Swarm Wars! presented by GM Sparrowhawk

Game Master Bristor

Maps and Handouts
Narrative Summary
Loot Table


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Maps and Handouts

For out of character planning and discussion!


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Test Post from Casey


Maps and Handouts

You did it! Excellent.


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

Test post from Mike


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Sorry for the delay! I'm hoping to finish my character sheet today.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Apologies for a newbie question but for things like the DC buttons in the gameplay channel do we roll a dice on our own and then open the button for the result, or does the GM handle those? Hoping to understand now so I won't have to ask what the protocol for that stuff is later :)


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

You make your roll and press da button :)


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Formatting question, what's used to do the green text for whenever dice are rolled/checks are made? I know how to do blue text for Out of Character discussion but searching and fiddling around have yet to turn it green.

Thanks!


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Please disregard, I just re-noticed the "How to format" box and found it there >.<

Will Save: 1d20 + 6 ⇒ (12) + 6 = 18


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

I did the exact same thing when I first started :P


Maps and Handouts

Yes, you could definitely have your weapons out and ready. Tegrodera could take an attack or buff if he wished.

Sevash will cold efficiency, hits her target squarely, but Telsix fires wide. Aysen also smashes his electric fist into his target with a satisfying crunch of carapace.

Jax looks stunned and fumbles to take the safety off his rifle. Ameiko also misses her target, the dredger fighting Aysen, but almost hits the drow. It’s almost as if she doesn’t care who she hits!

Another dredger appears, burrowing out of the cold red soil, and attaches to Ameiko.
attach: 1d20 + 7 ⇒ (12) + 7 = 19

The red dredger attempts the same to Aysen, but fails.
attach: 1d20 + 7 ⇒ (5) + 7 = 12

While the green one scuttles forward and attacks Aysen with a claw swipe, connecting solidly.
attach: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 1d6 + 3 ⇒ (6) + 3 = 9

Round 2 of Combat: Midnight Squad is UP
Party-wide buffs: N/A
Telsix
Tegrodera
Aysen -9 SP
Sevash

Jax
Ameiko (yellow attached)
Dredger (red) -4 hp
Dredger (green) -7hp
Dredger (yellow) [attached to Ameiko]

Attach details:
The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but the creature adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it is attached. An attached creature can’t move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 × the creature’s CR) made as a move action, or it can remove itself from its target as a move action.


Maps and Handouts

Oh, here's that missing post - I put it in discussion. Jeez.

Going to give Teg and Telsix a chance to comment here, and I''l move us forward later today.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

For Tegrodera's brain-chat with Jax, would it be suitable to post it here rather than rewind things in the gameplay posts?


Maps and Handouts

Whichever you prefer - I don't think folks mind pausing to rewind for a moment.


Maps and Handouts

BTW, I don't think y'all spent a RP after that first fight, but I'm happy to retroactively say that happened, for Aysen's sake. I wasn't thinking about that.


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

I had figured we didn't have time to rest. If we had 10 minutes in base for me to rest 10 minutes I'd certainly have.

Otherwise surely my squad can handle it (Jax notwithstanding)


Maps and Handouts

So having had to go to the rulebook, NPCs don't have resource points, so Jax is indeed dead.


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

At your discretion, an NPC can live for up to 3 rounds after they hit 0 so that players can bring them back up. But it is up to you whether that hit would have outright killed him or if he might be bleeding out. The rules are ambiguous.
(We learned this after I accidentally put down an NPC we needed to capture in a society scenario. After, reasonably, assuming he could take the hit)


Maps and Handouts

Ok good to know. In this case, I'm about done with good Corporal Jax :)

Let me also say, I would love to be corrected if I get things wrong. At times I will probably rely too much on PF1 = SF when it comes to rules, so please keep me honest.


Maps and Handouts

Do Aysen's polarity gauntlets target EAC or KAC? Last attack wouldn't have mattered but wanted to check.


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

EAC for the polarity gaunetlets. They only deal electricity.


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Yeah, that particular rule is really hidden away
I def still get things wrong all the time in SFS


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Double-checking that we're NOT doing a virtual session today and that is rescheduled?


