[GDVIII] GM Debug's SFS 1-99: The Scoured Stars Invasion (Inactive)

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From a review of the rules and discussion with other GMs, you cannot use the pike while grappled. Since you do have the returning starknife however, that can be used in melee and only does a little less damage, so I'll go with that for this round. Think of it as having a hard time making a coordinated effort with your hands rather than having any specific hands pinned.

Damage adjustment: 1d4 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6

Vecro struggles within the binds of the giant plant, but snags his starknife out of the air and carves through the vine as hard as possible. Ardoc and Andromeda blast it with their firearms. Surge tries to tear into it, but is repeatedly repelled by it's husk. Helios fires another warning shot.

The starfinders push forward, skirting further around the beast as it continues to pummel Vecro.

Claw vs Vecro KAC, Full Attack: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
Damage: 1d6 + 9 ⇒ (4) + 9 = 13 and grappled

Claw vs Vecro KAC, Full Attack: 1d20 + 12 - 4 - 2 ⇒ (4) + 12 - 4 - 2 = 10 Miss

Round 3/4:
Xaric
Helios-4
Vecro (-24, Grappled, Photon 2)
Andromeda
Surge (Graviton 3)
Ardoc

Bluethorn (-41)


...


Male Korasha Lashunta Solarian1/Soldier1 | Init +5 | Perception + | Sp 0/14, HP 8/18, RP 1/4 | EAC 16, KAC 18 | Fort +4, Ref +1, Will +3 | 30ft Movement | Limited Telepathy

Full attack on the creature.

Attack vs KAC: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Slashing Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Fire damage: 1 = 1

Attack vs KAC: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Slashing Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Fire damage: 1 = 1

Graviton 3/3

Coordinated Shot

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios fires at the creature yet again. "Hang on, Vecro!"

Attack vs EAC, Coordinated Shot: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 ⇒ 3 F


Helios fires off a shot, singing the creature as Surge moves in again with his claws. His first swipe is beaten back by a ridge of thorns, but with his second he tears a massive branch away leaving sap spewing. It shudders, then collapses to the ground. The starfinders book it towards your ship, and after a moment, Jadnura comes running. A small group of bluethorns can be seen in the distance closing in on your position, but Jadnura yells, "Everyone is clear of the area! Fall back to the ship!"

As you get back to the ship, the rest of the starfinders are helping the last few wounded aboard. Jadnura boards last, his cannon at the ready to shoot down any approaching bluethorns. As soon as the ramp begins to close he ducks in, then sits down and pries off his mask. "Thanks for... the rescue..."

He seems utterly exhausted, breathing heavily between every word. It seems like he hasn't slept in quite some time, and begins to doze off before he snaps himself back. "The fleet... bring us..."

He slumps over and begins snoring. It's been a LOONG day for him.

Vecro's got 24 damage on him, so you may want to deal with that before next mission. Short rest for him will still leave 10 hp damage remaining.

Success reported! Options for next mission:
Bastiar-2: Lava River Rescue (Evacuation, Combat)
Bastiar-7: The Battle of Bastiar-7 (Defense, Starship)
Bastiar-8: God's Home (Evacuation, Divine mystery)
Callion-1: Sands of Oblivion (Evacuation, Vehicle)

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

After the beast is down Vecro uses his pike to help him walk. As he boards the ship he is glad that the battle is over as he would not last long. That monster hit like a space truck.

He gets some rest.

Can I buy on the ship serum of healing? Looking at my inventory it seems that I forgot it along with my spare socks and few other utensils.

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

If you can't buy it I'll give you mine. As for the next mission, I'd say Callion-1 or Bastiar-7 for me but both seem nice.

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

My vote is got Bastiar-8: God's Home


Can't make purchases between missions, however you do have the equipment requisition from Radaszam available allowing you to acquire a level 1-2 consumable. Serum of healing is level 1. Also, there are hours between missions, so you can still use the 'Treat Deadly Wounds' function from the Medicine skill presuming someone has a med kit.

