[SFS/Shifty/OP3] #2:00 Fate of the Scoured God (Inactive)

Game Master Nik B.

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Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Id's antennae droop at the jinsuls' mockery. "That's not nice! REVENGE TIME!" He opens up another barrage on the destroyer.

Spending 1 RP to broadside remaining forward weapons at no penalty thanks to Tolar's action. Down to 9/12 RP now.

Heavy Antimatter Missile Launcher (computer): 1d20 + 15 + 3 ⇒ (20) + 15 + 3 = 38 Crit!
Damage: 10d10 ⇒ (10, 2, 5, 7, 2, 4, 6, 9, 5, 7) = 57

Persistent Particle Beam Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 10d6 ⇒ (3, 2, 6, 6, 4, 3, 3, 3, 3, 4) = 37

Heavy Plasma Torpedo Attack: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 5d10 ⇒ (1, 10, 6, 4, 6) = 27

Light Particle Beam Attack: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 3d6 ⇒ (5, 3, 6) = 14

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Jerris "Maverick" Sakai wrote:


I was looking at the rules for critical hits and it says turret weapons are considered to by in all arcs of the ship when determining what weapons are damaged. Does this mean that every time a critical hit happens to a weapon system the turret weapons get affected also?

What tier is the jinsul destroyer? The flyby check is 15 + 1 1/2 times its tier.

I’ve been running it that any weapon firing out of that quadrant takes the penalty, but I might be doing it wrong there. I would need to review the rules again to be sure.

The Jinsul destroyer is Tier 10, so +15 DC

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —
Neon Ten wrote:
Jerris "Maverick" Sakai wrote:


I was looking at the rules for critical hits and it says turret weapons are considered to by in all arcs of the ship when determining what weapons are damaged. Does this mean that every time a critical hit happens to a weapon system the turret weapons get affected also?

What tier is the jinsul destroyer? The flyby check is 15 + 1 1/2 times its tier.

I’ve been running it that any weapon firing out of that quadrant takes the penalty, but I might be doing it wrong there. I would need to review the rules again to be sure.

The Jinsul destroyer is Tier 10, so +15 DC

I run it the same: turret weapons take the penalty when firing in the damaged arc, but not in other arcs.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Since we didn't have a science officer action this round Mav wants to do a minor crew action, quick rescan. If he succeeds he wants to know the jinsul destroyers current distribution of shield points.

Computers: 1d20 + 17 ⇒ (11) + 17 = 28

Quick Rescan


VC - Sydney, Australia

Tier 10, so DC was 30
I spotted my mistake on the gunnery roll, that was their Captains skill, turns out the proper gunners must have been off having coffee. They're back now and a bit angry.

Free shot
Hydrobomb 1d20 + 15 ⇒ (12) + 15 = 27 vs TL
Damage 10d8 ⇒ (4, 6, 6, 6, 6, 2, 4, 6, 4, 5) = 49 against aft.

@Maverick - 25 points all quadrants.

Jinsul Pilot 1d20 + 22 ⇒ (17) + 22 = 39
The Jinsul pilot throws his ship into reverse!

***

The turret keeps picking on your aft.

Attack 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 vs AC
Damage 10d6 ⇒ (5, 6, 1, 5, 4, 4, 5, 6, 3, 6) = 45

Whilst the frontal gun fires at your port side.

Attack 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24 vs AC
Damage 10d6 ⇒ (3, 5, 5, 6, 3, 3, 3, 1, 6, 6) = 41

***

*I'm tracking you just had your aft shields dropped to 1 by the Hydrobomb (Drake TL+Mav ranks = TL 25), followed by 45 damage = 44 Internal (and two crits?)
1 1d100 ⇒ 69 - Engine
2 1d100 ⇒ 20 - Sensors

* Id - you may want a take baksie as they are outside your front arc and now it's not as fun... happy to accept the HAML attack and refund the RP and call off the broadside.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

The attack against our port because of the failed flyby can't be made by the Hydrobomb since it is a tracking weapon. It has to be a direct fire weapon which targets AC.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Id can still broadside with the turret weapons and the port heavy laser net. I suggest we keep the broadside. Also, since I was reading through the starship combat section again. I didn't know this, but everyone gets a free resolve point at the beginning of every starship combat that they can use only in that combat once you are level 8 or above. (p.322 CRB)


VC - Sydney, Australia

Nice pick up on the free resolve, adding that to memory too!

