[Outpost III] SFS 2-00 Fate of the Scoured Stars God 1-2 - GM Xain (Inactive)

Game Master Xain

REWARDS:

Fitch
Level 1 Once during the adventure, the PCs can gain a +4 bonus to any non-gunnery skill check during a starship combat.
Level 2 When using the reward above, all the PCs' nongunnery skill checks made during the same round gain the +4 bonus.

Iteration-177
Level 1 A PC can gain a +2 bonus to any one Mysticism, Perception, or Sense Motive check within the Scoured Stars. This allows the PC to count as being trained in Mysticism for the duration of the adventure.
Level 2 In place of the reward above, a PC can add a +1 bonus to any one saving throw while within the Scoured Stars.

Venture-Captain Arvin
Level 1 Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.
Level 2 When using this reward, the benefit applies to both skill checks and attack rolls.

Celita
Level 1 Once during the adventure, the PCs gain a +2 bonus to any one starship combat gunnery roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Zigvigix
Level 1 Once during the adventure, each PC can requisition a weapon with an item level up to the PC’s level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.
Level 2 In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC’s level. These consumables cannot have permanent effects, and PCs who don’t use them during the course of the scenario must return them at the end of the adventure.

Radaszam
Level 1 The PCs can reroll any one skill check while in the same location as a fleet.
Level 2 Once during the adventure, while in the same location as a fleet, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that mission.

Tower Intel: When the Overseer GM announces that the Tower Intel condition is in effect, the PCs receive a flood of data from the secured scanning towers. Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check or starship combat check and take the better result.


MAP

AID Token


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Wayfinders

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Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

During the gunnery phase Boris grabs the comm...
"Attention Jinsul ship. We have met and vanquished better than you recently. We have the best gunner in the fleet on board and no one you have ca compare. You may as well just give up now!"

Targeting the more dangerous ship, assuming the bigger one.

taunt: 1d20 + 8 ⇒ (17) + 8 = 25

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan bellows, "Yeehaw" as he plops his enormous lizardlike body into the pilot's chair. "Who's got the keys?!?"

Piloting: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 Is this right, that I'm getting a +1 on the roll from what Raia posted?

Oof. Well, I guess we have to get the 1 rolls out of the way...

Ok, so I'm supposed to move and make a roll for evasion. I presume the evasion roll is just another piloting check. How far do I move? (Also, reminder, due to the boon that Shaan has, the speed of our thrusters is increased by 1 step).

Piloting for Evasion: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19


Looks good (other than that nat 1) Shaan. With Your boon the Drake moves up to 10 hexes. You must move 2 hexes between turns.

Which ship is Raia scanning first?

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

And you spend 1 movement point per hex side of turn, correct?

Edit: ok, movement posted but please check to see if I did it correctly. I moved straight 2 hexes (required), then turned 1 hex side to the south, then moved 6 hexes, then turned again 1 hex side back the way we were facing previously, for a total of 10 movement points. Correct?


Various

Bigger or Smaller?: 1d2 ⇒ 1

Turning doesn't take any extra movement, although some of the Stunts do. If you're just doing Evasion you can move the full 10.


I apologize, I should have read my GM instructions better! You only face the larger ship.

Shaan, I drew the path you would have taken to get to that location.

Basic Information:
Small Light Freighter
Speed 8 Maneuverability Good (Turn 1)
Complement 6
Defenses:
AC 14; TL 14; HP 40
Shields Basic 40 (For 10, Star 10, Port 10, Aft 10)
Power Core Pulse Black (120 PCU)
Weapons: Attack (Forward) Coilgun (4d4; 20 hexes)
Attack (Forward) Stealth Nuclear Missile Launcher (5d8; 20 hexes)

Stealth Nuclear Missile Launcher This weapon functions as a tactical nuclear missile launcher, but the ammunition is invisible and hard to dodge, allowing it to ignore the point weapon ability and any bonuses granted by a successful evade stunt.

Jinsul Gunner: 1d20 + 8 ⇒ (4) + 8 = 12
Stealth Nuclear Missile Launcher: 5d8 ⇒ (1, 7, 8, 6, 6) = 28

Jinsul Gunner: 1d20 + 8 ⇒ (6) + 8 = 14
Coilgun: 4d4 ⇒ (1, 3, 1, 2) = 7

Both jinsul gunners miss, as Sauros rips through the jinsul's forward shields and damage their hull and life support with his first missile.

Crit: 1d100 ⇒ 5

Round 2!

Jinsul Init:
Jinsul Pilot: 1d20 + 12 ⇒ (6) + 12 = 18


Various

"Yikes! Their front arc is terrifying! I'm going to boost power to the Engines!"