Currently I see no single mission with 2 votes. Just 1 vote apiece for Callion-1, Bastiar-7, and Bastiar-8

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Bastiar 7 gets my vote, I want to see us fighting in space!, and I will use the favor from Radaszam


Looks like Bastiar-7 it is. I still haven't seen ship and role selection ironed out. Last I checked, ship selection was pretty split, and seats depend on selection.

A single jinsul assault craft pulls away from the greater force of the massing jinsul fleet. Either it's probing for weaknesses in the Starfinder force, or a misstep... either way, take it out!

Hazards you learned about from your last visit:

Derelicts (Reddish tokens) and Ice Chunks (White circles): Two types of dangerous objects, derelict ships and clusters of ice, orbit the planet. Whenever a starship enters a hex that contains a dangerous object, the pilot must succeed at an Average Piloting check or the ship takes 1d6 damage per the ship’s tier. There is also 50% chance the ship’s facing changes by 1 step in either direction (determine randomly). If a ship collides with a dangerous object or hits it with a starship weapon attack (AC 5), the object is destroyed and all adjacent hexes are sprayed with debris, dealing 1d4 damage per the ship’s tier unless the affected starship’s pilot succeeds at a Hard Piloting check.

Heavy Gravity (The blue line): When a starship ends its movement within the heavy gravity zone, it automatically moves 1 hex closer to the planet (the east side of the map.) If this moves the ship off the map, the planet’s immense gravitational forces and heavy atmosphere crush the ship, killing everyone on board. While a starship is within the heavy gravity zone, moving away from the planet (so that the ship’s distance to the planet increases) costs an extra hex of movement for each hex moved.


~Pegasus~
Shields: 10/10/10/10
HP: 55

~Crew~
Engineer: Helios
Captain: Surge
Pilot: Andromeda
Gunners: Ardoc, Xaric, and Vecro

Round 1:

~Captain~
Surge
Jinsul Captain (Pondering...)

~Engineering~
Helios-4
Jinsul Engineer Boost Weapons: 1d20 + 5 ⇒ (19) + 5 = 24

~Helm (Jinsul acts first)~

Initiative:
Andromeda Initiative: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Jinsul Pilot Initiative: 1d20 + 10 ⇒ (14) + 10 = 24

Flying:
Andromeda
Jinsul Pilot Initiative: 1d20 + 10 ⇒ (7) + 10 = 17 Maneuver: 1d20 + 10 ⇒ (9) + 10 = 19

~Gunnery~
Ardoc
Xaric
Vecro

Jinsul Gunners

The Jinsul craft suddenly makes a hard turn and darts through the wreckage field as it turns to engage you.

Everyone bolded can post their actions. If your phase is not yet up, you can still post your action (presuming you know what you plan to do) but please put it in a spoiler tag. As the round progresses, I'll open them up and post the results, and make additional baddy rolls.

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Upon seeing the enemy ship appear on the long-range scanners, Helios immediately rushes to his console and begins working on the ship's weapon, redirecting some of the power to the armament.

"Let's wreck 'em, boys!"

Divert to Weapons, DC13: 1d20 + 8 ⇒ (11) + 8 = 19


Male Korasha Lashunta Solarian1/Soldier1 | Init +5 | Perception + | Sp 0/14, HP 8/18, RP 1/4 | EAC 16, KAC 18 | Fort +4, Ref +1, Will +3 | 30ft Movement | Limited Telepathy

Captain:
”Let’s do this people!”Encourage on Helios: 1d20 + 9 ⇒ (10) + 9 = 19

don’t forget the ship bonuses too. +2 to all computers and +1 to all piloting rolls, plus, two +1 bonuses to any rolls

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro takes a drink of the healing serum that he got from supply officer

Healing: 1d8 ⇒ 1 That was masive heal! Would have to do

Kasatha sits in from of the screen as his hands are reaching for the aiming control as he looks at the opponent ship. He breathes deeply as he concentrates.

Gunnery:

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 2d4 ⇒ (1, 2) = 3

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Gunnery:

Turret: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 4d4 ⇒ (1, 2, 1, 4) = 8
10 damage with the engineer action, but I doubt a 7 hits anything.

