts to throw the enemy off-guard - but the Vesk are way too staunch to be affected. Viper does her best to evade the shots of the Vesk vessel, while Rocket fires another... rocket.

Glitch is up!

Diplo: 1d20 + 10 ⇒ (15) + 10 = 25
Engineer: 1d20 + 5 ⇒ (15) + 5 = 20

The enemy ship manages to restore some shields, but Rocket's missile immediately knocks those out again, and burns its way into the bow.

Gunner still to fire, awaiting Glitch's action

---
Ship status:
All Shields fully functional, front shields hit: BPSA (7/10/10/15)
---
Enemy status
Minor damage (6)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir
---

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
DM Kludde wrote:

Harec diverts power to guns, while Sebrir attempts to throw the enemy off-guard - but the Vesk are way too staunch to be affected. Viper does her best to evade the shots of the Vesk vessel, while Rocket fires another... rocket.

Glitch is up!

[dice=Diplo]1d20+10
[dice=Engineer]1d20+5

The enemy ship manages to restore some shields, but Rocket's missile immediately knocks those out again, and burns its way into the bow.

Gunner still to fire, awaiting Glitch's action

---
Ship status:
All Shields fully functional, front shields hit: BPSA (7/10/10/15)
---
Enemy status
Minor damage (6)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir
---

GM I think Glitch gave permission to bot her on the discussion thread. seems she is having a tough time with the fires in Southern Cal.


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Can one of you make an action for Glitch, please?

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Glitch takes as good an aim as possible then sends off a shot!

Attack 1d20 + 2 ⇒ (13) + 2 = 15


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Glitch's shot of the coilgun somehow manages to hit the aft gun as the honor tries to gain altitude

4d4 ⇒ (2, 4, 2, 4) = 12
Crit: 1d100 ⇒ 341d4 ⇒ 2

The honorbound returns fire, and scores a few minor hits. They are enough to collapse the front shield and damage the port waste exhaust.

Guns: 1d20 + 6 ⇒ (10) + 6 = 163d4 ⇒ (3, 1, 1) = 5
Guns: 1d20 + 6 ⇒ (11) + 6 = 172d4 ⇒ (2, 3) = 5

Hah! Good shot, but you've only hit our aft gun. I'm sure we can turn this around! The Vesk captain bellows on the comms.

Pilot
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 11 ⇒ (11) + 11 = 22

The honorbound navigates past the asteroids, turning its crosshairs on the Drake.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (0/10/10/15)
Minor damage (3)
---
Enemy status
Material damage (18)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir

---

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Does that include the damage from my shot?

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Shelldrake laughs "Nice move", she then throws the thrusters into reverse...

Pilot 'Back off' 1d20 + 11 ⇒ (13) + 11 = 24

The Drake backs up keeping its forward arc on the foe, but staying out of theirs.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Yes, your shot also took out some of the (restored) shields, that's why the hull damage is lower that you might expect

Viper redirects some of the thruster, slamming back the Drake violently and tangling up the fuzzy dice with the choke control.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (0/10/10/15)
Minor damage (3)
---
Enemy status
Material damage (18)
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch

Viper
Sebrir
---

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

OK plain and simple we need someone (glitch probably) to attempt a shield balance this round. (i'd run up to science and do it myself but I've no ranks in computers) The DC will be 19 and she can shift 11 of the 15 shield points from the rear shields to the forward shields. Because I go first I wanna ask the captain in character what he'd prefer me to do (talking to you Sebrir) Divert power to science (giving Glitch a +2 bonus on the DC 19 roll required to Balance the shields) Or draw power from the core and restore 6 shield points (but only 3 points go to the front shields.) either way it's a DC 14 roll for me so I'll make this post. I'll ask Sebrir what is the captain's command in this post and consider his wishes fulfilled if I meet the DC:14 pre-requisite.

