tt's The Elsebo Way

Game Master therealthom

Just for fun, a run through the SFS Season 1 story arc.

Maps, etc

End(ish) of Episode 1 End (ish) of episode 2] End (ish) of episode 3]


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Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Zephyr stood up last round and delivered a single punch.

Sovereign Court

Maps, etc

And he missed.
Jaeric's up.


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Seeing his friends enduring real harm and knowing time is of the essence to get off the derelict before it self-destructs, Jaeric launches one last barrage of mental energy at the monstrosity in the hopes of incapacitating it enough to move past it.

OOC: Jaeric casts his last mind thrust II...
Psychic Damage: 4d10 ⇒ (7, 7, 6, 4) = 24 (Will DC 17 for half)

If the creature falls, Jaeric uses his move action to push past it and leads the way to the airlock, encouraging everyone else to follow.

Sovereign Court

Maps, etc

The creature clamps its elbows to its head. It's eyes roll back and blood trickles from its ears. Then it jerks to the right and plunges against the door frame. It slides down to face plant on the deck. It's back is covered in oozing sores.

It's still 800+ pounds of muscles. Jaeric will have to settle for marching over its dead body.

Round 5 of ????. Jaeric to go.
Jaeric,
Zephyr, -76
Never, -60
Harlan, 0 SP (39 hp remaining)
Mother of all porcucrocs (-152)

GM stuff:

acidic mist round 3/6: 2d6 ⇒ (1, 4) = 5 (from 4th round round)
Fort Save v DC 16: 1d20 + 11 ⇒ (11) + 11 = 22
WIll Save v DC 17: 1d20 + 8 ⇒ (8) + 8 = 16

I couldn't resist the image of the door sliding open to reveal mama, but I was worried when I nearly maxed out damage on the alpha strike against Harlan. I had really expected you roll a big stupid beast easily, but the grapple really slowed you down without inconveniencing her too much.


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Racing over the dead body of the massive beast, Zephyr heads to the bridge of their own ship as quickly as he can, saying "I'll get us as much distance as I can before the derelict ship blows!"


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

"Plenty of distance and a big boom in our rear view. Can't tell you how fine that sounds right 'bout now." Harlan grins, sending a pair of magic missiles into the porcucroc's body in case it's faking, and then rushing south and back to the party's ship.


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Jaeric leads the way into the ship, but stands aside for Zephyr to hurry to the controls. As each of the other team members enter, he visually assesses them for damage while keeping an eye on the airlock, fully prepared to drop another acidic mist to hold off any further threats. Once he's satisfied, he closes the airlock and follows after Harlan and Never.

"Full power to pull us away, Zephyr!" he calls out, "Take an angle to minimize any debris that might get launched after us, as well. Harlan? Never? Either of you hurt? I'll mend what I can to make sure we're recovered before we proceed..."

OOC: I think Zephyr and Never only have stamina damage, right? So, a simple Resolve point should get them back to full as we transit. Harlan's still wounded though? If so, Jaeric can do a bit of healing...


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

I'm missing just 2 HP, so I'll be resting for SP but probably don't need anything else. If you've got 1/day HP healing, you can save it for later

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Maps, etc

It's not even close. Your ship is well away when the derlict explodes and your shields handle any debris easily.

I'll look into your options for rest.

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Maps, etc

Okay.

Zephyr charts a course and the auto-nav takes over. The party has a few hours to relax and prepare for the next challenge.

Callion is a red dwarf star, the smallest of the three stars in the Scoured Stars. Callion-1 is one of the two small, tidally locked planets whose orbits are synchronized so that they are always on the opposite sides of the star.

Scans from orbit show that the magnetic storm Radaszam mentioned is still at full strength. You also identify a landing zone close to the target area, but positioned so that the storm is unlikely to veer over the ship while you're on the surface.

You unload the ATVs and quickly kit them out for the trip. Shortly you are driving at high speed across rock-strewn sand dunes.

