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Oddman volunteers to test the probably deadly force field against a turret.

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Engineering: 1d20 + 10 ⇒ (2) + 10 = 12 Second-1 looks over the devices but doesn't find anything out of the ordinary.
"I can take care of whatever we need to be efficient, it is for science after all." Will do whichever is needed

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Engineering: 1d20 + 6 ⇒ (7) + 6 = 13
Rogers shrugs. "Sure, I'll wear one of those things against your droids."

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"I trusst thesse are lessh buggy than your weaponsh?" Chk'tarlsh asks gruffly, concerned by the recent run of faulty tech.
Nevertheless, his excitement is visible as he fits the device. "I've never ussed a forcce field before," he says, antennae waving. Nodding he adds, "I'll try the 'botsh."

GMAFlashinTime |

"Great, it looks like we'll be combining the two tests! Thanks for volunteering to wear them during the combat. The range folks like to keep things moving along. Now, follow me."
Crax hands out a personal force field to everyone in the group as he leads the party to an airlock. "This goes up to a crater on the surface of Apostae where Arbani Arms runs tests with our combat robots! We've set up the crater with several gravity generators to keep everything standard, and we've taken everything out of the crater that could be used as covered. We have two of our robots situated in the south-eastern corner of the crater zone that will activate as soon as you enter the testing area.For accurate combat data, the robots use live-fire weapons, though they’re programmed only to knock their target unconscious and not attack fallen combatants."
As the group loads into the airlock, Crax advises "Watch this light on the airlock. When it changes from red to yellow you're a split second from exciting: turn on your force fields then! Good luck!"
A few moments later the airlock closes, followed by the sensation of rising. Seconds later, as promised, the light changes from red to yellow, and then a moment later you're lifted onto Apostae's surface!
You have the equivalent of a surprise round in the airlock that you can use to turn on the force fields (or do anything else, but you're still in the airlock and can't see the robots yet). I'm assuming those that said they were using the force field in the combat (Rogers, Chk'tarlsh, and Gulkyn) have their force fields on, and if the other characters have theirs turned on, please say so!
Rogers de Stieren 1d20 ⇒ 4
Chk'tarlsh 1d20 + 8 ⇒ (9) + 8 = 17
Oddman 1d20 + 1 ⇒ (13) + 1 = 14
Second-1 1d20 + 7 ⇒ (12) + 7 = 19
Gulkyn 1d20 + 1 ⇒ (9) + 1 = 10
Ozelle 1d20 + 5 ⇒ (9) + 5 = 14
ENEMY 1d20 + 4 ⇒ (19) + 4 = 23
Map up in the slides
Seemingly almost before the airlock door opens, the robots begin targeting the party! One launches a laser at Chk'tarlsh, and the second fires on Rogers.
Corona artillery laser vs Chk'tarlsh: 1d20 + 13 ⇒ (6) + 13 = 19
Corona artillery laser vs Rogers: 1d20 + 13 ⇒ (19) + 13 = 32
The first shot barely misses Chk'tarlsh, but the second hits Rogers!
Fire damage: 2d8 + 4 ⇒ (7, 5) + 4 = 16
Roger's force field activates in a (literal) blinding flash of light, absorbing the damage but causing everyone to need to make a Fortitude Save.
You manage to avoid the worst of the sudden flash of white light. You are dazzled for one round.
You're unable to avoid the literally blinding flash of light. You are blinded for 1d3 rounds (please roll).
Party's up!
Starfinders
R2 start
Robots

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Before the airlock opens, Second-1 turns on his force field in preparation for the turret test.
Then the airlock opens...
Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12
Ow my eyes: 1d3 ⇒ 2
The android then carefully works his way to the edge of the airlock, trying to feel for the exit. "Where were these turrets we were supposed to test?!"
Move only, 15ft.