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

To my knowledge there is no session today and it will be rescheduled for a later date.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

*insert thumbs-up here*


Maps and Handouts

Just waiting for Matt - he hasn't posted much so I'm guessing he's in a busy spot atm. I'll move us along tomorrow if he doesn't get a chance tonight.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

I'm heading down to rural VA for the weekend so afraid my ability to respond may be limited. Will do what I can but feel free to play for me and forge ahead however needed!


Maps and Handouts

Just a note that we're headed out of town tomorrow through the weekend. I'll try to continue to post, but it will likely be sporadic at best.


Maps and Handouts

Sorry all - another day in the car. Update tomorrow!


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

I updated the loot tracking sheet, but probably won't reply to the last post until later tonight/tomorrow morning.


Maps and Handouts

Another update: slammed at the moment with work and then tomorrow is another day in the car, so I'll move us forward on Wednesday. In the meantime just need a UPB order for Tegrodera and right now it sounds like 2 for Ameiko, 1 against, so depending on the final vote (if a tie) you'll need to have some back and forth to make a decision (or make a case to Commander Najiri and she'll decide).


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

After forsaking it for longer than I probably should have, our "Story So Far" has been updated.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Out of curiosity, if we were doing this face-to-face how many hours of game time would you say we'd have had at this point?


Maps and Handouts

Casey, thanks for the "Story So Far" - it's great to have a record and you did a great job with it.

I'm not 100% sure how long it would have taken, but I can tell you we just finished part 1 of book 1, and are starting part 2 9of 3). Page-wise, we're on about page 16 of 34 pages. You'll be reaching 2nd level very soon - I'm sure you all have already thought about what's next, but now would be a good time to get things ready.

This next part is a mini-game, so I have to read it and figure out how best present the rules to you, but hope to have that up today. If Sevash is driving, I do need to know if Telsix, Tegrodera and Aysen are on one of the two machine guns or one of the two Flak Cannons. For reasons . . .


Maps and Handouts

Also, I DO still plan on having us try to play some via VTT, but having been away for two weeks, and now with the impending start of the school year and no childcare until Sept. 3rd, I don't see having time to get it together before then. I hope this is moving along at a decent pace for you.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Moving along great! Thank you for juggling this as well as everything else you have going on, I've been really enjoying the opportunity to play :)


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Yeah, I think the pace has been good. Sorry if I've been slow to post sometimes. I have to look up SF rules more often.


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

No rush at all, Brian
I am also having trouble juggling my schedule

Casey, I would guess we have done ~6-8hr of play based on how long the other starfinder APs have taken


Maps and Handouts

Vehicle Chase
This encounter uses a modified version of the vehicle chase rules starting on page 282 of the
Core Rulebook. As the PCs are traveling across a fairly flat expanse of terrain and the Swarm fleetfury moves much faster than the Mobile Striker, the PCs can’t escape the starship, you can only hope to survive!

Phase 1: Driver Makes a Pilot Check that will set the DC for the starship’s gunnery

Each round of the vehicle chase, during the pilot actions phase, the PC in the cabin should roll a Piloting check as a move action. The size and weight of the Mobile Striker imparts a –2 penalty to this Piloting check. One other PC can attempt a Piloting check as a move action to aid another before the driver rolls their check; doing so means the aiding PC takes a –1 penalty on any attack rolls they make during the combat phase. The result of the driver’s Piloting check is the DC for the Swarm fleetfury’s gunnery check during the combat phase.

Phase 2: PC Actions!
Each PC has a full round’s worth of actions (minus any actions taken during the pilot actions phase) during the combat phase to perform any of the following activities. In addition, a PC can cast a spell or use a class feature if they have enough actions available. Since the Swarm fleetfury acts at the end of the round, the PCs can determine among themselves the exact order they act in each round.

Change Position: As a move action, a PC can move from operating a mounted gun to taking control of the vehicle or vice versa. Alternatively, a PC can move between operating a flak cannon and a machine gun (if one is available).