Time for permanently settle if you're taking one or two. I'm going to say that non-proficiency penalties don't apply to the mounted guns.


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Zephyr takes advantage of the downtime to rest and recover his stamina. Once they arrive, he jumps into the pilot seat of one of the ground vehicles and ensures the maps are up to date and their destination is clear. When that is settled, he starts working on planning the best route based on their available intel.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never follows after Z, heads to the galley for a cold beer and pops it while reclining on the command chair of the bridge.

"Anyone wanna drive the second sled?"

1RP to restore SP


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Yep, restoring SP here too.

Harlan sprawls out on the largest available chair on the ship after getting out. He grins maniacally at the fiery explosion in the rear view screen. "We gave 'em what they deserved, eh?" Breathing hard, he basks for a while in appreciation for the carnage left behind, and only once he's settled down does he turn his attention to the mission at hand.

"Couldn't a picked a nice planet to get trapped on, huh. Well, time to get trucking through a damn big storm." He doesn't take the second ATV, waving a hand dismissively "You don't want me behind the wheel. I'd sure as hell wreck it in a moment. And big guns aren't my style either."

Zero piloting and bad dex means I'll be doing my normal magic thing. If we do have a second pilot though, we might be able to rescue more people if we find them.

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Maps, etc

Jaeric? 2nd vehicle pilot?

Dust from the sand rises in a choking column. Overhead lightning flashes through purple clouds.

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Maps, etc

OK. I've written this post twice and it hasn't taken.
Jaeric, are you piloting the second vehicle or are you all putting your eggs in one basket?

A column of dust trails you as you journey across the sand. Overhead lightning flashes behind and between heavy purple clouds.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Harlan leans back in his seat aboard one of the ATV's "Bloody dramatic, ain't it?" He stabs a thumb at the lightning "Couldn't ask for a better backdrop for saving a load of Starfinders."

Sovereign Court

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Maps, etc

I'm going to say Jaeric opted to drive the second vehicle.

You're just over an hour out on the sand when Jaeric catches sight of something on his rearview screen. A ridge of sand and thrown rock flying up behind you and arrowing in on you like some kind of earthen wake. Suddenly a long armored form rises above the ground in a burst of sand, like a land-bound whale breaching. Then it dives again and the ridge continues in pursuit.

It's three times as large as your vehicles. It's hide must be incredibly tough to withstand the abrasion from the sand and impact from the rock as it burrows at this incredible speed.

DM stuff:

Jaeric: 1d20 + 15 ⇒ (19) + 15 = 34
Lorne: 1d20 + 10 ⇒ (19) + 10 = 29
Never: 1d20 + 7 ⇒ (6) + 7 = 13
Zephyr: 1d20 + 6 ⇒ (19) + 6 = 25
Sparky: 1d20 + 12 ⇒ (17) + 12 = 29


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Harlan lets loose with a barrage of foul language. "Next you're gonna tell me we have ta dive into that bloody thing to find where our Starfinders are hiding. Jay and Zee, you think you can get away from it? I'll see if I can do a little discouragin' in the mean time."

Life Science; what is this?: 1d20 + 16 ⇒ (1) + 16 = 17


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

”Aye captain! More speed it is. Give me at least 3 seconds warning if I need to take evasive action!” replies Zephyr, taking the vehicle to full rated speed and trying to find a smooth path so he can keep up the speed.

Piloting: 1d20 + 20 ⇒ (18) + 20 = 38


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

If the creature is within 170 feet, Harlan reaches out a hand, finger pointing like a gun, and begins firing volleys of unerring missiles at the beast's nose.

Magic Missile damage (Fo): 3d4 + 7 ⇒ (3, 4, 1) + 7 = 15

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never scowls at the great armored sand monster. As Z looks for more speed, Never tries to coax more power out of the engine. She tweaks the screws on the mass airflow throttle body.

Engineering: 1d20 + 6 ⇒ (19) + 6 = 25

Tidbit jumps onto the superheated block and chirps at Never, but its concern is lost to the din.