Harec felt the last blast from the Vesk ship rock his Drake class vessel. In desperation and not knowing what to do next he slams his hand down on the com button and yells perhaps a bit to harshly, Captain Feebringer, time to stop playing nursery games with the Vesk! What are your orders? Should I divert power to the science station or shields!? Harec lets go of the com button before mentioning to his red-shirt wearing friend Joubab.. I think the captain has watched too many movies! engineering divert power: 1d20 + 7 ⇒ (11) + 7 = 18

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

”Get those shields up, I can try keep us out of arc from their frontal weapons, but shields are an essential plan b!”

Wayfinders RPG Superstar 2014 Top 16

"Glitch, work on those shields NOW!" Sebrir bellows into the comms, sounding annoyed at his failed attempts to throw off the Vesk captain.
Intimidate to help push Glitch to perform a shield balance.
Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19

Dataphiles

HP 9/9, Sta 6/6, res 5/5; EAC 13, KAC 14, ACvsCM 22; fort 1, refl 2, will 2; bab 0, melee 0, ranged 2, thrown 0; spells 0-4, 1-0/3 | android scholar technomage / 1 | -702
skills:
acro 7, bluff -1, computers 8, diplo -1, engineering 8, intim -1, mysticism 4, perc 1, phys sci 9, pilot 6, prof: it 8, sm -2, stealth 2

sorry for my absence... power is back on steadily and the fires have been held back for now

computers roll to divert shield power to the forward shields: 1d20 + 8 ⇒ (18) + 8 = 26

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

(OK from what I can figure, our shields should look like this 14/11/11/5 going in to this round after Glitch re-balanced the rear shields to the forward shields and I drew power from the core to restore some of the shields.)


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Could you help me out a bit and mention 'pass' or 'fail' after your actions, as well as a general effect (e.g. +7 to forward shield). That would save me a lot of lookup time, as I'm still adjusting to the new DCs.

DCs for Balance and Diver are 13

Harec finds some auxiliary power to the shields. It comes at the cost of the fasten-seatbelt sign (and no smoking sign), but that's the price you pay. Glitch does the logical thing and divert shields to the forward quadrant, with Sebrir egging the two of them on.

---
Ship status:
All Shields fully functional, front shields hit: BPSA (22/10/10/0)
Minor damage (3)
---
Enemy status
Material damage (18)
Shields (10/0/0/0)
----
Harec
Rocket
Mok

Glitch
Viper
Sebrir
---

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn grunts as his second shot connects with the enemy ship. Feeling a bit more confident, he flicks the selector switch once again and pulls the trigger.

Gunnery phase, attack: 1d20 + 1 + 1 + 1 ⇒ (18) + 1 + 1 + 1 = 21
Damage: 4d4 ⇒ (2, 4, 4, 3) = 13

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket grins as he presses the big red fire button once more

to hit TL: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Using one of the floating +1's
Damage if hit: 4d8 ⇒ (1, 4, 4, 5) = 14

Missiles used 3/5

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
Harec wrote:

Could you help me out a bit and mention 'pass' or 'fail' after your actions, as well as a general effect (e.g. +7 to forward shield). That would save me a lot of lookup time, as I'm still adjusting to the new DCs.

DCs for Balance and Diver are 13

The Drake is tier 2 ( in this scenario) so the DC for diverting power = DC:10+2x2=14 | to Balance shields it's DC:15+2x2 (again) = 19 / these numbers come strait off the google handouts you provided GM. In the future I'll let you know if i passed or failed an DC sorry bout that..


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Wasn't meant as a complaint, just something that could make my posts easier and more accurate

On a (very important) side note: The DCs for starship combat have been updated (link)

Most DCs are now a lot lower: many of them are 10+ 1.5 X tier = 13 or 15 + 1.5 X tier = 18

Space combat cheatsheet (link)

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
DM Kludde wrote:

Wasn't meant as a complaint, just something that could make my posts easier and more accurate

On a (very important) side note: The DCs for starship combat have been updated (link)

Most DCs are now a lot lower: many of them are 10+ 1.5 X tier = 13 or 15 + 1.5 X tier = 18

Space combat cheatsheet (link)

Great thx for the link! very helpful pdf file!