Divert to Engines:
Engineering: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

So this is that "dynamic" example I described earlier, Shaan. Now we know that it's useless to Evade, and tactically we want to position ourselves wherever we can to stay out of their front arc ^_^

Exo-Guardians

Vesk Vanguard (9)

"You got this, DUDE! Let's show them how Starfinders fly!"

Gunnery:
Turret: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
H.E.M.L.: 4d8 ⇒ (1, 8, 3, 8) = 20

Includes +1 from Ship; Range 20 hexes; 3 missiles remaining

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Don't forget the taunt, -2 to their gunners for 1d4 rounds

Boris points at Sauros, "Yes! Great shot! You'll have these guys down in no time!"
encourage, diplo: 1d20 + 1d6 + 8 ⇒ (3) + (3) + 8 = 14

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Piloting Init: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 That's better!

Ok, so since I beat their init, they move first, so there's nothing for me to do yet, right?

Is the ship info that was just posted (Small Light Freighter), our ship or the jinsul one?

Since it's useless to Evade (and if you don't mind, would someone explain that part to me), what else should I do (besides moving to try to get behind them?

Also, does the boost to the Engines mean that I have even more than 10 hexes to move this time? When doing movement, I have to move 2 hexes before turning one hex side, but that turn itself has no movement cost, correct? And I can move up to 10, but I could also move less if desired, correct?

Last question: what's our range and firing arc for us to target them?


Various

THIS is our current ship, the Drake.

Its normal speed is 8. With your Boon, it's 10. If Raia succeeds at her Engineering check, it's temporarily boosted to 12.

We have two solid Turret weapons, so we can fire in any direction. But we want to stay out of their front arc whenever possible. The range of each of our Turret weapons is 20 hexes.

Raia identified that they have "Stealth" missiles, which ignore the +2 AC we get from Evade. Fortunately, they only have 5 of those missiles, and they've already fired one. During rounds when you think you can stay out of their front arc, you can still choose to Evade other weapons they may have, too.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Ah, so since we can fire in any direction, there's no reason for me not to go right past them, pointing away from them (that would certainly make maneuvering a lot simpler!)? And if I'm doing that, I should still Evade, since that will help protect us from the Stealth missiles that they could fire backwards at us?


Various

Although missiles are tracking weapons, they can still only initially be aimed from their mounted arc. Their ship *may* have missiles in their rear arc (we haven't identified what's back there, yet). Evading is still a valid option to defend against different arc's weapons. Just not the forward one.


The jinsul ship tries to swing around behind the starfinder vessel.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Assuming that the Engineering check of 25 was sufficient to boost speed by 2 to 12...

With some extra juice in the engines, and his newfound realization that the Drake's gunnery turrets can fire in every direction, Shaan attempts to show the jinsul how their maneuver is properly done.

"All right - let 'em have it! They're right there!"

I hope this movement makes sense and if there's anything I've done wrong (rules-wise) or that is not good strategy, please let me know. I'm unclear about whether or not it's a good or bad thing for me to have steered us so close to them.

Evade, Piloting: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12


Various

We'll find out!

I feel that most Starship Combats take a few rounds to see what the best tactics are for that particular enemy.


Looks like a good path to me Shaan, and you successfully stay out of their danger arc.

Jinsul Engineer: 1d20 + 7 ⇒ (19) + 7 = 26

Jinsul Captain: 1d20 + 6 ⇒ (16) + 6 = 22

Jinsul Gunner: 1d20 + 6 - 2 + 2 ⇒ (6) + 6 - 2 + 2 = 12
Light Laser Cannon: 2d4 ⇒ (4, 2) = 6

Gunners on both sides fail to hit their targets.

Round 3

Jinsul Init:

Jinsul Pilot: 1d20 + 6 ⇒ (19) + 6 = 25

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Starfinder Init:
Piloting: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 Using Fitch Level 1 Reward to add +4

Moved ship 10 hexes due to losing init

The Jinsul pilot gets the better of him this time, and Shaan grimaces. "Get ready for some heat! I think we're gonna be in their sights!"

Evade, Piloting: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17


Various

Raia attempts to Balance Shields, buffering the side facing the Jinsuls from the side facing away from the Jinsuls.

Balance Shields:
Computers: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23

Exo-Guardians

Vesk Vanguard (9)

"Then we gotta hit them twice as hard!"

Gunnery:
Turret: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
H.E.M.L.: 4d8 ⇒ (6, 5, 1, 1) = 13

Includes +1 from Ship; Range 20 hexes; 2 missiles remaining

Wayfinders

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Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Looking at the command console, where they are and the unused gin Boris thinks "Ah, what the heck..." and tries a shot with the coil gun...

shootin'!: 1d20 + 1 ⇒ (7) + 1 = 8
damage: 4d4 ⇒ (1, 4, 1, 4) = 10

He is summarily reminded of why he should never actually try to shoot anything ever...