"Okay, Z. Give it!"

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Maps, etc

It's a chase!:

Vehicle Chases

The tactical vehicle rules in the previous section are meant for battles on a grid, with some creatures in vehicles and others on foot. But in a high-speed chase or race between competing vehicles, the pilots’ skill and the environment play the predominant role in victory or defeat. The system detailed below is a more narrative-based system that allows for greater flexibility and doesn’t require an enormous grid for play.
Relative Positioning
Source Starfinder Core Rulebook pg. 282
In a vehicle chase, you monitor only the relative positions of the vehicles. The easiest way to do this is by using a series of horizontal lines called zones, as shown in the diagram on page 283. You can use a battle map for this and simply ignore the vertical lines.

As a default, vehicles in the same zone are considered to be about 50 feet apart. If they’re engaged (see Engage Another Vehicle), they are considered adjacent, but they normally don’t touch, leaving room for creatures trying to hop between them to fall. Vehicles one zone apart are about 200 feet apart.
Being Ahead
Being ahead of an opponent is advantageous. You get a +2 bonus to Piloting checks against enemies that are behind you, or you get a +2 bonus to all Piloting checks if you’re ahead of all your enemies. When attacking, you get a +2 bonus to attack rolls against enemies and vehicles that are behind you.
Phases of a Vehicle Chase
Source Starfinder Core Rulebook pg. 282
Chases happen in rounds with three phases, which are described in more detail below. At the start of a chase, roll initiative checks (or use the same initiative order if a grid-based vehicle combat transitioned into a chase).

1. Pilot Actions: Each vehicle’s pilot selects her pilot actions and attempts any needed checks outside the normal character initiative count.

2. Chase Progress: The GM moves the vehicles to their new zones, based on the actions the pilots chose and whether they were successful. The GM also determines whether anyone is out of range of other vehicles, and therefore out of the chase.

3. Combat: Pilots (if they have any remaining actions) and passengers take their actions in initiative order as they normally would in a combat. Passengers and pilots can fire on other vehicles, depending on their range, and pilots might be able to slam their vehicles into those of their enemies.
Pilot Actions
During the pilot actions phase, the pilot of each vehicle selects any pilot actions she wants to use to drive her vehicle this round, and performs her piloting actions in initiative order during this phase. Most pilot actions require a move action; taking two pilot actions requires the double maneuver pilot action, which is a full action. Only the speed up action advances vehicles during this phase. For all other pilot actions, the GM advances vehicles as appropriate during the chase progress step. If the pilots have any actions remaining at the end of the pilot actions phase, they can take them in initiative order during the combat phase. The below table offers a quick reference for the pilot actions.