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Diplo: 1d20 + 10 ⇒ (9) + 10 = 19
Engineer: 1d20 + 5 ⇒ (1) + 5 = 6

The front shields of the Honorbound briefly flicker, but don't seems to be restored to power. The lapse give Mok the chance to damage the front-side of the enemy ship quite badly, and an explosion can be seen from the frontmost gun.

crit: 1d100 ⇒ 561d4 ⇒ 1

The Honorbound only manages to bring a turret to bear, which fires a sharp laser blast, in its entirety absorbed by the front shields.

Guns: 1d20 + 6 ⇒ (11) + 6 = 172d4 ⇒ (4, 1) = 5

Pilot: 1d20 + 5 ⇒ (3) + 5 = 8
Pilot: 1d20 + 11 ⇒ (6) + 11 = 17 Drake moves first

---
Ship status:
All Shields fully functional, front shields hit: BPSA (22/10/10/0)
Minor damage (3)
---
Enemy status
Material damage (31)
Aft gun damaged
Bow gun damaged
Shields (10/0/0/0)
----
Harec
Rocket
Mok
Glitch
Viper
Sebrir

---

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

"Keep at them, Rocket! You're doing a great job!"

Diplomacy DC16: 1d20 + 10 ⇒ (1) + 10 = 11 LOL... apparently Rocket hears Sebrir sarcastically telling him he's doing a good job.

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Diverting power to weapons! Harec announces over the com. He says to his redshirt friend standing near him. Let's get this silly fight over with so we can get on with our mission! engineering divert power to weapons: 1d20 + 7 ⇒ (20) + 7 = 27 Pass ( All '1s' r treated as '2s' this round on weapons.)

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

"Yeah, yeah..I'll try to do better" Rocket comments on Sebrir's encouragement

Rocket carefully pushes the big red fire button this time as opposed to just slamming his fist down on top of it this time

to hit TL: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 using one of the +1's floating bonus
Damage if hit: 4d8 ⇒ (5, 8, 5, 5) = 23

Missiles used: 4 out of 5

"...hey, it does seem I've done better....kind words do work as encouragement..."

Exo-Guardians

Male Vesk Soldier 1 | Perc +0 | Init +5 | EAC 14 | KAC 16 | SP: 9/9 | HP: 13/13 | RP: 5/5 | Fort: +4 | Ref: +1 | Will +2 | Speed 35 ft. | GA: 0 | PA: 0 | taclash (+5 to hit, 1d4 nonlethal slash) | pulsecaster pistol (+2 to hit, 1d4 nonlethal elec)

Moktargarn grumbles something about being the one who had blown off the enemy weapon, but turns his irritance towards his kin and pulls the trigger once more.

Gunnery phase, attack: 1d20 + 1 + 1 + 1 ⇒ (15) + 1 + 1 + 1 = 18
Damage: 4d4 ⇒ (3, 4, 2, 3) = 12

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)
DM Kludde wrote:


[dice=Pilot]1d20+5
[dice=Pilot]1d20+11 Drake moves first

He lost the initative, so he has to move first :p

"Honourbound, this isn't going so well for you. Suggest you concede defeat like a good sportsman before you take damage that might not be so easily repaired"


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The honorbound tries to outfly the Drake, but the moves only result in clearing it for a full blast of the coilguns. The subsequent missile hit is enough to shake the captain and hail the Drake with Well sailed, my superior adversary. You have won this battle fair and square. While we lick our wounds, we salute you! It was an honor to have been bested by such a capable opponent in battle!

You have bested us, so let's grant you a trophy for your accomplishment. To the victor the spoils!

The honorbound jettisons a small cargo pod

If you will excuse us now, we wlll take our leave for some much needed repairs.

The honorbound limps back, eventually drifting out of view.

The cargopod contain a set of golemforged plating II armor and a squad machine gun.

---
It takes only a half-hour of scanning the asteroids to find the distress beacon lodged in a hunk of rock. The lightly encoded message contained within is easy to crack with the decoder provided by Zigvigix.