Evade: As a move action, a PC in control of the vehicle can attempt a DC 20 Piloting check to steer clear of the brunt of the fleetfury’s torpedo strikes. If successful, each PC gains a +1 circumstance bonus to the Reflex saving throw to avoid taking damage from the fleetfury’s torpedo blasts.

Fire Flak Cannon: As a standard action, a PC operating a flak cannon can fire at the fleetfury, making a ranged attack against an AC of 15. The movement of the Mobile Striker imparts a –1 penalty to this attack. A hit obscures one of the Swarm vessel’s sensors with smoke, imparting a –2 penalty to the fleetfury’s gunnery check until the beginning of the next round. Each of the Mobile Striker’s two flak cannons can be fired only once per round.

Fire Machine Gun: As a standard action, a PC operating a machine gun can fire a hail of bullets at the fleetfury, making a ranged attack against an AC of 15. The movement of the Mobile Striker imparts a –2 penalty to this attack. A hit damages the fleetfury’s torpedo launcher, reducing the damage dealt by an attack from the fleetfury by 2 (minimum 0) until the beginning of the next round. Each of the Mobile Striker’s two machine guns can be fired only once per round.

Supercharge Engines: As a standard action, a PC can attempt a DC 18 Engineering check to tinker with the Mobile Striker’s fuel lines, intake manifolds, or other engine parts. If successful, the driver gains a +2 circumstance bonus to their Piloting check during the next pilot actions phase. The driver can gain this bonus only once per round.

Take Cover: As a full action, a PC can hunker down in the vehicle, gaining a +4 circumstance bonus to the Reflex saving throw to avoid taking damage from the fleetfury’s acidic torpedo blasts.

Phase 3: Swarm Gunnery Phase: It attacks and there will be damage and reflex saves on your end.


Maps and Handouts

Just waiting on word from Matt about Telsix.


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Maps and Handouts

Sorry, buried it in a spoiler so wanted to make sure you all saw: you level up! Maybe share what cool things happen?

Also, can folks give me a sense of wish list items? I don't know exactly what you want weapons or armor wise (except Tegrodera wants injection weapons). Sevash can make new weapons into her experimental model, right? Longarms I assume?

Is Aysen not using his solar mote power as armor or weapon? I don't know much about solarions.


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

I'm using solar armor (which just adds +1 to existing light armor I need to wear). I've been using my solar mote to improve my armor, it just doesn't do very much right now.

So at level 2 now I have a revelation for resist 5 electricity in my solar armor, resist 10 when I'm attuned.

I use advanced melee operative weapons for the most part, maybe some small arms.


Maps and Handouts

Ok, so anything that adv melee with operative property is useful?


Maps and Handouts

Sorry, day got away from me. Moving forward tomorrow!


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Any advice for a novice mystic? I feel like I'm not really pulling my weight here.


Maps and Handouts

I don't have advice, but you are the only PC to take out a prisoner in that last fight!

BTW, that was the deal, they were escaped convicts from the prison to the west, same place and "organization" as Ameiko - just bad luck to run into them. And I had the hottest dice I've ever had on their rolls. The really sad part is their morale was when two drop, they flee, so you were close to beating them, but they were also close to leaving you all unconscious and naked.


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

I actually really like it when the pcs have to stand down

As for mystics, I think its just hard until you start having more class features. You have been totally pulling your weight as far as I'm concerned


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Okay, good to here. I'm not as used to Starfinder. I'll get myself leveled up tonight.


Maps and Handouts

Will be in car all day tomorrow (again), so more over the weekend. Main question is if you investigate or drive on.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

For Tegrodera's level-up, beyond gaining a Basic Attack Bonus and a buff to his Fortitude saves the biggest things that he gains as a second level Biohacker are a damage bonus (+1) with all injection weapons and his first thereom.

I was originally torn between choosing Field Dressing, Medication Mastery, and Treatment Mastery when thinking-up the character and based on the squad's experiences so far I'm thinking that the stamina recovery benefits from Field Dressing would be best.

As far as a wish list goes, injection weapons will always be my priority for arming the bug medic and light armor is the most defensive he’ll be able to get. Aside from that anything that would be useful in terms of buffing, healing, or supporting allies would be great! A primary combatant this psychic insect is not.

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