Pilot Action Skill Check DC Result of Success
Break free Piloting 5 + enemy vehicle’s KAC End vehicle engagement (and move 1 zone forward in chase progress phase)
Double maneuver* Varies Special (each at a -4 penalty) Special-see page 283 (and vehicle moves 1 zone forward in chase progress phase)
Engage another vehicle Piloting Enemy vehicle’s KAC Vehicle’s riders can attack one another or board another vehicle (and vehicle moves 1 zone forward in chase progress phase)
Evade Piloting 10 + vehicle's item level Vehicle gains a +2 bonus to its AC (and moves 1 zone forward in chase progress phase)
Keep pace Piloting 10 + vehicle's item level Vehicle moves 1 zone forward in chase progress phase
Slow down None None Vehicle doesn’t move forward in chase progress phase
Speed up Piloting 17 + vehicle's item level Move 1 zone forward immediately (and move 1 zone forward in chase progress phase)
Trick Varies (see page 283) 15 + vehicle's item level Pilots behind you take -2 penalty to Piloting checks for 1 round (and vehicle moves 1 zone forward in chase progress phase)
* A double maneuver is a full action that allows a pilot to take any two of the other actions listed in this table.
Break Free (Move)
You attempt a Piloting check (DC = 5 + the enemy vehicle’s KAC) to disengage from an engagement with other vehicles. If the engagement includes multiple enemy vehicles, the DC equals the highest KAC among the enemy vehicles + 5 per enemy vehicle beyond the first. If all parties are willing to end the engagement, no Piloting check is required to break free.
Engage Another Vehicle (Move)
You attempt a Piloting check (DC = the KAC of the enemy vehicle) to engage your vehicle with an enemy vehicle in the same zone. Two allied vehicles can engage freely; this is useful to allow people on one vehicle to board the other. In both cases, your vehicle then automatically becomes engaged with all other vehicles in the engagement. You can make melee attacks against those on another vehicle only if your vehicle is engaged with it; see the Engagement sidebar on page 284 for more information.
Evade (Move)
You can attempt a Piloting check (DC = 10 + your vehicle’s item level) to grant your vehicle a +2 circumstance bonus to its AC for 1 round. If you evade twice, the bonuses aren’t cumulative.
Keep Pace (Move)
You attempt a Piloting check (DC = 10 + your vehicle’s item level) to stay in the same position in the chase. If you’re successful, your vehicle moves forward during the chase progress phase. If you fail, your vehicle falls back one zone during that phase. Many other pilot actions can also result in a vehicle moving forward one zone during the chase progress phase, but they have a higher DC, increasing the chance the pilot will fail.
Slow Down (Move)
Your vehicle doesn’t move during the chase progress phase. This pilot action doesn’t require a check.
Speed Up (Move)
You attempt a Piloting check (DC = 17 + your vehicle’s item level) to get ahead, moving forward one zone immediately on a success. If the vehicle encounters any hazards or similar effects that occur upon entering a zone (see page 285), they trigger immediately. The vehicle later moves forward one additional zone in the chase progress phase, even on a failed check, unless you failed the check by 5 or more.
Trick (Move)
You can try a risky maneuver, use the terrain, or take an unconventional route to foil pursuers. You attempt a skill check (DC = 15 + your vehicle’s item level); this skill check could be a Piloting check if the ploy requires intricate maneuvering, but it might instead be a Bluff, Stealth, or other skill check at the GM’s discretion. If you succeed, the Piloting checks of all vehicles behind you take a –2 penalty for 1 round. You can attempt multiple tricks with the double maneuver action, but the penalties imposed on the vehicles behind you aren’t cumulative. Penalties from multiple different pilots who are ahead and successfully perform tricks, however, are cumulative.
Double Maneuver (Full)
You can take two of the aforementioned pilot actions, but take a –4 penalty to each Piloting check or other skill check. You take the pilot actions in succession, but can choose your second action after taking the first one and can take an action more than once. If you don’t want to use your second action, you forfeit it but still take the penalty to your first check. Unlike other pilot actions, a double maneuver takes your full action.

If your vehicle is significantly faster than the other vehicles in the chase, you have an advantage when performing a double maneuver. If your vehicle’s full speed is at least 50 feet faster than the fastest enemy vehicle, you take only a –2 penalty when performing a double maneuver.

Regardless of how many pilot actions you take as part of a double maneuver, you move forward at most one zone during the chase progress phase.
Chase Progress
In the chase progress phase, the GM advances vehicles (based on their pilots’ chosen actions and whether they succeeded at the required checks), then determines whether any participants have escaped or been left behind and whether the chase is over.