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Inside the lift, Chk'tarlsh readies his static arc caster. He prepares to move out as soon as the doors open upon reaching the surface.
Surprised by the robots' preemptive shots, he turns his head away from the blinding flash from Rogers' force field...
Fortitude DC16: 1d20 + 5 ⇒ (4) + 5 = 9
1d3 ⇒ 2
... but reacts too late and is momentarily blinded.
Trying to take the battle to the enemy, he surges forth from the lift and onto the battlefield.
To move faster than half-speed:
Acrobatics DC10: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Acrobatics DC10: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
Vision obscured, he heads toward the origin of the blasts, managing to keep his feet beneath him. Double move
I think this is all okay by the rules. Let me know if there's anything I need to correct (ie. not having full movement) or if you want me to roll to be able orient to the correct direction, etc.

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Fort save: 1d20 + 5 ⇒ (6) + 5 = 11
1d3 ⇒ 3
Rogers turns on the forcefield, axe in hand and ready to charge the nearest robot when the door open. Just as he takes his first step, the robot's perfectly-aimed shot causes his forcefield to light up. Rogers, being focused on his enemy, is completely unprepared for the blinding flash and, unable to wipe the spots from in front of his eyes, he stumbles forward ready to attack anything that comes near.
Move half speed, ready to attack an enemy he can detect adjacent to him.
Greataxe (vs. KAC): 1d20 + 7 ⇒ (1) + 7 = 8
Slashing: 1d12 + 8 ⇒ (11) + 8 = 19
Miss chance (hit on 51+): 1d100 ⇒ 87

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Fortitude: 1d20 + 1 ⇒ (7) + 1 = 8
Blinded for: 1d3 ⇒ 3 rounds
Oddman hits the ground (+4 to AC against ranged attacks), and goes on full defense (another +4 to AC), waiting for his vision to return.

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Gulkyn will photon attune before the elevator door opens.
Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
Blinded!: 1d3 ⇒ 3
"Gah! What was that?!" Gulkyn goes full defensive.

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Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Ozelle tries to get in front to protect her blinded allies. She moves forward, brandishing her pike, and takes the total defense action.

GMAFlashinTime |

Both robots aim and fire at the blinding Chk'tarlsh!
Artillery laser 1: 1d20 + 13 ⇒ (14) + 13 = 27
Artillery laser 2: 1d20 + 13 ⇒ (20) + 13 = 33
Laser 1 damage: 2d8 + 3 ⇒ (2, 7) + 3 = 12
Laser 2 crit: 2d8 + 3 + 2d8 + 3 ⇒ (6, 5) + 3 + (7, 2) + 3 = 26
Burn crit effect: 1d6 ⇒ 3
Two more flashes of bright light erupt as Chk'tarlsh's force field springs into action. (Un)fortunately anybody who can still see (which is literally only Ozelle at this point) is far enough away from the force field to avert their gaze without suffering further ill effects.
Chk'tarlsh feels two impacts from in front of him. The first feels like a sudden pressure that disappears an instant later, while the second burns - like he might still be on fire!
As far as Chk'tarlsh's movement, I think everything's fine. You know where the robots were, you know where the loud shots are coming from, and shirrens have blindsense vibration (30) that will start helping in a bit.
Party is up in round 2!
Party
R3
Robots

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Rogers stumbles forward, gripping his axe tight and trying to defend himself as best he can. Move half speed (20 feet) and Total Defense.

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Buffeted by the twin strikes, Chk'tarlsh staggers several strides toward the origin of the blasts. (Move 15 ft)
Steadying himself, he blindly discharges his arc caster in the direction of the robots before dropping his belly in an effort to gain some sort of cover, flames still licking at his armour. (Attack and drop prone)
Static arc caster: 1d20 + 8 ⇒ (2) + 8 = 10
Electrical Damage: 1d8 + 4 ⇒ (4) + 4 = 8
1st Arc (within 10ft): 1d6 ⇒ 1
Concealment 50% (high is good): 1d100 ⇒ 48
As far as I could tell, there weren't any penalties to attack rolls for being blinded. EDIT: not that it matters in this instance...