Jinsul Gunner 1: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5

Jinsul Gunner 2: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14

All gunners on both sides fail to connect.

Also I have beed forgetting to roll Hazards from the chaos of the surrounding battle.
Hazard: 1d6 ⇒ 2
Another ship darts through the area. The PCs take a –2 penalty their pilot's initiative check this round.

Round 4

Jinsul Init:

Jinsul Pilot: 1d20 + 6 ⇒ (8) + 6 = 14


Various

"TWO gunners?" Raia grins, "In that case, more power to weapons!"

Divert to Weapons:
Engineering: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

Exo-Guardians

Vesk Vanguard (9)

Sauros watches as his console lights up.

"You're the best, Raia!"

Gunnery:
Turret: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
H.E.M.L.: 4d8 ⇒ (2, 3, 4, 1) = 10

Includes +1 from Ship; Range 20 hexes; 1 missile remaining

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Piloting init, penalty: 1d20 + 8 + 1 - 2 ⇒ (19) + 8 + 1 - 2 = 26 :-)

I'll hold off on rolling an Evade check for now until I see where they move to and whether I need to do a maneuver of some kind.

Other than trying to avoid their front arc, and not caring which end we are shooting from, are there any other tactical considerations I should be caring about? For example, does it matter for us how far away we are from them?


The jinsul pilot pulls a tight loop trying to keep the Starfinders in his forward arc.

Your missiles work best at range 12 or less. Then again theirs work best a range of 10 or less so if you run out before they do range could be advantageous.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan ducks around to the side of the jinsul ship, hoping to keep out of its forward targeting systems. I *think* this keeps us out of the forward arc?

Evade: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris checks the targeting array again," I figured why not? Sauros will run out of missiles soon and then he can shoot this thing. Who knows, I might get lucky!"

gunnery:
pew pew: 1d20 + 1 ⇒ (16) + 1 = 17
damage: 4d4 ⇒ (4, 2, 3, 2) = 11

"Oh my..."


Jinsul Gunner: 1d20 + 6 ⇒ (15) + 6 = 21
light laser cannon: 2d4 ⇒ (3, 2) = 5

The jinsul manage to do some shield damage to the Drake with their small gun. Boris does indeed get lucky (or maybe he is finally gaining some skill) and knocks out one of the jinsul's shields and does some hull damage.

Hazard: 1d6 ⇒ 1 No special effect

Round 5

Jinsul Init:
Jinsul Pilot: 1d20 + 6 ⇒ (5) + 6 = 11

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris cheers but then checks the display again and mutters,"Nah, that's not happening again"

He then grimaces inwardly and turns to Sauros and in an authoritative voice says, "Last missile sir, you'd better make it count!"

OK. 50/50 chance on this. Worth it for the +4!

demand Sauros, intim: 1d20 + 8 ⇒ (4) + 8 = 12

However, his heart just apparently isn't in it...


A path to the planet’s surface opens through the blockade of jinsul starships, which has been weakened by relentless Starfinder attacks.

Part 4 encounters are now unlocked!

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Starfinder Init: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16

"Ok, this is our chance! Blast 'em!"


The jinsuls pull another loop.

Wayfinders

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Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan is pleased with the hum of the engines. "A nice fast ship is worth its weight in spice, I always say."

Evade: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12


Various

"At this point I think I'll be able to patch the shields in my sleep."

Engineering: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Exo-Guardians

Vesk Vanguard (9)

"What'd you say, Captain? I think one of your tusks got in the way."

Gunnery:
Turret: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
H.E.M.L.: 4d8 ⇒ (5, 7, 4, 6) = 22

Includes +1 from Ship; Range 20 hexes; 0 missiles remaining

Wayfinders

1 person marked this as a favorite.
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris laughs at Sauros, " I think you are right, my friend! "


Jinsul Gunner: 1d20 + 6 ⇒ (8) + 6 = 14
light laser cannon: 2d4 ⇒ (1, 1) = 2

Sauros hits the jinsul's weakened shields, knocking them out again and dealing significant to the hull and some minor systems. Meanwhile the jinsul gunner hits the Drake... for minimum damage.

crit: 2d100 ⇒ (9, 22) = 31

Hazard: 1d6 ⇒ 5

5: An ally sends valuable information to the PCs' ship. The captain can make a free demand action, and they can use Bluff or Diplomacy rather than Intimidate. This special demand does not have a limit for use on a single character.

Round 6

Jinsul Init:

Jinsul Pilot: 1d20 + 6 ⇒ (8) + 6 = 14

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Starfinder Init: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20

"Aye, we've got 'em where we want 'em! Let's blast away!"


The jinsul capital ship explodes, sending the surrounding ships fleeing into space and allowing the Starfinder fleet to provide air support on Bastiar-5.

Table GMs, the Starship mission is closed and the Starfinder Advantage condition is now in effect.