Engagement: Vehicles in the same zone as one another can become engaged, meaning they’re neck-and-neck and within physical striking distance of one another. If two or more vehicles are engaged, move their miniatures or tokens next to one another. The vehicles’ passengers and pilots can make melee attacks against each other in the combat phase or attempt to board the other vehicle. An engaged vehicle can’t speed up, slow down, engage another enemy, or end the engagement unless it takes the break free action (see page 282).
Advance Vehicles
The GM moves forward by one zone all vehicles whose pilots succeeded at a minimum of one required check. If a vehicle’s pilot deliberately slowed down or she failed all the Piloting checks attempted, her vehicle doesn’t move forward. If a pilot attempted to keep pace and failed, her vehicle instead moves back one zone. If a pilot attempted to speed up and failed by less than 5, her vehicle still moves forward one zone now. Because a pilot has to fail all checks to stay put, a pilot who tried to speed up twice would stay put only if she failed both checks by 5 or more. The slow down action supersedes the forward movement from other successful Piloting checks, so if the pilot succeeded at the evade and slow down actions, she’d get the bonus to her vehicle’s AC but wouldn’t move forward. Treat uncontrolled vehicles as if their pilots had failed all Piloting checks.

If a vehicle is engaged with another and fails all its checks, it still moves forward along with another engaged vehicle, provided that vehicle would be advanced by the GM. However, the opposing vehicle gains all bonuses from being a zone ahead (even though it’s in the same zone). If all the vehicles in an engagement fail all their checks, none move.

Hazards and other effects of moving into a zone trigger immediately (see Chase Environments on page 285 for more information, since sometimes environments can prompt specific hazards in a relevant zone).
Escaping and Getting Left Behind
You leave a chase if you escape or get left behind. During the chase progress phase, you escape if you end up two zones ahead of all adversaries, and you get left behind if you end up two zones behind.

If you would escape from a chase but don’t want to do so, you can voluntarily move back to being only one zone ahead in the chase progress phase.

It’s possible for you to rejoin a chase if you’ve been left behind (or if you already escaped and want to later support allies with an ambush), but it requires extraordinary circumstances and happens at the GM’s discretion.

As an example, suppose the PCs are in an exploration buggy fleeing from a police cruiser, and are one zone ahead of the pursuing police cruiser. During the pilot actions phase, the PC pilot succeeds at a Piloting check to speed up, immediately moving the buggy an additional zone ahead, which brings it two zones ahead of the police cruiser. The officer piloting the police cruiser tries to speed up and catch the PCs, but he fails his Piloting check, so the police cruiser remains in its zone. During the chase progress phase, both vehicles move forward one zone, but because the PCs are still two zones ahead, they escape and leave the chase.

In this example, the PCS escaping and the police getting left behind have the same end result. But what if there were two police cruisers, and one succeeded at its check to speed up but the other didn’t? The cruiser that succeeded would end up one zone behind the PCs, and the one that failed would be two zones behind. The second cruiser would leave the chase, but the PCs wouldn’t escape because their buggy isn’t two zones ahead of all pursuers.
Ending a Chase
If either all enemies or you and your allies have escaped or been left behind, the chase is over. It’s possible for one group to escape by dropping back until it’s left behind, but it’s easy for the other chase participants to circle back and pick off the group while it’s a sitting duck.
Combat
The final phase of each round is combat. This happens in initiative order, and characters can take the usual actions they can in combat, with the following adjustments. Pilots can also act during the combat phase, as long as they have any actions remaining to spend. Because of the motion involved in a chase, all attacks take the penalty listed in the vehicle’s Modifiers entry. However, because the vehicles are all moving at high speed, the differences in speed cancel out somewhat, so combatants take the normal penalty instead of the higher penalty for full speed.
Ranged Attacks
Passengers on and pilots of vehicles can attempt ranged attacks against other vehicles or their passengers in the same zone or one zone away. Unless otherwise specified, these ranged attacks follow the normal rules for attacking from vehicles (see page 281). To determine the range between two vehicles, see Relative Positioning on page 282.

As a passenger, you can attack with your ranged weapons or abilities. If you’re a gunner, you can attack with the vehicle’s mounted weapons, as described in Firing Vehicle Weapons on page 281. As a pilot, you can attack only if you have a standard action left and can make a full attack only if you left the vehicle uncontrolled in the pilot actions phase.

Passengers can attack an enemy vehicle directly, but targeting riders or pilots can be difficult. Vehicles (except for entirely open vehicles) usually grant their passengers some degree of cover (see page 228).

