GM Bret's PbP Gameday IX: SFS #3-00 The Last Bite (Tier 5-6) (Inactive)

Game Master BretI

Maps


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Suzi gets out her swoop hammer and bats at Thom with it. “Go away little bug! I have a Vesk that has challenged me!

advanced swoop hammer: 1d20 + 20 - 4 ⇒ (5) + 20 - 4 = 21 critical knockdown
Non-Lethal Bludgeoning damage: 3d10 + 9 ⇒ (5, 1, 5) + 9 = 20


Get’Em active, +2 hit everyone who can hear
Please show path using arrows.

Bolded may act

Round 3:

Gunnz 9 Deafened
Thom
Zargothrax 9 Deafened
Srurdez 4
Conrad 4

Round 4:

Orrian 8

Suzi from Accounting, 79 NL

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Thomagar, all focused on his attack, ignores her banter. Slowing circling around her, he sends his glowing palm down again across her head.

guarded step (to eventually get to flanking position), attack

solar palm vs KAC, photon mode, nonlethal, get'em: 1d20 + 5 + 5 + 1 - 4 + 2 ⇒ (12) + 5 + 5 + 1 - 4 + 2 = 21 bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (3) + 5 + 5 + 3 + (1) + 1 = 18

photon mode rd 3

Second Seekers (Jadnura)

Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
Spoiler:
Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

"Best two outta three," Orrian mutters to himself as he takes aim again.

Move boost, standard shoot at -4 for nonlethal

Laser: 1d20 + 10 - 4 + 2 ⇒ (1) + 10 - 4 + 2 = 9
Nonlethal fire: 4d4 + 5 ⇒ (4, 1, 3, 3) + 5 = 16

"Drat!"


Thom, I just noticed you said you were only 15’ up. I’m going to assume you are 30’ up since you would need to be in order to attack Suzi who is at the top of the ruins. How do you intend to get flanking?

Will update soon, just wanted to point this out as soon as I noticed it!

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

Zargothrax spreads his hands out and sings as he flies forward. "DA... DADA DAAAAAAAA DAAAAAAA... DA... DADA DAAAAAAAAAA DAAAAAAAAA... DA DADA DAAAAAAAAA DAAAAAAAAAA... DA... DADA DAAAAAAAAAAAAAAAAA"

He chuckles as he closes in on the bear and fires another round.

Attack, NL: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Acid, NL: 1d10 + 2 ⇒ (5) + 2 = 7


Thom, Orrian and Zargothrax all miss the armored accountant.

Get’Em active, +2 hit everyone who can hear
Please show path using arrows.

Bolded may act

Round 3:

Gunnz 9 Deafened
Thom
Zargothrax 9 Deafened
Srurdez 4
Conrad 4

Round 4:

Orrian 8
Suzi from Accounting, 79 NL

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz, slinking behind a ruined wall, lines up a shot on Suzzi.
trick attack, stealth, DC20+CR: 1d20 + 19 ⇒ (7) + 19 = 26
attack vs EAC: 1d20 + 9 ⇒ (16) + 9 = 25 Plus FF vs everyone
E NL damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trick damage: 3d8 ⇒ (8, 2, 4) = 14

Her ears still ringing, she can't help but be pleased with the shot.
"WHOOPIE!"

Wayfinders

Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Sorry for the delay!

    With Gunnz keeping her on her bear feet, Conrad maintains his encouragement while moving to a better spot.

    Get'em + move.


    Suzi is not fooled by Gunnz’s tricks, but that doesn’t prevent the bullet from hitting her!

    Conrad moves through the brush to get closer and encourages people to keep attacking the bear.

    Get’Em active, +2 hit everyone who can hear
    Please show path using arrows.

    Bolded may act

    Round 3:

    Gunnz 9 Deafened
    Thom
    Zargothrax 9 Deafened
    Srurdez 4
    Conrad 4

    Round 4:

    Orrian 8
    Suzi from Accounting, 88 NL

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)
    GM Bret wrote:

    Thom, I just noticed you said you were only 15’ up. I’m going to assume you are 30’ up since you would need to be in order to attack Suzi who is at the top of the ruins. How do you intend to get flanking?

    Will update soon, just wanted to point this out as soon as I noticed it!

    Oops, missed that she was 30' foot up but yeah now I recall that she was at the top of the tower. That's also why I thought I could circle around to eventually flank her when the rest get in melee range.

