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I've added a question about personal upgrades as well. Do we have time for them?

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oopse, too used to PFS. 9 back, not 45.

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I don't have any hacking related skills, I'm more interested in the paratrooper strike. I'm a bit disappointed we didn't get to see the Zero-G mission.

GM Bret |

@Princess Dh'Qa Sorry we didn't move fast enough to get to the Zero-G investigation scout mission for you.
Voting so far:
Scout mission:
* Agillae-4 Data Hack: Teddington, Gunnz
Action Missions:
* Bastair-3 Trench Assault: Jackojare
* Bastiar-6 Paratrooper Strike: Princess Dh'Qa
* Bastiar-8 Scanner Defense: Desha
Does the group want to go forward with the Data Hack then? It requires quite a few skills.

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Well thinking about it we probably don't have the skills for that with 3 soldiers...so maybe we should do something we're good at..which is combat! So I change my vote to Paratrooper Strike given so much has changed since I voted!

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"Right, lets leap in behind enemy lines. We'll show them a play them some Star Sugar Heartlove. Music soothes the savage beast, or so they say.." gushes the enthusiastic Gunnz.
And unless anyone objects, lets use that aid token so we can pass it on.
Everyone gets a chance to heal up a bit. Or would you prefer to burn a resolve and keep it... sooner we use it, sooner we get another one...
stamina recovery: 3d6 ⇒ (2, 1, 2) = 5

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Feels like a waste to use it on a bit of stamina in a noncritical situation. I'd rather boost it and send it on then.

GM Bret |

Character status:
Jackojare 27 stamina damage
Teddington
Gunnz 12 stamina 4 hp damage, Aid Token used.
Desha 8 hp damage
Princess Dh’Qa
Gunnz has used the token for healing. Everyone can heal 3d6 of either Stamina or Hit Points. I will consider it used as part of last mission since you had not started this mission yet. If anyone is using the time to rest and recover stamina, state it.
Back to the planet you just came from.
Venture-Captain Naiaj is barely audible over the roar of the starship engines and the din of battle surging on the surface of the planet below. “We’ve found a vulnerable site where several key jinsul officers direct their ground forces. We’ll air drop you to the landing zone in less than a minute. Once you make it, find the officers and take them out! We’ll come back around for you in just a moment.”
The ship brings you in fast and low. You make a low altitude parachute jump and land close to the enemy lines. There was nothing stealthy about that approach, you expect the enemy will respond quickly!
You have one round of preparation before the Enemy arrives on map.

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Teddington moves 35ft forward, pulling out a returning singing disk, and then pulls out the 2nd once he reaches his spot.
He bares his teeth in anticipation, and says to his teammates,
"Remember, you can't flank Jinsul, so let's just smash them head on. Starfinders, time to hunt Jinsul."

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The Princess moves to take cover behind the tree trunk, anticipating the jinsul will probably come from the opposite direction. She's got the same artillery laser out that worked so well last time.

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Gunnz takes the chance to find a convenient place to hide.
stealth: 1d20 + 16 ⇒ (17) + 16 = 33

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27 stamina damage?
Transit back to the fleet gives you plenty of time to recover.
I thought that meant we could spend RP to regain SP, which is what I wanted to do? No? And I was making my grenade.
Anyway, if I can be that close starting out I will be, with grenade laucher out. Yeah, I plan to fire that shock grenade II round 1
stealth: 13 + 1d20 ⇒ 13 + (20) = 33

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Aid token healing (HP): 3d6 ⇒ (5, 6, 3) = 14
Desha moves up alongside Princess and grabs some cover behind a tree, her pulse rifle ready in hand.
Double move and draw a weapon.

GM Bret |

27 stamina damage?
GM Bret wrote:Transit back to the fleet gives you plenty of time to recover.I thought that meant we could spend RP to regain SP, which is what I wanted to do? No? And I was making my grenade.
Anyway, if I can be that close starting out I will be, with grenade laucher out. Yeah, I plan to fire that shock grenade II round 1
[dice=stealth]13+1d20
It did give you plenty of time to rest and spend a resolve to recover stamina. Where did you post that is what you were doing?
I will still allow you to do it this time, but please post when you are spending a resolve to recover. I had placed people where they landed. You could move from there.
No, you can’t magically move all the way across the map like that. Count your movement from your starting position please. Since you are using Stealth, remember you must move half speed or take a -10 penalty to Stealth.