Due to high speeds, wind, and other factors that may or may not be part of the environment (see Chase Environments on page 285), some weapons might not work effectively during a chase. For example, it’s nearly impossible to throw a grenade from one vehicle to another while moving at high speeds. The GM has final say on what can and can’t be used during a chase and the penalties incurred for difficult attacks.
Melee Attacks
Anyone in a vehicle can make melee attacks against those on an enemy vehicle with which their own vehicle is engaged. You can make melee attacks against those in an enemy vehicle only with reach weapons, and such targets typically have some cover provided by their vehicle. Even when your vehicles are engaged and you’re using a reach weapon, you do not threaten any squares of the other vehicle.
Boarding
If two vehicles are engaged and you are a passenger, you can attempt to move from one vehicle to the other as a move action that provokes attacks of opportunity. This is like boarding a vehicle in normal combat, but it also requires a successful Acrobatics or Athletics check with a DC equal to 5 + the KAC of the vehicle you’re boarding. Failure by less than 5 means that you are unable to board the other vehicle and remain on your vehicle. If you fail by 5 or more, you fall from the vehicle and land prone. You take double the normal falling damage for the distance of your fall or 1d6 falling damage if you fall less than 10 feet. Once you have boarded an enemy vehicle, you take the attack penalty from that vehicle, not your former one.
Collisions
When piloting a vehicle, you can attempt a Piloting check (DC = the enemy vehicle’s KAC) as a standard action to smash into another vehicle you’re engaged with. If you’re successful, your vehicle deals its collision damage to the enemy vehicle, and takes half that much damage itself. A vehicle’s collision damage is listed in the Attack (Collision) entry of its statistics (see page 228).

Types of Environments
Environments can affect vehicles in a chase in five main ways.
Active Hazards: Hazards can directly impede or damage the vehicles in a chase. They might be persistent or temporary. Some hazards make one attack against a vehicle when that vehicle enters the hazard’s zone. The hazard might trigger only once, or it might attack every vehicle that enters the zone. Decide whether a hazard deals damage, knocks a vehicle off course, or both. The hazard’s CR should be close to the item levels of the vehicles involved in the chase, and should use the corresponding attack bonus and damage amount (see the below table). If a hazard knocks vehicles off course, the pilot of any vehicle it hits takes a –4 penalty to Piloting checks (in addition to its normal modifiers) for 1 round. If a hazard both deals damage and knocks the target off course, reduce the attack bonus by 2 and halve the damage.
Altered Attacks: Attacks might be more difficult due to bad weather or barriers that block lines of sight. Use the normal rules for concealment, cover, and line of sight when implementing environments that alter attacks. It’s rare for the environment to improve attacks, but if it somehow would, you can reduce the normal penalties for attacking during a chase.
Altered Movement: Some environments make it easier, more difficult, or more complicated to move. This might come up in a chase through a space station where some zones lack artificial gravity or on a muddy plain where vehicles could get bogged down. Altered movement usually causes a +2 bonus or –2 penalty to skill checks attempted during pilot actions. The environment can work differently on different vehicle types; a wheeled transport might take a penalty when artificial gravity goes out, while a hover vehicle wouldn’t, for example. Likewise, the effects can change how certain actions work. A massive downhill slope might make it easier to speed up but harder to keep pace, or it could even require a check to slow down.
New Tricks: Environments can provide new tricks that pilots can use with the trick action during the pilot actions phase. These could include clipping precarious rocks in a canyon so they fall in your enemies’ paths or diverting oncoming traffic toward your enemies. These tricks usually have a DC of 2 to 4 higher than the normal trick action, but their effects should also be more impressive. In terms of game rules, the effect might be a bigger penalty for enemies’ Piloting checks (–4 to –6), or the trick might create a new active hazard (see Active Hazards on page 285) in the zone directly behind the vehicle.
Split Routes: It’s possible for chase participants to take slightly different routes through a zone to gain some other tactical advantage. A split route works much like having two parallel zones in a single zone, one of which has a different environment: usually altered movement (for a shortcut) or an active hazard (for a dangerous zone). The pilot decides which route to pursue when taking his pilot action. Even if two vehicles are in the same zone, they can’t interact with each other if they’re on different parts of a split route. A split route usually lasts for only one zone before converging.