Noted on the rock so 10d6 ⇒ (6, 2, 6, 2, 3, 5, 4, 3, 3, 4) = 38 - which means only the Engine crit

On the broadside, Only the HAML would hit so all good.

The front of the Jinsul craft buckles in from the impact of the HAML!
Critical 1d20 ⇒ 6 - Life Support Glitching.
Critical 1d20 ⇒ 13 - Sensors Wrecked.

Whilst a smashed ship, the thing is still persisting on fighting.

***

HAZARD
1d6 ⇒ 2
Another ship darts through the area. Unless the Honourbound intervenes, Maverick will be at a disadvantage!
-2 Penalty to initiative!

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Charli Poshkettle wrote:
Let's block the shrapnel this turn.
Shifty wrote:

Tier 10, so DC was 30

Free shot

Why did they get a free shot?

I am also confused about what we did in the shooting, could someone please either update my doc and/or explain it?

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

The light particle beam would have hit also. They got a free shot because I failed my flyby stunt. They finished their movement on our rear arc so we broadsided with our turret and rear arc weapons.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Jerris "Maverick" Sakai wrote:
The light particle beam would have hit also. They got a free shot because I failed my flyby stunt. They finished their movement on our rear arc so we broadsided with our turret and rear arc weapons.

Yes, you failed your Fly By attack. Charli had told the Honorbound to intercept the hazard for us, which means you never had to do the fly by -- success or failure was irrelevant.

Unless you are saying that by attempting it you opened us up to attack when we never flew through their hex.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

If you fail your flyby stunt you have to still fly through the enemy ships hex and they get one free attack on your port arc with a direct fire weapon. (p. 319 CRB) I chose to do the stunt because we lost initiative and had to go first. It was a calculated gamble. I only had to roll a 5 or more for it to succeed. I got unlucky.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

We have TOWER INTEL.

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.

Mav, reroll that flyby!

Exo-Guardians

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Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Tower Intel Reroll Piloting (flyby): 1d20 + 22 + 3 ⇒ (14) + 22 + 3 = 39

"Great Balls of Fire!!!


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VC - Sydney, Australia

I had paused to allow Charli to use Honourbound (Or not) to get your re-rolls in as you had opened up the front of the enemy and had a lot of potential rerolls to make :)

So untangling the subsequent picture - you would have taken 45 damage to aft from the gunnery phase and your ship is still intact.

Awaiting attack roll for the revised move

***

R5
Engine­ering Phase (Captain, Engineer)
J Engineer 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20

Helm phase (Captain, Pilot, Science Officer)
J Pilot 1d20 + 22 + 2 ⇒ (19) + 22 + 2 = 43
J Science 1d20 + 24 ⇒ (10) + 24 = 34

Party up - Maverick initiative :)

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Round 5 Engineering
Using Tower Intel for action, and spending the free resolve gotten at the beginning of Starship combat.

Let’s see if we can’t finish this! Engines and shields charged to 120%. Try to keep them out of our rear shield.
Engineering, Overpower to Engines and Shields: 1d20 + 20 ⇒ (18) + 20 = 38
Tower Intel: Engineering, Overpower to Engines and Shields: 1d20 + 20 ⇒ (20) + 20 = 40

Adding 15 shield to front, we get our extra movement speed.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

"Looks like this is their plan..."Precog DC 25: 1d20 + 19 ⇒ (1) + 19 = 20 Precog DC 25: 1d20 + 19 ⇒ (9) + 19 = 28
Using Tower Intel- taking second roll for success. +2 to Maverick's initiative roll

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Sorry, just catching up. If I'm reading the retcons correctly, then Id will keep the HAML attack, take back his RP, and use the second shot from fire-at-will (with no penalty, thanks to Tolar) to just fire the aft laser net. Doesn't seem worth the RP for a broadside with a light particle beam.