GM Bret |

Sorry, I had forgotten to include this in the description.
Green areas have light undergrowth, which functions as difficult terrain that provides concealment to prone creatures. Plants and stumps provide cover, and each large tree is roughly 200 feet tall with smaller trees standing half that height. The river is waist-deep, functioning as difficult terrain that provides cover against energy weapons to Medium or smaller creatures standing in the water.
Waiting for Jackojare to do a valid movement,

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Jackojare spends and RP to recover and then makes a shock grenade mk 2 and then loads it into his grenade launcher.
I say we take the trench assault.
It's okay, it probably did get missed, anyway, fixing position now.
Okay, 1 doublemove is 30 feet, you see the new movement of him up north, kept his original position on the map.
GM Bret |

Sorry, yes I did miss that Jackojare. Please update your header for the spent RP.
Teddington: 1d20 + 6 ⇒ (8) + 6 = 14
Princess Dh’Qa: 1d20 + 6 ⇒ (10) + 6 = 16
Gunnz: 1d20 + 7 ⇒ (7) + 7 = 14
Jackojare: 1d20 + 5 ⇒ (4) + 5 = 9
Desha Doash: 1d20 + 2 ⇒ (16) + 2 = 18
Red: 1d20 + 3 ⇒ (2) + 3 = 5
Green: 1d20 + 3 ⇒ (20) + 3 = 23
Purple: 1d20 + 3 ⇒ (4) + 3 = 7
Red is a different type than Green and Purple. Life Science to identify.
Green rapidly moves forward and fires twice with it’s squad machine gun at the obvious target who didn’t take cover — Teddington. Neither shot hits.
Squad Machine Gun: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Piercing damage: 1d10 + 5 ⇒ (1) + 5 = 6
Squad Machine Gun: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Piercing damage: 1d10 + 5 ⇒ (10) + 5 = 15
Bolded may act
Round 1:
Green
Desha Doash
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage, stealth 33
Teddington
Jackojare, stealth 23
Purple
Red

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Jackojare will fire off his grenade launcher with his shock grenade MK 2 in it to hit red and purple. All I need to hit is the square/point, which in most cases is dc 5. My grenade launcher has a range of 60 feet, 12 squares, and I count 21 to 23 square from me to purple/red, so range 2. The grenade is a level 4, relevant later.
I cannot miss unless I roll a 1, but I'm not going to risk rolling a 1, as I stopped within 10 feet of an ally...
Communalism: Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
hit: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
hit: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13 I'll be pissed if I roll two 1s in a row, as the odds are 1 in 400. Unless God the almighty is here to play a cruel trick on me.
dmg: 1d12 ⇒ 4 electric to purple and red Reflex 17 10+half grenade level(2)+dex mod(5)

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Gunnz fires from her hiding place in the underbrush.
stealth; DC 20+CR: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
attack green vs EAC,range: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 Vs FF?
E damage: 1d6 + 2 ⇒ (2) + 2 = 4
trick damage: 3d8 ⇒ (1, 5, 4) = 10 And off target

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The Princess pops off two shots at green from her hiding place.
to hit vs. EAC: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 2d8 + 6 ⇒ (8, 1) + 6 = 15 fire
to hit vs. EAC: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 2d8 + 6 ⇒ (7, 2) + 6 = 15 fire

GM Bret |

Jackojare pulls on his ancestry to make sure his grenade lands where it should. Neither Red nor Green appreciate the gift.
Grenades
Grenades are thrown weapons that detonate in an explosive radius when they reach the target. A grenade's listing on Table 7–7: Grenades shows its explosion radius. Some grenades have additional effects, such as blinded or entangled, that apply only to creatures in the explosion radius that fail a Reflex save against the grenade. The DC of the save is equal to 10 + half the grenade's item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC.
Italics added.
I interpret that as the Reflex save is only to avoid the additional effects.Gunnz successfully snipes at Green from her hiding place.
Princess Dh’Qa shoots twice at green, hitting both times.
Bolded may act
Round 1:
Green 44 damage, off target
Desha Doash
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage
Teddington
Jackojare
Purple 4 damage
Red 4 damage

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GM Bret, they can take a reflex save for half damage/no additional effects, see below:
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries.
I have bolded the specific part
Also, Jackojare, any range penalty also applies to the DC of the Reflex Save too, so Reflex would 10+2(1/2 Item Level)+5(Dex)-2(Range Penalty). Just a helpful FYI :)
Life Science vs Red: 1d20 + 4 ⇒ (14) + 4 = 18
What is it's "thing"
Teddington advances forward and throws a Sonic Disk in the Green Jinsul's face.
Move Action to move 35ft, Standard Action to throw the disk.
Returning Sopranino Singing Disk vs Green EAC: 1d20 + 12 ⇒ (11) + 12 = 23
Sonic Damage: 1d4 + 12 ⇒ (2) + 12 = 14
Teddington growls as the song of his people strikes the Jinsul in the face.