<ATTN: This message is confidential; if you are not the intended recipient, _ABSALOM STATION>>EXO-GUARDIANS_, please delete this message immediately.>

<MESSAGE: This is Remahd, captain of the Struggle’s Scholar. Most of my crew and I escaped Sangoro’s Bulwark with our lives, but upon entering the Drift, we collided with some extraplanar material. Soon after, we lost a crew member, as well as control of our primary engine. We have managed to patch our Drift functionality enough to drop out of this dangerous field and into normal space at the enclosed coordinates. Please send assistance as soon as is feasible—without our engine, our power supply is diminishing rapidly. In the event you are unable to reach us in time, I have heavily encrypted vital information meant only for the current head of the Exo-Guardians and locked it in a hard drive on the ship’s bridge.>

---

Travelling the drift to the coordinates provided is relatively straightforward. The Drake drops out of the drift close to the specified place.

A heavily damaged kasathan transport ship floats in empty space, dark but for a slowly flashing orange light at its aft. Just a few miles away from the ship, a massive storm dwarfs the vessel, blue and gray etheric clouds warping the field of stars behind the ship and flashing internally with jagged streaks of light. For all its violence, the vast storm is silent, and it looms larger with each passing second.

DC 15 Mysticism:

The stellar event is an etheric storm, an uncommon event where the barrier between the Ethereal and Material Planes is thinnest. It is clear that this storm will overtake the Struggle’s Scholar, destroying the ship long before there is any hope of restoring the vessel to working order or even tow it out of the way.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Can you add your icon to the handouts, and while you're at it, add your initiative and PFS details to the table on the first slide?

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Still smiling with smug satisfaction at the victory, Viper looks out at the strange space storm with a slightly cavalier disregard as she zips into her armour then double checks the working parts of her sniper rifle before slinging it ”only need to make it to the bridge and back, so let’s get it done before the storm hits”

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Harec is fascinated by the multi colored storm. He turns to his long time Ally and says, It's beautiful I've never seen anything like it have you? ally boon mysticism roll: 1d20 + 1 ⇒ (10) + 1 = 11 Alas, his friend turns to him shrugs his shoulders and says, Nope! can't say that I have! The red-shirt walks away un-ceremoniously.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

This entire chamber is one large airlock, with access doors to the north and south. Loose netting floats in the gravity-free chamber. A warning light above the interior door flashes every few seconds, periodically bathing the room in a dim orange glow. A small panel next to the door flashes orange in time with the warning light.

Some form of life support still seems to be active, but barely so.

Dataphiles

HP 9/9, Sta 6/6, res 5/5; EAC 13, KAC 14, ACvsCM 22; fort 1, refl 2, will 2; bab 0, melee 0, ranged 2, thrown 0; spells 0-4, 1-0/3 | android scholar technomage / 1 | -702
skills:
acro 7, bluff -1, computers 8, diplo -1, engineering 8, intim -1, mysticism 4, perc 1, phys sci 9, pilot 6, prof: it 8, sm -2, stealth 2

mysticism: 1d20 + 4 ⇒ (14) + 4 = 18

"That's an etheric storm and by all indications it will overtake that ship before we can restore power or move it... best we can do is get in, find what we need and get out... Let's go!"

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

"This ship is in a pretty bad way, but the life support being on suggests there could be some survivors" Viper draws a pistol "but survivors is a broad statement".

With pistol in hand, she opens the door.

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Harec activates the light unit on his armor and waits for the Vesk warrior to follow Viper, I'll be right behind you big guy.. Harec says to Moktargarn. Harec's knuckles are almost white as he grips his acid dart rifle.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

A small panel activates the airlock. As the first airs enter the room, a harrowing scream can be heard. Artificial gravity kicks in gradually, while a siren creates a whooping alarm sound for a full 30 seconds. When it stops, the door to the inside can be opened.

A gruesome trail of blood runs across the floor of the ten-foot wide hallway that runs horizontally across the ship; at each end of this hall are metal access doors leading to the north and south. A shorter hall leads to a door to the north, with two doors halfway up that hall exiting to the east and west. Finally, a large airlock seal covers the center of the southern wall here. A double-barreled weapon turret limply hangs from the ceiling, just west of the southern airlock door.

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