Heavy Laser Net: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 5d6 ⇒ (2, 3, 2, 5, 2) = 14

Also, I don't know if the jinsuls shot us with any tracking weapons, but if they did we'd get a point attempt to stop it.

Point (DC 10 + tracking weapon speed): 1d20 + 12 ⇒ (8) + 12 = 20

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

They are using stealth missiles, no Evade or Point Defense against those.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Since Id has switched to one of the smaller guns Tolar takes this opportunity to fire a missile.

(Turret) heavy antimatter missile launcher using one of the +3s: 1d20 + 15 + 3 ⇒ (11) + 15 + 3 = 29
Tower Intel: 1d20 + 15 + 3 ⇒ (8) + 15 + 3 = 26

damage: 10d10 ⇒ (5, 5, 10, 10, 4, 1, 2, 5, 5, 3) = 50
reroll 1s: 1d10 + 49 ⇒ (2) + 49 = 51

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Charli encourages Tolar!

Encourage: 1d20 + 18 ⇒ (8) + 18 = 26
Encourage, Tower Intel: 1d20 + 18 ⇒ (11) + 18 = 29

"You can do it, Tolar!"


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!

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Piloting (initiative): 1d20 + 22 + 2 - 2 ⇒ (1) + 22 + 2 - 2 = 23


VC - Sydney, Australia

Looks like Mav moving first...

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Computers (quick rescan): 1d20 + 17 ⇒ (11) + 17 = 28

I want to know their shield distribution again.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

OK, I'm just going to assume Charli's encourage went to Mav instead of Tolar.
Piloting(flyby): 1d20 + 22 + 3 + 2 ⇒ (16) + 22 + 3 + 2 = 43

Once Shifty tells us what the jinsul's shield distribution is we will pick whatever quadrant is lowest shield wise or the port if they are all even. Tolar's attack can stay as is if Shifty rules that the reroll doesn't count since it will most likely hit without her bonus. Though now that I think about it there is a chance Shifty can force a miss, but he will have to succeed at some checks. Id can decide how many weapons from our front and turret arcs he wants to fire and take a +3 for one of the attacks since we have one left.

Great job by Neon pulling off the overpower for both the shields and the engines. I wouldn't have been able to perform the flyby if you hadn't boosted the engines.

Currently, counting Tolar's attack this round we have 3 HAMMs left and 5 plasma torpedoes.


VC - Sydney, Australia

@Maverick - Shield status
F 21
A 18
P 18
S 18

The Jinsul pilot gives it what he's got.
Piloting 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36
Flipping his ship on its axis!

***

Gunnery
Captain 1d20 ⇒ 16
Attack 1d20 + 15 + 2 + 4 ⇒ (2) + 15 + 2 + 4 = 23

Attack 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Damage 10d6 ⇒ (2, 4, 2, 5, 6, 4, 1, 1, 5, 1) = 31
With 5 shield left on your rear thats going to be 26 damage to your hull :)

***
To resolve.

Happy for the HAML hit to be counted, up to you guys to work out the rest of the attack - but given how much damage that thing did and that their shield would be blown out you should be now knocking over this Jinsul with a tiff breeze[/ooc]

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

We'll put our shot on the jinsul's port quadrant. Is the 50 damage from the HAMM enough to take it out? If not Id will have to fire some of our remaining weapons. I suggest firing our direct fire weapons in the front and turret arcs and not our other launcher just in case we need to save those missiles.


VC - Sydney, Australia

Gonna need an extra hit :)

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Might as well roll the crit Shifty, find out what system you hit.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Can we use Yulukak to reroll Id's missed shot?

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

I don’t think they have shot this round.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

I thought that they missed here.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

That was last round. Id can decide how many weapons from our front and turret arcs he wants to fire, except the HAMM, this round and take a +3 for one of the attacks since we have one left.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Oh! So we're waiting for Id's gunnery this round! Get 'em Id!