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Gulkyn moves out slowly waiting for his vision to clear. Double move, half speed

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Oddman stays prone, full defense again.

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Ozelle creeps forward, continuing to take the total defense action.

GMAFlashinTime |

As Chk'tarlsh's blasts miss, the robots for those that can see them begin to split up and move in different directions.
The first one fires at Rogers, while the second shoots at Ozelle!
Laser 1: 1d20 + 13 ⇒ (18) + 13 = 31
Laser 2: 1d20 + 13 ⇒ (17) + 13 = 30
Damage 1: 2d8 + 4 ⇒ (3, 8) + 4 = 15
Damage 2: 2d8 + 4 ⇒ (4, 3) + 4 = 11
Both shots hit! Rogers' shield goes off again, but nobody (who can see) is close enough to risk blindness.
Party is up!
Party
R4
Robots

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Second-1, no longer blind moves up, calling power as he does. The android plants his feet and let's a series of magical bursts fly at the nearest robot!
Magic Missile 1 v Orange: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile 2 v Orange: 1d4 + 1 ⇒ (2) + 1 = 3
Move: 30ft
Standard: Magic Missile

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Ozelle moves up and yells at her party. "This one! Get this orange one!"
Move and Get 'em

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"Gotcha, Ozzelle," Chk'tarlsh calls, his vision returning. Still lying flat against the ground, he fires a round of his arc caster at the (orange) robot.
Static arc caster w/Get 'em: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Electrical Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Oops! Forgot the Burning.
Burn: 1d6 ⇒ 4
Reflex DC16: 1d20 + 5 ⇒ (15) + 5 = 20

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Oddman remains prone and fully defensive for the third round, ending his blindness condition.

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By my math Rogers' shield had healed up to 8 points before that hit, so 7 of the 15 gets through to him.
"Damn this stupid thing!" Rogers stumbles forward, once again trying his best to defend himself. Move half speed (20ft) and Total Defense.

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Still blind, Gulkyn stops moving and takes a defensive stance, listening for the enemy.
Total Defense

GMAFlashinTime |

Second 1's magic missiles hit orange, but the party's other attacks miss.
Blue fires at Rogers while orange takes anothe shot at Chk'tarlsh!
Blue laser: 1d20 + 13 ⇒ (13) + 13 = 26
Orange laser: 1d20 + 13 ⇒ (1) + 13 = 14
Orange's laser misses, but Rogers is hit again!
Damage: 2d8 + 4 ⇒ (3, 2) + 4 = 9
Party's up
Party
R5
Orange -5
Blue

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Oddman stands up and moves towards the blue robot.

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Second-1 grits his teeth, then let's off a blast of magic energy at the orange robot once more.
Magic Missile 1 v Orange: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile 2 v Orange: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile 3 v Orange: 1d4 + 1 ⇒ (4) + 1 = 5
"I think I'm going to try and hang back on this one...that flash makes aiming a little difficult!"
Full Round: Magic Missile

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As his vision starts to clear Gulkyn moves towards the sounds of combat. Half speed move. Total Defense

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Shield would have recharged 2 points during his last turn, so 7 damage to Rogers. Now at 18/32 SP.
The spots before his eyes finally clear, Rogers bellows and charges at the nearest robot, swinging his axe as hard as he can! Nuar Gore ability means no penalty on the charge, though it will provoke if they have a reach melee attack.
Greataxe (vs. KAC): 1d20 + 7 ⇒ (4) + 7 = 11
Slashing: 1d12 + 8 ⇒ (8) + 8 = 16
Rogers has Coordinated Shot, so anyone aiming at Blue not blocked by Rogers gets +1 to hit.