If vehicles that are engaged pursue different routes, their engagement is automatically broken off. When the route converges again, any vehicles that had been engaged and are still in the same zone automatically become engaged again.
Hazard Attacks and Damage
CR Attack Bonus Damage
1/4 +3 2d4
1/3 +4 2d4
1/2 +6 3d4
1 +8 4d4
2 +9 5d4
3 +10 5d4
4 +11 5d6
5 +12 5d8
6 +14 6d8
7 +15 6d10
8 +17 7d10
9 +19 8d10
10 +20 9d10
11 +21 10d10
12 +23 11d10
13 +24 12d10
14 +25 14d10
15 +26 15d10
16 +28 17d10
17 +29 18d10
18 +30 20d10
19 +31 23d10
20 +32 25d10

Desert Environment
The following are sample features for a desert environment.
Active Hazards: Death worm attack (when a vehicle first enters its zone, a death worm attacks whichever vehicle is at the rear at the end of the chase progress phase and then moves along with the chase, attacking the rearmost vehicle each round), falling rocks (attacks the first vehicle that enters the zone)
Altered Attacks: Rock spires (cover), sandstorm (total concealment)
Altered Movement: Deep sand (–2 to Piloting), mud flat (–2 to Piloting)
New Tricks: Kick up dust clouds (create concealment), topple rocks (new active hazard)
Split Routes: Giant antlion sand pit (hazard if not avoided), narrow canyon (shortcut: +2 to Piloting to keep pace or speed up, or +2 to trick attempt)

Sovereign Court

Maps, etc

Zephyr and Jaeric open their throttles. Zephyr's skill shows and he leaps out ahead of Jaeric. The worm behind you also speeds up; its plume of dust, sand and debris rises higher into the sky as it closes.

Never coaxes a little more power out of the engine.

Harlan zips a few magic missles into the approaching groundswell. He just glimpses them strike home through the murk.

The ATT's hit a patch of soft deep sand. Zephyr finds a clean line through. Jaeric tries to follow, but the dust makes it hard to see and he hits a soft patch. Behind you the slitherer surges forward.

Okay. Check slide 3. You've got to get through 8 zones without the sand worm, I mean sand slitherer, wrecking you. You can outspeed it, or blast it to oblivion. Z is Zephyr's vehicle. J is Jaeric's. SS is the sand slitherer. Your vehicles are level 6. Based on Never's post, I'm assuming she's with Zephyr and Harlan's with Jaeric.

For the good roll and Never's boost, I'm giving Z an extra zone of movement this time. We'll run the rest of the rounds per rules.

GM stuff:

SS piloting (acrobatics): 1d20 + 17 ⇒ (3) + 17 = 20
Jaeric, piloting: 1d20 + 7 ⇒ (20) + 7 = 27

[ooc]Status: SS - 15 hp
Jaeric -2 piloting to drive, +2 v SS
Zephyr +2 piloting

New Round instructions to follow.

Sovereign Court

Maps, etc

Each round has 3 phases:
1. Pilot Actions: Each vehicle’s pilot selects her pilot actions and attempts any needed checks outside the normal character initiative count.

2. Chase Progress: The GM moves the vehicles to their new zones, based on the actions the pilots chose and whether they were successful. The GM also determines whether anyone is out of range of other vehicles, and therefore out of the chase.

3. Combat: Pilots (if they have any remaining actions) and passengers take their actions in initiative order as they normally would in a combat. Passengers and pilots can fire on other vehicles, depending on their range, and pilots might be able to slam their vehicles into those of their enemies

Round 1. Phase 1. Pilot actions.

Zephyr and Jaeric, see your options here.