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    I'm a bit confused on Suzi's position, but Srurdez can throw his axe anyway, sooooo. I'll just throw it if I need to.

    Srurdez looks legitimately extremely happy that Suzi is focusing on him. "Yeah! This is what we live for! Now you have to get through my armour though!" He laughs and swings the axe again, his manner very unsettling.

    Standard Action to Expertise Attack.
    Move Action to refresh Get 'Em

    Expertise Attack Intimidate DC 15 + (1.5x Suzi's CR): 1d20 + 19 ⇒ (13) + 19 = 32 (Success if she is CR11 or less)
    Attack Roll for Dispelling Returning Throwing Sintered Greataxe, NL, Get 'Em: 1d20 + 11 - 4 + 2 ⇒ (20) + 11 - 4 + 2 = 29
    Greataxe Damage: 3d6 + 12 ⇒ (2, 3, 4) + 12 = 21
    Bonus Expertise Damage (only if Intimidate was a Success, which also causes Grim Trophies-modified Shaken conidtion): 1d6 + 1 ⇒ (4) + 1 = 5

    Holy Hera a crit!
    Critical Damage: 3d6 + 12 + 1d6 + 1 ⇒ (1, 2, 1) + 12 + (1) + 1 = 18
    Critical Dispelling Effect (Caster Level check for targetted Dispel Magic on Suzi): 1d20 + 6 ⇒ (12) + 6 = 18

    Total Damage (assuming Expertise succeeds): 44 non-lethal, Shaken (Grim Trophies makes Shaken also penalize damage by 2), Dispelled

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    "...and I thought I was hitting hard," Orrian mutters to himself as Srudez's axe hits Suzi. "He sure is enjoying this... a lot."

    Orrian shakes off a chill as he looks to see if Suzi's still in the fight.


    The axe hits and knocks Suzi out. She just gives an “Oof!” of pain and then collapses.

    Out of combat with the CR 8 accountant.

    Now that combat is over, Yolan comes forward congratulating you. “That was fantastic! Really incredible to watch. Thank you so much!

    A few minutes later, Suzi wakes up. Looking down, she growls “Yulan! Is this your doing?” The grin he gives her is bright.

    Yulan then looks to you and says “Let me know when you figure out what favor you want.” With that, he forwards his contact information.

    Suzi for her part looks to Srurdez and says “Nice throw!

    Success! Pick your next mission.
    Go ahead and reset spells, stamina, etc.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    "Thanks!"" Srurdez beams back at Suzi. "Why don't you take a free shot? Seeing as how 6 to one isn't exactly a fair fight." Srurdez puffs up his chest towards Suzi.

    I think the consensus was "whatever involves the least amount of waiting. So let's do either mission 5 or maybe mission 2 since we know that's the least likely for the other tables to pick.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Presumably unless they are on this planet we will get a full rest anyway before the next mission?

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    I'm good with mission 2, or anything else people want.


    Suzi smiles, saying “I like your style!

    She swings her hammer, making sure to turn it so that it wouldn’t do killing damage. It doesn’t seem her heart is really in it.
    advanced swoop hammer: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
    Bludgeoning, non-lethal: 3d10 + 9 ⇒ (8, 2, 7) + 9 = 26

    Yes, you have time for a full rest. You even have time to go shopping between missions.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zarg looks over at Yulan. "Whelp... between you ann me... when the time comes ta figgur out who ya want in charge o' the big apple... Iseki-Okaibo definitely's got what it takes. As fer Daatch..."

    He holds a clawed finger out towards him. "If ye wanna know what ah think 'bout 'er, pull mah finger."

    Readied action, he pulls my finger:
    Zarg kicks off his jetpack and flies away, giggling incessantly.

    2 is good with me

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Two sounds ideal!

    "Let's take the Pegasus, she'll be a joy to fly!"

    Gunnz normally grabs a computer node for pilot initiative. Just to keep things ticking over, I'll roll a pilot init now.
    pilot, ship, node: 1d20 + 18 + 1 + 3 ⇒ (16) + 18 + 1 + 3 = 38

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Conrad grabs the captain's chair and gives a comfortable sigh....


    Covert Mission #2

    Radaszam stands in front of a holographic star map. He gestures with a claw and enlarges a quadrant of Pact Worlds space. “Right under her colleague’s noses, Datch exploits her position as director of Pact Worlds security,” he muses. “Impressive, but bad for business.”