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VC - Sydney, Australia

Oh yeah may as well work out the crit - I was really just looking at the hull, because if you were flying again that would be carried over (and your ammo usage!)
Crit 1d100 ⇒ 30 - sensor gltich.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Id leans into the attack. "MORE LASERS! MOOOOOOOOORE!"

Fire-At-Will with direct-fire weapons, using Aid Token for Remote Assistance.

Persistent Particle Beam Attack (FAW, Aid Token, computer): 1d20 + 15 - 4 + 2 + 3 ⇒ (7) + 15 - 4 + 2 + 3 = 23
Yuluzak Reroll: 1d20 + 15 - 4 + 2 + 3 ⇒ (17) + 15 - 4 + 2 + 3 = 33
Damage: 10d6 ⇒ (5, 5, 1, 3, 3, 5, 1, 6, 1, 2) = 32 Reroll 1s: 3d6 + 29 ⇒ (3, 6, 4) + 29 = 42

Light Particle Beam Attack (FAW, Aid Token): 1d20 + 15 - 4 + 2 ⇒ (1) + 15 - 4 + 2 = 14
Damage: 3d6 ⇒ (5, 1, 1) = 7

That should finish it off, yes??

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

By my count, they should be at -10 hull points left.


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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.


VC - Sydney, Australia

That re-rolled shot put the Jinsuls away :)
A legit fun starship combat!
***

You bring the damaged Drake down onto the surface and assist with the ground assault. You are directed towards a cluster of buildings where you believe the jinsul officers have withdrawn to, and immediately swing into action.

Map up

You can do your 'prep', once someone starts moving in etc we will move into rounds pretty quick

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 11/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Maverick activates the called fusion on his semi auto pistol bringing it to one of his hands and switches on the laser sight mounted on the gun. Around him holographic clones spring into existence mirroring his movements.

Move: activate laser sight, Standard: holographic clones, Swift: called fusion

Holographic Clones: 1d4 ⇒ 3

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Tolar pulls out his pet spider and squeezes it. As loud music plays he has a hidden smile,

"Gets the blood pumping yes?" He then puts the spider back in it's bubble.

Pike and Screamer in hand (s) Tolar is ready to lead the charge.


VC - Sydney, Australia

Maverick makes many copies of himself, Tolar cranks up the Drow Aggrosynth courtesy of the Abysshead promotional toy.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

T'kai casts a spell before becoming a glow form. See Invisible for 100 minutes, Starlight form 1 minute

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Charli has no spells to cast. But she does take a drink of Warrior Enhancement serum.

+2 to Intimidate and Sense Motive for an hour.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Neon Ten quaffs his Serum of Commando Enhancement and gets his wave modulator out.

Ready!

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

@Tolar: Haha, nice callback to Abysshead.

Id draws his laser and activates his bayonet, casting a spell to enhance everyone's speed again.

Move draw weapon, standard cast haste on the party.

Second Seekers (Luwazi Elsebo)

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|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

I think you missed Tolar's initial description. His armor is covered in album art for the band and the toy spider resides in a see through bubble on the side of the armor. To put it mildly, Tolar is a fan.


VC - Sydney, Australia

Initiative:

Charli 1d20 + 4 ⇒ (8) + 4 = 12
Id-Sinitis 1d20 + 5 ⇒ (7) + 5 = 12
Maverick 1d20 + 13 ⇒ (16) + 13 = 29
Neon 1d20 + 3 ⇒ (18) + 3 = 21
T'kai 1d20 + 5 ⇒ (12) + 5 = 17
Tolar 1d20 + 13 ⇒ (2) + 13 = 15
ENEMY 1d20 ⇒ 20

R1
Maverick
Neon
T'Kai
Tolar
IdSin
Charli

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Neon moves to the western door, opens it and quickly looks through for any obvious sight of an enemy.

Perception: 1d20 + 0 ⇒ (3) + 0 = 3

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