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"Rogers, you're doing great work, you're really putting that force field through its paces!"
inspiring boost: 1d6 + 7 ⇒ (3) + 7 = 10 stamina points back to Rogers.
"Come on, let's get that orange one!"
Inspiring Boost, Get 'em

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Belly flat to the ground, Chk'tarlsh fires another blast at his assailant (orange).
Static arc caster w/Get 'em: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Electrical Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Seeing the robot's decreasing proximity to Ozelle, he drops his caster and, reaching over his shoulder, draws the long sword from its sheath. (Remains prone)

GMAFlashinTime |

Orange is hit with an especially effective static arc pistol and more magic missiles. Rogers rushes forward against Blue and misses, but Blue takes a swing on Rogers' way in.
Slam: 1d20 + 10 ⇒ (19) + 10 = 29
Slam damage: 1d6 + 8 ⇒ (1) + 8 = 9
Another Fort save for Rogers as the shield activates with a blinding flash of light again!
Blue fort: 1d20 + 4 ⇒ (19) + 4 = 23
Blue activates an ability, and Rogers suddenly finds himself hit with a strong force field from Blue. He struggles to remain in place.
Blue repulsor field bull rush: 1d20 + 15 ⇒ (7) + 15 = 22
Rogers holds his ground, so Blue tries to punch him again!
Blue slam: 1d20 + 10 ⇒ (3) + 10 = 13
Blue Slam damage: 1d6 + 8 ⇒ (3) + 8 = 11
Blue's fist swings and misses! Meanwhile, Orange fires a laser at the prone Chk'tarlsh after the latters electric attack!
Orange laser: 1d20 + 13 ⇒ (9) + 13 = 22
Laser damage: 2d8 + 4 ⇒ (6, 6) + 4 = 16
The laser shot flies just over Chk'tarlsh's head and misses!
Party up
Party
R6
Orange -26
Blue

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"I'm really glad this isn't a weapons test...I imagine they would frown on THIS!"
More energy bursts fires from Second-1 at the orange robot
Missile 1 v Orange: 1d4 + 1 ⇒ (2) + 1 = 3
Missile 2 v Orange: 1d4 + 1 ⇒ (1) + 1 = 2
Missile 3 v Orange: 1d4 + 1 ⇒ (2) + 1 = 3
Full Round: Magic Missile on Orange. These dice...Will need to start moving around a bit more next round to get in firing range of Orange

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Finally able to see and fully photon attuned, Gulkyn moves up to the fight.
Double move

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Oddman double moves, calling his trident to one of his hands just before stopping.

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Force fields regain hit points at the end of your turn, so it was completely depleted when this AoO hit me. Would it still flash?
Duration: 1d3 ⇒ 1
Rogers swings twice at the robot before him (whether or not he can see)
Greataxe (vs. Blue KAC), full attack 1: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Slashing: 1d12 + 8 ⇒ (12) + 8 = 20
Miss chance if needed (hits on 51-100): 1d100 ⇒ 26
Greataxe (vs. Blue KAC), full attack 2: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Slashing: 1d12 + 8 ⇒ (1) + 8 = 9
Miss chance if needed (hits on 51-100): 1d100 ⇒ 43
Ugh, these dice.

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Ozelle moves closer to Orange.
"This one! Get this one!"
If Orange is already down, she will instead move closer to Blue and Get 'em.

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Rolling to his feet, Chk'tarlsh dashes toward the orange robot, skirting around just out of its reach before slashing with all of his might from the other side.
(Kip Up, Move, Attack)
Long sword w/Get 'em: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Slashing Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Oof, these rolls...