    Radaszam points to Aballon on the map. “A shipment of drone parts scheduled for recycling is on its way to Aballon. Odd, considering AbadarCorp’s primary recycling facilities are located elsewhere. Thanks to recon provided by the Obsidian Spiders mercenaries, we know Datch signed off on the shipment. I want you to track down the cargo ship before it reaches its destination. If we can cut off Datch’s resources now, she’ll be easier to deal with later. We have the Stewards’ blessing to investigate, but don’t pick a fight unless you have no other choice.”

    Radaszam provides you with the shipment's identification number and suggests they begin their search at a set of coordinates near Aballon.

    Pegasus, does anyone need me to put up a ship sheet for it?


    It takes a day to get to the coordinates that Radaszam provided. After you exit the drift, you pick up another craft in the vicinity.

    Science Officer could attempt a scan to verify identification numbers.
    This is also your opportunity to open communications if you wish to.
    Everyone else may want to state what position they are taking in ship combat.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Do we know the name of the ship?

    "Hello AbdarCorp ship!" says Gunnz opening communications.

    "Passing along Steward authorization 8761-638X. We are conducting anti smuggling operations and request you pull along side for inspection."

    I'm guessing we have some type of Steward authorisation we can transmit


    When you attempt to contact the ship, there is no immediate answer. It is a few minutes before the connection is finally accepted.

    This is Captain Val Lulan of the Cerulean Shrike.” A damaya male lashunta appears on the communications screen. “We have no record of such an order and your ship does not match any Steward vessel we have ever seen.

    He raises his eyebrows and asks “Do we look like one of those fat AbadarCorp transport ships to you?

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zargothrax grins as he begins typing a few commands into his console. "Hehe hope ye dun mind Captain Barkeep, but ah took the liberty 'o replacin one of th' guns. Err... not Gunn-Z... just a gun... with another gun... with no Z... ann oh! Ships ta scan! Gimme a moment..."

    We're in a Tier 6 Pegasus right? I'll be replacing the turret with a Tactical Nuke from my Weapons of a Lost Civilization boon.

    Computer Science! + Computers: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25

    If I can use the ship's node on that roll, add another +3


    Zargothrax has no trouble determining that the small light freighter matches the identification number given. It isn’t listed as an AbadarCorp ship.

    Exo-Guardians

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    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    "They ain't fat! They're just big-framed. Anywhooo, 'cordin ta yer ident numbers, you've got a load 'o AbadarCorp drone parts ann the dee-livery been signed off by AbadabaCorp reps... so kinda yeah? Yer workin on be-haff 'o AbadarCorp juss like we're workin on be-haff 'o the Stewards! Ah think it's juss a big ole misunderstandin' though. Abadaba's main recyclin' facility aint this way at all! That kinda raised some flags ya know? Hopin it's just a misunderstandin' and ye can get on in the right direction... prolly even bill for the extra drift time ya know if it wasn't yer fault."


    Seems to me you are a little confused. Might want to check your sources first next time. Now if you don’t mind, I have a delivery to make.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zargothrax gives pleading sad Vesk eyes to Conrad and Srurdez. He mutes the mic and says "Erm... can ya... ya know... do the talkin' good thing? Any time ah threaten anyone they just laff...."

    Go go team faces?

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    "Kind sir, it matters not the origin of your ship. We have information of what your ship is carrying and orders from the Stewards to conduct an investigation. Indeed if there is nothing out of order, you are free to proceed on with only a couple hours of delay." Thomagar steps in speaking into the comms with a calm, measure and very officious sounding voice.

    bluff, sidereal influence: 1d20 + 13 + 1d6 ⇒ (10) + 13 + (3) = 26

    If it goes down to combat, Thomagar will likely take a gunner seat, but more as a secondary gunner (+7). Which ship are we using?


    Pegasus

    Sorry for the delay, I feel that we need to get everyone's boons since what is slotted for Starship Combat can make a big difference.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian sits quietly in the gunner's chair, listening to the exchange taking place over comms. Not being much of a talker, he double checks weapon ranges and ammunition while he waits to see how the exchange plays out.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Srurdez was striding towards the Captain's chair when he saw it occupied. He smirks to himself. "Right, I'll see how I can push the systems to their limits." He says before wandering below decks. "Call me on the intercom if anything happens!" he shouts back at the bridge as the door closes.