Exo-Guardians

Vesk Vanguard (9)

"I knew that shot would do it!"


Starfinder Advantage: Everyone gets Covering Fire (+2 AC)

With the final missile Sauros destroy's the jinsul ship and Shaan proceeds to the surface.

Landing sensor data streamed from the forward Starfinder ships depicts a gray planet awash in a faint yellow glow, its crust rippling with seismic energy. As the planet's surface appears on the viewscreen, a tiered pit emerges, its sides pitching downward so steeply they seem to disappear into the planet's core. A golden light rises from the center, gradually building in intensity and illuminating a crowd of frenzied jinsuls that cavort around the perimeter. As the First Seekers' starship lands near the pit, all onboard and personal communications devices blaze with divine light and shriek with feedback. Below, a titanic being that vaguely resembles a jinsul with hundreds of eyes claws its way out of the pit. Banners float around the being, as though chronicling its many battle victories. The voice of the jinsulthing reverberates through the wailing static, bellowing out a challenge. "I AM DHURUS THE CONQUEROR! OUR DESTINY IS IN REACH! GROVEL BEFORE—" Just then, a small figure emerges from the dust on the ruined planet below, walking out from a dust storm toward the jinsul behemoth. As it walks, it doubles, then triples in size, with tendrils of golden light floating off of it. The being, clearly a humanoid android, takes on new features as it swells with divine light: the middle limbs of an izalguun, the four eyes of a mentrasi, and the bat-like wings of a nelentu. Its many limbs pound the ground in anger as it shouts, "And I am Ailuros, and I speak for those of the Scoured Stars who reject your heresy, Dhurus!" The two divine entities rush at each other and collide, causing a shock wave of energy that topples nearby perimeter structures as the two fall into the pit. As they descend, flashes of light punctuate their battle. The pulsing static and piercing feedback fade as communications devices return to normal. First Seeker Jadnura takes advantage of the sudden opening, shouting directions to those listening. "All Starfinders, advance on the pit! We must stop Dhurus!"

LANDING SITE

You reach the surface and must secure the landing area for your allies. The planet's surface is rugged and desolate. Cliffs and ridges stand 20 feet high and can be scaled with Easy Athletics checks. Vehicle-riding jinsuls infest the terrain, acting to repel approaching Starfinders until eliminated.

Init Sauros: 1d20 + 1 ⇒ (17) + 1 = 18
Init Raia: 1d20 + 2 ⇒ (18) + 2 = 20
Init Shaan: 1d20 + 6 ⇒ (12) + 6 = 18
Init Boris: 1d20 + 1 ⇒ (14) + 1 = 15
Init Jinsul: 2d20 ⇒ (18, 1) = 19/2 +2=11

Init
-----
Raia
Sauros
Shaan
Boris
-----
Jinsuls

The starfinders react quickly! All players are up first.

This encounter makes some use of Vehicle Rules. Fortunately at this tier the vehicle does not appear to have weapons (other than they can ram you). You can attack the vehicle or the jinsul directly but the jinsul do have cover. You could also try to board the vehicle.


Various

Raia falls back to a safer vantage point and draws her laser pistol.

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

As they are landing, "Oh, that looks fun.."

As they leave the ship and the Jinsul vehicle appears, Boris sees Raia go for cover. "Fantastic idea!"

He also moves (double) to find a sliver of cover.

Exo-Guardians

Vesk Vanguard (9)

Sauros moves to an open space, drawing his Cryopike as he gets into position, and strikes a defensive posture.

Move+Draw, Total Defense.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan advances and also takes cover.

Single Move & draw Doshko; Total Defense


As you take up defensive positions the jinsul crawler lives up to its name, moving slowly towards the Starfinders while the crew fire their lasers through ports.

attack vs Sauros: 1d20 + 7 ⇒ (17) + 7 = 24
laser rifle: 1d8 + 1 ⇒ (2) + 1 = 3

attack vs Shaan: 1d20 + 7 ⇒ (2) + 7 = 9
laser rifle: 1d8 + 1 ⇒ (6) + 1 = 7

All players are up!

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris mutters over the comms, "I run to cover but that damn thing is so slow it'll take it a few minutes to get to us!:"

He looks at the range, shrugs and takes a shot at one of the Jinsul gunners with his plasma claw.
pew!: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9

He rolls his eye as it passes within at least ten feet of the crawler...

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Without a long range weapon (How did that happen? Hmm...) Shaan drops prone behind the obstacle and takes a completely defensive posture until the crawler gets closer.

Swift action to drop prone; Standard action to go Total Defense. Is that +10 to AC (+4 from prone, +4 from total defense, and +2 from cover)?


Various

Raia stands up, moves over behind Boris, and drops prone again.

"I have to admit, after that dogfight up there, this is somewhat anticlimactic."

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