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Pilot:

Moved the ship and changed the facing.
Evade Stunt: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Wayfinders

m shirren mystic/1: init +3, perception +7, SM +7| SP 4/7 HP12/12| EAC 14, KAC 15| fort +1, ref +3, will +5| laser pistol 18/20|spells level 1 0/2

gunnery:
xaric sits at a terminal and takes prepares to fire the starboard laser if anything enters its arc. light laser cannon: 1d20 + 3 ⇒ (5) + 3 = 82d4 ⇒ (3, 2) = 5


Round 1 Summary:

~Captain~
Surge (Encourage Helios-4)
Jinsul Captain Demand Gunner: 1d20 + 4 ⇒ (1) + 4 = 5

~Engineering~
Helios-4 (Divert to Engines)
Jinsul Engineer (Divert to Engines)

~Helm (Jinsul acts first)~

Flying:
Andromeda (Failed to Evade)
Jinsul Pilot (Maneuver)

~Gunnery~
Ardoc (Miss)
Xaric (No target)
Vecro (Deals 4 dmg)
Jinsul Gunner Turret: 1d20 + 4 ⇒ (10) + 4 = 144d4 ⇒ (3, 4, 3, 4) = 14

The Jinsul craft overshoots the Pegasus, and is unable to bring it's forward weapon to bear. The turret however, pivots back and manages to pull a straight shot to the Pegasus's bow (14 dmg) just as the return fire from Vecro's gun clips it's rear.

~Pegasus~
Shields: 0/10/10/10
HP: 51/55

~Jinsul~
4 dmg to aft

~Crew~
Engineer: Helios
Captain: Surge
Pilot: Andromeda
Gunners: Ardoc, Xaric, and Vecro

Round 2:
~Captain~
Surge
Jinsul Captain

~Engineering~
Helios-4
Jinsul Engineer Boost Weapons: 1d20 + 5 ⇒ (11) + 5 = 16

~Helm (Jinsul acts first)~

Initiative:
Andromeda Initiative: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Jinsul Pilot Initiative: 1d20 + 10 ⇒ (14) + 10 = 24

Flying (Andromeda acts first):
Andromeda
Jinsul Pilot

~Gunnery~
Ardoc
Xaric
Vecro

Jinsul Gunners


Typo in last post, Pegasus acts first.

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Xaric, take a shoot this round.

Vecro stands up and walks out from his console to the Helios dominium - the Engine room. After a short conversation, Kasatha makes sure that duo-node computer processing power is applied to the aiming algorithms

No one claimed two +1 so let us assign them to gunners.

Vecro thinks to himself:
"Good that we have better scanners and pilot seats with 5 point regulations, they are super important when fighting. Are guns are a joke but let us try to squeeze as much as we can from this wreck. "

Kasatha comming back from the greese kingdom uses intercome:

"How about we use the Ziggys Stardust Missle? Any objections?"
+2 to all attack rolls for the party for 1 round

We have also Aid TOken that can give us all +2 to every action that we do this round. And the Aid Token we should use to pass it on. Or did we already use it?

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Piloting:

Moved the ship and changed facing
Evade Stunt DC13: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Wayfinders

m shirren mystic/1: init +3, perception +7, SM +7| SP 4/7 HP12/12| EAC 14, KAC 15| fort +1, ref +3, will +5| laser pistol 18/20|spells level 1 0/2

gunnery:
gunnery: 1d20 + 3 ⇒ (18) + 3 = 212d4 ⇒ (3, 1) = 4

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Muttering a few curses, Helios tries to redirect some power over to the depleted shield.