GM Bret |
1 person marked this as a favorite. |

Thank you for the correction. I really hate when the rules you need are in two different places.
Red Reflex: 1d20 + 7 ⇒ (12) + 7 = 19 Reverting 2 damage
Purple Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Red is a Jinsul Sergeant, trained in combat technomancy. CE Medium monstrous humanoid. It has an ability to negate a spell cast at them or their allies,
Teddington has really gotten the hang of the disk, smashing it into Green’s jaws.
Bolded may act
Round 1:
Green 58 damage, off target
Desha Doash
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage
Teddington
Jackojare
Purple 4 damage
Red 2 damage

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Desha moves out from her post behind the tree and lines up a shot on green.
Staccato Pulse Rifle: 1d20 + 6 ⇒ (4) + 6 = 10 Damage (So): 1d10 ⇒ 8

GM Bret |

Desha’s shot goes wide.
Purple moves up next to green and fires in the general direction of Gunnz.
Squad Machine Gun: 1d20 + 12 ⇒ (1) + 12 = 13
Piercing damage: 1d10 + 5 ⇒ (3) + 5 = 8
Green continues to fire at Teddington.
Squad Machine Gun, off target: 1d20 + 12 - 4 - 2 ⇒ (9) + 12 - 4 - 2 = 15
Piercing damage: 1d10 + 5 ⇒ (9) + 5 = 14
Squad Machine Gun, off target: 1d20 + 12 - 4 - 2 ⇒ (11) + 12 - 4 - 2 = 17
Piercing damage: 1d10 + 5 ⇒ (6) + 5 = 11
Neither of them manage to hit their target.
Red waits until the other two have acted before casting a spell at Teddington, with no better luck.
Caustic Conversion vs EAC: 1d20 + 9 ⇒ (8) + 9 = 17
Acid damage: 4d4 ⇒ (3, 3, 2, 3) = 11
Bolded may act
Round 2:
Green 58 damage
Red 2 damage
Desha Doash
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage
Teddington
Jackojare
Purple 4 damage

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Desha fires off a pair of shots, focusing fire on the badly wounded green.
Pulse rifle: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3 Damage (So): 1d10 ⇒ 1
Pulse rifle: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 Damage (So): 1d10 ⇒ 1

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Teddington catches the disk that returns to him and then throws both of them at the Jinsuls in front of him.
Returning Sopranino Singing Disk vs Green EAC: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Sonic Damage: 1d4 + 12 ⇒ (3) + 12 = 15
Returning Sopranino Singing Disk vs Green EAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Sonic Damage: 1d4 + 12 ⇒ (4) + 12 = 16
Hmm, maybe a 14 hits.

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The Princess skitters from the cover of the tree to the cover of the bear, and takes aim at green.
to hit: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 2d8 + 6 ⇒ (7, 5) + 6 = 18

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Gunnz slips through the underbrush, taking a shot at the green one as she goes.
stealth trick shot, DC 20+CR: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36
attack vs EAC: 1d20 + 9 ⇒ (9) + 9 = 18 vs FF
E damage: 1d6 + 2 ⇒ (3) + 2 = 5 Plus off target
trick damage?: 3d8 ⇒ (5, 4, 1) = 10

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Jackojare drops his grenade launcher to pull out his hunting rifle range 60. I forgot I had the far shot feat I only need to take a -1 penalty.
Fire at red range 2 hit: 10 - 1 + 1d20 ⇒ 10 - 1 + (20) = 29 vs KAC dmg: 1d8 + 5 ⇒ (2) + 5 = 7
extra crit dmg: 1d8 + 5 ⇒ (7) + 5 = 12

GM Bret |

Jackojare fires and hits Red.
Purple fires at Jackojare and then moves into the underbrush.
Squad machine gun: 1d20 + 12 ⇒ (11) + 12 = 23
Piercing damage: 1d10 + 5 ⇒ (10) + 5 = 15
Red didn’t like getting hit, it also sends some damage Jackojare’s way in the form of magical missiles.
Magic Missile, full round, force damage: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12
Bolded may act
Round 3:
Red 21 damage
Desha Doash
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage
Teddington
Jackojare 27 damage
Purple 13 damage, used reaction

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Gunnz fires, slipping back through the underbrush.
stealth trick attack, DC 20+CR: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
attack purple EAC: 1d20 + 9 ⇒ (15) + 9 = 24 vs FF?
E damage: 1d6 + 2 ⇒ (2) + 2 = 4
trick damage: 3d8 ⇒ (8, 6, 1) = 15
The operator tries to be as stealthy as she can among the planets plants.