    Srurdez will take the Chief Mate position. Could also use the Hireling to do Magic Officer.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Note with sky jockey and improved engines, we have a speed of 13 :-) Why do you think Gunnz likes the Pegasus?

    Gunnz pulls the Pegasus around in front of the vessel.

    "I'm afraid we are going to have to insist. "

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    If the talkers are able to keep this discussion going, Zarg will slowly begin scanning their ship for any proof of our claims.


    Looking to the side, Captain Lulan says “Ah, it seems you are not willing to let me leave until you see my authorization for this shipment. One moment as we prepare to transmit it....

    At that point, your ship’s warning system goes off indicating the enemy ship is activating its weapons and combat systems.

    Spoiler:
    3d6 + 5 ⇒ (5, 1, 1) + 5 = 12
    1d6 ⇒ 5
    1d6 ⇒ 1

    In Starship Combat I allow everyone to post immediately. If you want to be able to potentially get any boosts from Captain, First Mate or others the roll must be in spoilers.
    Gunnery should always be under a spoiler.
    I recommend you state the action so that all can see it.
    As soon as I can, I resolve actions in phase order.
    Gunners it is perfectly alright to give conditional instructions. You can either allow me to roll the damage if you are not sure which weapon or have multiple damage rolls based on which of the weapons ended up being in arc.
    I am expecting people to not peek at other peoples spoilers if they wouldn’t know the result in normal turn order.
    Please take questions to Discussion area,

    Example:

    Fluke Jaywalker fires the non-turret weapon that is in arc.

    Shoot, use computer node:
    Gunnery: 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29


    Starship Combat Round 1

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate, Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Engineering Phase:
    Enemy Engineer: 1d20 + 13 ⇒ (5) + 13 = 18
    Starfinder Engineer: TBD
    Srurdez Chief Mate: TBD

    Helm Phase:
    Enemy Pilot initiative: 1d20 + 13 ⇒ (19) + 13 = 32
    Gunnz’s initiative: TBD
    Enemy Science Officer:
    Enemy Pilot:
    Gunnz’s Pilot:
    Zargothrax Science Officer:

    Gunnery:
    None declared yet.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    "I'm turning off the weapon safeties Orrian, let em have it!" Srurdez's voice booms from the intercom.

    "Hope this works. he mutters to himself.

    Attempting a Targeting Aid action, spending 1 RP for a DC 29 Althletics check: 1d20 + 15 ⇒ (20) + 15 = 35

    Dang! Orrian can Fire at Will without penalty

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zargothrax shrugs. "Whelp... might as well figure out what they gonna try to throw at us..."

    Science Officer Action:

    Scan (Computers w/ +4 sensors): 1d20 + 13 + 4 ⇒ (2) + 13 + 4 = 19


    Starship Combat Round 1

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate, Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Two computer nodes remaining.

    Engineering Phase:
    Enemy Engineer: 18
    Starfinder Engineer: TBD
    Srurdez Chief Mate: Targeting Aid Success!

    Helm Phase:
    Enemy Pilot initiative: 32
    Gunnz’s initiative: TBD
    Enemy Science Officer:
    Enemy Pilot:
    Gunnz’s Pilot:
    Zargothrax Science Officer: Scan

    Gunnery:
    None declared yet.

    Edit: Didn’t mean to reroll enemy initiative or engineering actions.

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Conrad opens a comm channel to the ship, "I just want you to know that it didn't have to be like this. You had a chance to die of old age, now look what you've done. I'll give you 6 seconds to send over contact information for your next of kin. It's the least we can do before we end you"

    Action:
    Taunt: 1d20 + 11 ⇒ (15) + 11 = 26


    Conrad, which phase are you doing the Taunt in? That determine who takes the penalty.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    I rolled init a while back to keep things running, got a 38 so they can move first.

    Thematic post anyway

    A manic look crosses Gunnz face as the Pegasus detects the others ships weapon systems coming on line.

    "Strap in, this might get bumpy!" she calls out, although it is not fear in her voice so much as excitment.

    Within seconds the thumping sounds of SMC start to echo through the Pegasus as Gunnz hits her "battle" playlist.

    Unsecured cabinet doors (and to be fair, some secured ones too) as she takes the Pegasus from a standing start to redlined in mere seconds. "Wheeeeeee" she calls out from the depths of her acceleration couch. "Gota love not driving a bus."