Engineering:

Divert to Shield: 1d20 + 8 ⇒ (16) + 8 = 24

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Gunnery:

Turret: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24 With one of the ships +1s if theres one left
Damage: 4d4 ⇒ (3, 3, 4, 1) = 11


Feel free to open the round summary spoilers. I only spoiler them to unclutter the thread. I'll mark things as GM screen if they are 'secret rolls'

Round 2 Summary:

~Captain~
Surge
Jinsul Captain Demand Pilot: 1d20 + 4 ⇒ (17) + 4 = 21

~Engineering~
Helios-4 (Charged Shields)
Jinsul Engineer (Boosted Weapons)

~Helm~
Andromeda (Fail to evade)
Jinsul Pilot Flip: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30

~Gunnery~
Ardoc (11 dmg)
Xaric (4 dmg)
Vecro
Jinsul Gunners Attacks (F, T): 1d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (2) + 4 = 6

~Pegasus~
Shields: 7/10/10/10
HP: 51/55

~Jinsul~
19 dmg
Crits: 1d100 ⇒ 631d100 ⇒ 3 Life support and Engines

The Jinsul craft bursts forward, than pulls a tight loop as it pulls off a flip and burn maneuver. Now having it's front gun straight at your depleted shield, it unloads both it's main gun and turret... but when the bright lights clear, it seems as though the shots from the Pegasus all hit their marks, and the Jinsul's barrage hit nothing but space junk. Sparks spray from their engines, and a few hull breeches indicate that the life support is working overtime.

~Crew~
Engineer: Helios
Captain: Surge
Pilot: Andromeda
Gunners: Ardoc, Xaric, and Vecro

Round 3:
~Captain~
Surge
Jinsul Captain

~Engineering~
Helios-4
Jinsul Engineer Boost Weapons: 1d20 + 5 ⇒ (19) + 5 = 24

~Helm~

Initiative:
Andromeda Initiative: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Jinsul Pilot Initiative: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25

Flying (Andromeda acts first):
Andromeda
Jinsul Pilot

~Gunnery~
Ardoc
Xaric
Vecro

Jinsul Gunners

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro sits down behind the shooting console and aims the gun at the enemy ship...

Attack:

Attack, duonode: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage: 2d4 ⇒ (3, 2) = 5

But this time his attack is mistimed as he sends a laser where the enemy ship was a few moments ago.

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

"Nice shooting, everyone."

Gunnery:

Turret: 1d20 + 5 ⇒ (10) + 5 = 15+1 if there is one left.
Damage: 4d4 ⇒ (3, 2, 3, 3) = 11


Male Korasha Lashunta Solarian1/Soldier1 | Init +5 | Perception + | Sp 0/14, HP 8/18, RP 1/4 | EAC 16, KAC 18 | Fort +4, Ref +1, Will +3 | 30ft Movement | Limited Telepathy

”Step it up Andromeda. You can do this.”

Captain:
Encourage on Andromeda: 1d20 + 8 ⇒ (8) + 8 = 16 using piloting, DC10

Acquisitives

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Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Piloting:

Going to move and perform the flyby stunt
Flyby Stunt DC18: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27


With that successful flyby maneuver, you can fire from another arc giving Xaric a shot as well.

Andromeda, knowing that he's a bit slow on the reactions compared to this foe, opts for a wholly aggressive tactic and blitzes right over the jinsul ship allowing for as many guns as possible to fire on it. The Jinsul throws opposite thrusters to turn it around to keep the forward gun trained on you, but in doing so makes itself an easy target. Vecro and Ardoc pummel the Jinsul craft with a pair of shots... and even with slow reaction times the stationary craft is an easy mark.

Round 3:
~Captain~
Surge
Jinsul Captain Encourage Gunner: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18

~Engineering~
Helios-4
Jinsul Engineer (Boosted Weapons)

~Helm~
Andromeda (Successful Flyby)
Jinsul Pilot (Turn in place)

~Gunnery~
Ardoc (Hit for 11)
Xaric (Gun from any arc except starboard available)
Vecro (Hit for 5)
Jinsul Gunners

Gunnery Rolls:
Shots (Torpedo, Turret): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d8 ⇒ (1, 7) = 84d4 ⇒ (1, 4, 3, 4) = 12

~Pegasus~
Shields: 7/10/0/10
HP: 39/55
Crit: 1d100 ⇒ 421d4 ⇒ 3 Starboard guns

~Jinsul~
35 dmg
Crit: 1d100 ⇒ 77 Engines Malfunctioning

Wayfinders

m shirren mystic/1: init +3, perception +7, SM +7| SP 4/7 HP12/12| EAC 14, KAC 15| fort +1, ref +3, will +5| laser pistol 18/20|spells level 1 0/2

gunnery: 1d20 + 3 ⇒ (10) + 3 = 132d4 ⇒ (2, 2) = 4


Rapid Team Extraction Protocol quickly goes into effect as transport ships arrive picking up any remaining Starfinders on mission.