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Jackojare moves six spaces to the right and fires again at red hit: 10 - 1 + 1d20 ⇒ 10 - 1 + (15) = 24 vs KAC
dmg: 1d8 + 5 ⇒ (8) + 5 = 13 Sweet max damage with that rifle.

GM Bret |

The Green is difficult terrain. Moved your character back three squares.
Jackojare is reminded that dense foliage is harder to move through than a path. Fortunately it doesn’t prevent him from hitting his target.
Bolded may act
Round 3:
Red 34 damage
Desha Doash
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage
Teddington
Jackojare 27 damage
Purple 32 damage

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Teddington catches both disks, looks at Purple and throws them both at it.
First range increment, is Purple flatfooted from Gunnz?
Returning Sopranino Singing Disk vs Purple EAC: 1d20 + 12 - 4 - 2 ⇒ (9) + 12 - 4 - 2 = 15
Sonic Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Returning Sopranino Singing Disk vs Purple EAC: 1d20 + 12 - 4 - 2 ⇒ (13) + 12 - 4 - 2 = 19
Sonic Damage: 1d4 + 12 ⇒ (4) + 12 = 16
You hear some sweet, beautiful tunes. The Jinsul hear un-bear-able music.

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1 person marked this as a favorite. |

I didn't specify, but given there is just the one of them, making them FF is probably a fair call of what Gunnz would have done for her debilitating trick.

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One target left.
to hit: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 2d8 + 6 ⇒ (6, 5) + 6 = 17
to hit: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 2d8 + 6 ⇒ (6, 7) + 6 = 19

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"Hey... do those discs play any SMC?" asks Gunnz.

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"I'm sure I can tune them before the next mission!" Teddington replies

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"Well done, crew! One left! Let's move!" Desha pushes her way out from the undergrowth and aims a shot of her pulse rifle at red.
Inspiring Pulse Rifle, second range: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 Damage (So): 1d10 ⇒ 5
Crit damage: 1d10 ⇒ 3 Plus Inspiring crit effect
Inspiring
Source Starfinder Armory pg. 63
The inspiring fusion imbues a weapon with hope. When you score a critical hit using a weapon with the inspiring fusion, you and all allies within 60 feet gain a +2 morale bonus to saving throws against attacks, effects, and spells from the target of your attack for 1 minute.

Overseer Tyranius |

First Seeker Elsebo pops up on your displays. "Starfinder hackers have recovered navigation routes for supply lines from a jinsul data center on Agillae-4. Using this information, we have identified vulnerable courier routes in the space surrounding Bastiar-6. The First Seekers need some skilled starship crews to choke the jinsuls’ resource pipelines."
The Starfinder fleet shifts overhead to close in on Callion-2 to scout as much as possible while the Jinsul fleet begins to close back in on Bastiar-6.
Table GMs, the Data Theft mission is closed, and the Sever Supply Line mission in Part 2 is now unlocked.

GM Bret |

Desha hits and hurts Red.
Red decides to cast a spell at her which hits.
Caustic Conversion vs EAC: 1d20 + 9 ⇒ (9) + 9 = 18
Acid damage: 4d6 ⇒ (2, 2, 3, 2) = 9
Bolded may act
Round 4:
Red 42 damage
Desha Doash 9 damage
Princess Dh’Qa
Gunnz 12 stamina 4 hp damage
Teddington
Jackojare 27 damage
Purple 78 damage

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Gunns slips forward through the underbrush, trying to snipe at the last Jinsul.
stealth trick attack, DC 20+CR: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
attack vs EAC,range(2): 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11 maybe vs FF
E damage?: 1d6 + 2 ⇒ (1) + 2 = 3 and if it hit, target is FF vs everyone
trick damage: 3d8 ⇒ (3, 1, 8) = 12
But the undergrowth and range makes it difficult.