    The Pegasus starts to get put through a convoluted series of twists and turns to keep enemy guns away from it.
    evade: 1d20 + 19 ⇒ (2) + 19 = 21 DC 19, can't fail at this tier

    "Yo, Lizard, what are their guns like, where do you want me to keep away from?"

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Anyone who has played in 1-06:
    If you have 'that' 'boon' from the chronicle, I think you know what you have to do to Gunnz's playlist.


    Sorry, thought I had seen it but couldn't find it when I looked.

    The other ship moves to attack your aft side.
    Enemy Pilot Evade: 1d20 + 13 ⇒ (20) + 13 = 33
    Enemy Science Officer Scan: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23

    Go ahead and move your ship.

    Starship Combat Round 1

    Pegasus Tier 6:

    Medium explorer
    Speed 10 12; Maneuverability good (turn 1); Drift 1
    AC 14; TL 16
    HP 65; DT —; CT 13
    Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
    Attack (Forward) twin laser (5d8)
    Attack (Port) laser net (2d6)
    Attack (Starboard) light plasma torpedo launcher (3d8)
    Attack (Turret) light particle beam (3d6) Tactical nuclear missile launcher (5d8 speed 10 Irradiate, Limited Fire 7)
    Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
    Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting; Complement 4–7

    Automated Defenses: Once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter.
    Defender of the fleet (engines): You can increase the speed of your thrusters by one step. Already applied above.
    Abundant Ammunition: Select one starship weapon with the limited fire special property on the group's starship. The selected weapon increases the value of the limited fire value by half (rounded down). For example, a limited fire 5 weapon would become limited fire 7. Applied to turret.
    Weapons of a Lost Civilization: When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
    Tactical nuclear missile launcher Long 10 5d8 10 18 Irradiate (low), limited fire 5

    Two computer nodes remaining.

    Engineering Phase:
    Enemy Engineer: 18
    Starfinder Engineer: TBD
    Srurdez Chief Mate: Targeting Aid Success!

    Helm Phase:
    Enemy Pilot Initiative: 32
    Gunnz’s initiative: 38
    Enemy Science Officer: 23
    Enemy Pilot Evade: Success
    Gunnz’s Pilot Evade: Success
    Zargothrax Science Officer: Scan

    Gunnery:
    None declared yet.

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Apologies. I meant to say helm phase!

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Thomagar's default is to leave Orrian to fire the most powerful gun that is facing the enemy, which would usually be the tactical nuke in the turret placed by Zargothrax, and he would then fire whichever next weapon is facing the enemy. So will not do the damage rolls. Due to his relatively poorer gunnery skill, he'll take one of the two computer nodes by default.

    Activating the computer node to provide assistance, Thomagar waits for Orrian to fire the main weapons, before he similarly targets the enemy ship.

    Secondary Gunner (computer node):

    gunnery check: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian blinks after hearing Srurdez's loud encouragement.

    "Right away! Orrian shouts over comms, grabbing a helpful computer node and pulling up the weapons modules.

    Block of rules quesiton text:
    Apologies for the question, but I know that for fire-at-will I can use two weapons regardless of the arc. While I could use, say, the turret and the forward gun, I can't use a gun to attack in an arc that the enemy ship isn't in, correct? Also, if I'm using the turret and whatever arc is appropriate, I might be firing twice this round and Thom wouldn't be firing at all. Rolling twice below for nukes and *insert appropriate weapon* if arc matters, but if arc doesn't matter then the forward gun is the next largest (unless that means Thomager wouldn't be able to fire, in which case the next best gun)

    "Hope this works."

    Selecting both nukes and the appropriate weapon depending on the arc, Orrian mutters "Hope this works."

    He fires.

    Gunnery 1:

    Nuke gunnery: 1d20 + 9 + 3 ⇒ (14) + 9 + 3 = 26
    Nuke damage: 5d8 ⇒ (6, 4, 8, 4, 2) = 24
    Weapon #2 gunnery: 1d20 + 9 + 3 ⇒ (1) + 9 + 3 = 13
    Weapon #2 damage if it's forward arc: 5d8 ⇒ (8, 3, 8, 1, 7) = 27

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Since Computers DCs are pretty low, I'll move to Engineering next round and leave Science officer to Thom.

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