As more and more jinsul ships enter the Scoured Stars, First Seeker Luwazi Elsebo addresses the Starfinder fleet via all communication devices: “Starfinders, we have already rescued many of our comrades, but we can’t afford to stay here any longer. While our carriers prepare to transition into the Drift, we must ensure that all our transports get back to the carriers. I need all our best starship crews to fight the jinsul ships and buy our fleet some time. The rest of you should help organize a defense of our transports and carriers against jinsul boarding parties. Do not lose heart, Starfinders—there is hope for us if we all work together to get through this!”

Table GMs, all of your current encounters are now ended. Starfinders, you must decide which of these dangerous missions you shall undertake. Remember, we’ll need groups performing both missions if we want to make it out safely. we’ll need to have coverage in space and onboard our ships s the Jinsul will be boarding.

Luwazi Elsebo once again addresses the fleet, “Starfinders, our choices are made. Whether you’re fighting onboard our ships against these invaders or taking the battle to their starships, may luck be on your side. Hold to your selected missions and play to your strengths; we shall make it out of this!”

Table GMs, you can now begin the Part 4 missions.


A furious barrage of firepower is exchanged between the two vessels... and this time both suffer greatly. A torpedo explodes off of the starboard side of the pegasus, ripping a hole in the shields which is quickly pummeled further by a blast of laser fire. The tracking computers on your starboard side appear to be glitching... but the on-screen display shows that the Jinsul craft came out much much worse... their engines are barely functioning and hull integrity is compromised! Victory!

So... more space combat or repel boarders?

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

I vote for repel boarders

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Same goes for me

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Repel Boarders

Wayfinders

m shirren mystic/1: init +3, perception +7, SM +7| SP 4/7 HP12/12| EAC 14, KAC 15| fort +1, ref +3, will +5| laser pistol 18/20|spells level 1 0/2

repel boarders


After a rendezvous with the fleet, you are promptly dispatched to one of the transport ships to provide assistance defending it against the Jinsul fleet. The precautions quite rapidly prove to be necessary... the transport shakes as a boarding tube penetrates the transport's hull. Your job is clear, beat them back before more starfinders are lost!

Initiative:

Surge: 1d20 + 5 ⇒ (17) + 5 = 22
Xaric: 1d20 + 3 ⇒ (1) + 3 = 4
Ardoc: 1d20 + 4 ⇒ (12) + 4 = 16
Helios-4: 1d20 + 2 ⇒ (4) + 2 = 6
Andromeda: 1d20 + 2 ⇒ (18) + 2 = 20
Vecro: 1d20 + 1 ⇒ (6) + 1 = 7
Jinsul: 1d20 + 2 ⇒ (1) + 2 = 3

Round 1:
Surge
Andromeda
Ardoc
Vecro
Helios-4
Xaric

Jinsuls


Male Korasha Lashunta Solarian1/Soldier1 | Init +5 | Perception + | Sp 0/14, HP 8/18, RP 1/4 | EAC 16, KAC 18 | Fort +4, Ref +1, Will +3 | 30ft Movement | Limited Telepathy

Bounding forward, eager to smash some faces, Surge charges up his solar weapon, forming the now familiar claws upon his hand.

”Let’s go bugs.”

move action forward, readying a melee attack if an enemy gets within range.