GMAFlashinTime |

No need for a save from Rogers if the force field wasn't active!
Second-1 launches more missiles at the damaged orange, but Rogers and Chk'tarlsh's attacks both miss their intended target.
As Chk'tarlsh moves forward, Orange takes a swing!
Orange slam: 1d20 + 10 ⇒ (13) + 10 = 23
Slam damage: 1d6 + 8 ⇒ (1) + 8 = 9
The blinding force field flashes as the robot's slam hits! (Forcing Chk'tarlsh to make another fortitude save to avoid beind blinded)
Orange fort save: 1d20 + 4 ⇒ (3) + 4 = 7
Duration: 1d3 ⇒ 2
Apparently unable to see, Orange swings wildly at Chk'tarlsh!
Orange slam 2: 1d20 + 10 ⇒ (7) + 10 = 17
Miss change 2 good: 1d2 ⇒ 1
The robot swings wildly and misses the shirren!
On the other side of the battlefield, Blue tries another punch at Rogers!
Blue slam: 1d20 + 10 ⇒ (6) + 10 = 16
But Rogers sidesteps the robot's attack.
Party's up, Fort pending from Chk'tarlsh
Party
R7
Orange 34 (blind until 8)
Blue

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Oddman approaches a bit more and finally attacks, throwing his trident.
Trident vs. Blue robot KAC: 1d20 + 7 ⇒ (15) + 7 = 22
Piercing damage: 1d8 + 8 ⇒ (2) + 8 = 10

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Gulkyn changes direction and runs up to orange, fist swinging.
Solar Weapon, Get'em: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d6 + 8 + 1 + 1 ⇒ (6) + 8 + 1 + 1 = 16 : 1 Electric, the rest bludging

GMAFlashinTime |

Oddman's trident hits Blue, while Second-1 and Gulkyn combine to take down Orange! The blinded robot falls!
Orange down! Rest of the party still up.
Party
R7
Blue -10

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Ozelle moves toward the Blue.
"Great job, folks; there's only one left! Let's get it!"
Get 'em on Blue!

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Fortitude DC16: 1d20 + 5 ⇒ (7) + 5 = 12
The forcefield absorbs the impact of the robot's blow, but Chk'tarlsh is blinded as the unit emits another flash of light.
Unable to see, the shirren takes a moment to orient himself. Antennae twitching, he senses the movement around him and attempts to close on the remaining robot.
Acrobatics DC10: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Steady on his feet, he closes on the robot and swings his sword in the direction of the sensed commotion.
Long sword: 1d20 + 6 ⇒ (10) + 6 = 16
Slashing Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Concealment 50%, High is good: 1d100 ⇒ 34
Forgot to add duration of blindness and flanking. But the latter is of no matter on concealment...
Blindness: 1d3 ⇒ 1

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"You missed, you hunk of junk!" Frustrated and angry, Rogers continues to swing his axe with abandon.
Greataxe (vs. KAC), full attack 1, Get 'Em: 1d20 + 7 - 4 + 1 ⇒ (19) + 7 - 4 + 1 = 23
Slashing: 1d12 + 8 ⇒ (5) + 8 = 13
Greataxe (vs. KAC), full attack 2, Get 'Em: 1d20 + 7 - 4 + 1 ⇒ (18) + 7 - 4 + 1 = 22
Slashing: 1d12 + 8 ⇒ (7) + 8 = 15
Not sure whether blindsense is enough to allow Chk'tarish to provide a flank. If so, add that to these attacks.

GMAFlashinTime |

Chk'tarlsh moves forward toward the robot, but he provokes an attack as he closes.
Slam AoO: 1d20 + 10 ⇒ (20) + 10 = 30
Aoo Crit: 1d6 + 8 + 1d6 + 8 ⇒ (3) + 8 + (5) + 8 = 24
The force field activates again as the robot delivers a crushing blow, sending out a blinding pulse of light! Already blind, Chk'tarlsh is immune to its effects, but Blue is not.
Fort save: 1d20 + 4 ⇒ (5) + 4 = 9
Duration: 1d3 ⇒ 2
Blinded by the light, the robot is unable to avoid Rogers' swings!
The robot attempts to turn and swing at Rogers after he attacks.
Slam on Rogers: 1d20 + 10 ⇒ (4) + 10 = 14
Miss 2 good: 1d2 ⇒ 1
The robot swings and misses the nuar. The last enemy combatant looks to be in bad shape.
Party
R8
Blue -38 (blinded until 9)