Readied attack:
Attack vs KAC: 1d20 + 5 ⇒ (9) + 5 = 14
Slashing Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Fire damage: 1 = 1

Photon 1/3

Wayfinders

m shirren mystic/1: init +3, perception +7, SM +7| SP 4/7 HP12/12| EAC 14, KAC 15| fort +1, ref +3, will +5| laser pistol 18/20|spells level 1 0/2

Xaric moves up to support surge

readied action:
if an enemy enters line of sight laser pistol: 1d20 + 3 ⇒ (10) + 3 = 131d4 ⇒ 4

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Ardoc moves forward, leveling his artillery laser and watching for any approaching jinsul.

Readied attack, vs. EAC: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d10 ⇒ 4

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro moves forward pulling out his starknife. As he stands next to Surge he looks at the boarding tubes observing enemies coming closer.

He swings with his hand tossing the starknife at the closest enemy

Throw at yellow: 1d20 + 5 ⇒ (12) + 5 = 17
Damage, photon attunement: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

After the toss, starknife comes back to Vecros hand.


Move action: move 30ft and draw starknife
Standard Action: Attack yellow
Swift action: add 2nd hand to the pike, which means that he wields it now.
Given reach, if the enemy approach I might get AOO.

Photon attunement: 1/3

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Andromeda is going to double move into the room to get a better view and pull his Tactical Pistol as he moves.


Heliosbot Attack, Azimuth Laser Rifle: 1d20 + 2 ⇒ (20) + 2 = 22Damage, F: 1d8 ⇒ 3
Crit Damage, Burn F: 1d8 + 1d6 ⇒ (1) + (1) = 2

The starfinders move forward and find the Jinsul preparing to storm the bridge. Ardoc attempts to fire off a shot but the piles of supplies in the hallway leaves little room and his shot only strikes an armored leg. Vecro manages to stick his starknife in one before calling it back, and Helios lights one of the Jinsul up quite literally. This seems to get their attention, and they turn to face you instead.

AoO: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

The nearer two rush forward but fall to the attacks from Surge, Vecro and Xaric. The further 2 move around and fore off arc pistols, likely scavenged from dead starfinders.

Attacks v Surge: 1d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (13) + 7 = 20
Damage (2 hits): 1d6 + 1d6 ⇒ (6) + (4) = 10

Round 12:
Surge (-10)
Andromeda
Ardoc
Vecro
Helios-4
Xaric

Red Jinsul
Blue Jinsul


Male Korasha Lashunta Solarian1/Soldier1 | Init +5 | Perception + | Sp 0/14, HP 8/18, RP 1/4 | EAC 16, KAC 18 | Fort +4, Ref +1, Will +3 | 30ft Movement | Limited Telepathy

Moving up and attempting to roll past the blue bug. DC is 15+1 1/2x CR

Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23

Then slashing at the creature from the side.

Attack vs KAC: 1d20 + 5 ⇒ (8) + 5 = 13
Slashing Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Fire damage: 1 = 1

Coordinated Shot
Photon 2/3

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro moves forward keeping close attention on the enemies. As he comes closer he makes a bluff by attacking with his starknife just to stab the enemy with his pike

Attack vs KAC: 1d20 + 5 ⇒ (3) + 5 = 8
Damage, piercing: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Photon attunement 2/3

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Andromeda is going to take a shot at blue.

Tactical Pistol: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Damage: 1d6 ⇒ 5

8/9 Rounds left in gun, 24/30 Rounds left

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Ardoc hustles forward for a clear shot on the red jinsul.

Attack, vs. EAC: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d10 ⇒ 3


Xaricbot: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 141d4 ⇒ 3
Heliosbot: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 71d8 ⇒ 5

The jinsul manage to weather the barrage, although one seems to be nearly incapacitated by Surge and Xaric's coordinated efforts. They each begin to snap their teeth, aiming to get a grip over a limb or armor.

Red vs Surge, Full Attack: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 111d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14

Blue vs Vecro, Full Attack: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 191d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2 1 hit
Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Surge presents no viable target, keeping his limbs in a guarded stance, but Vecro is not so lucky as sharp teeth dig into his leg.

Round 3:
Surge (-10)
Andromeda
Ardoc
Vecro (-6)
Helios-4
Xaric

Red Jinsul
Blue Jinsul (-12)

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