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Zephyr continues to pour on the speed, trying to keep the transport steady as a platform for firing their guns. Speaking of guns, he runs power to them so he or others can take shots at the following sand worm!

(Pilot modifiers +2 in the lead, -4 for the transport, DC = 17 + transport level (6) )

Pilot check to Speed Up: 1d20 + 20 + 2 - 4 ⇒ (19) + 20 + 2 - 4 = 37


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Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Nice Zephyr!

Sovereign Court

Maps, etc

Zephyr guns ahead through the stone monoliths and into a sandscape dotted with giant mounds, the nests of equally giant ant-like creatures.

Jaeric sets the autopilot to follow Zephyr and slides back to one of the mounted guns.

Autopilot to keep pace, soft sand , : 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29

The sand slitherer porpoises, gains ground through the air and knifes back under the surface. It pulls even with Jaeric's truck and lurches left to ram the Starfinders.

It Sped up. See new position on slide.

STIL IN WORK

GM stuff:

Slitherer, speed up : 1d20 + 17 ⇒ (14) + 17 = 31


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Not sure what you mean by still in work, should we post combat actions?

Sovereign Court

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Maps, etc

To keep from losing the post, I was saving and editing. Looks like my last edit got lost though. Here's what I had added.

Time for combat. You can attack normally or with the X-gen guns. If you're in the same zone you can also ram or engage.

Someone double check this , but I think Zephyr's flying at full speed , -6 to attack from his vehicle. Attack's from Jaeric's are at -3.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never frowns and looks at the turret gun. "Why me, Tidbit?"

She closes one eye and looks at the small targeting display, then pulls the trigger without thinking too much.

Shoot!: 1d20 + 8 ⇒ (20) + 8 = 28 HAHAHA
Damage: 2d12 ⇒ (7, 7) = 14


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

The scaly worm is getting too close for comfort, but Harlan is left with little recourse except to continue blasting. He sends another barrage of bolts at the creature.

Magic Missile damage (Fo): 3d4 + 7 ⇒ (2, 3, 3) + 7 = 15

Sovereign Court

Maps, etc

crit damage: 2d12 ⇒ (5, 8) = 13

Never's zen gunnery blasts free a patch of armor-like scales.

Harlan lands another trio of magic missiles.

Zephyrs got a standard action left.


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

(Hey, that's right! There are two sets of guns on each vehicle)

Zephyr splits his concentration from flying for a moment and aims the other X-gen gun at the newly-exposed fleshy bits of the pursuing creature!

Gunnery attack at full speed: 1d20 + 14 - 6 ⇒ (2) + 14 - 6 = 10
X-gen guns damage: 2d12 ⇒ (4, 10) = 14

Sovereign Court

Maps, etc

Zephyr's shot blows up a fountain of sand in front of the creature, but it's not deterred. It veers toward Jaeric's vehicle.

Looking at chase rules again I learned two things.
1. Zephyr's (more than) two zones ahead of the sand worm. If he wishes he can 'escape' and leave Jaeric and Harlan to face the sand worm alone. If he doesn't want to escape, he's got to slow down and I'll move him back to one zone ahead of the sand worm.
2. Being in the same zone isn't enough for the worm to ram. Next round it'll try to 'engage' Jaeric's truck. If successful, it will ram in combat next turn.

So we're back to pilot actions for the next round. Zephyr also let me know if you want to stick around.


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Unless ordered differently, Zephyr stays within range of Jaeric's truck so he doesn't get stuck and eaten by the worm--at least not without an audience.

Slowing down a bit, Zephyr keeps the sand worm in range of their guns, but far enough ahead of it to hopefully be outside its engagement capability (I think this means "keep pace").

Piloting vs. DC 16: 1d20 + 20 ⇒ (18) + 20 = 38

Sovereign Court

Maps, etc

Status End of Round 1:
J's truck
Z's truck +2 piloting for being ahead
SS (-57 hp)

Round 2 Piloting
Z, agreed on Keep Pace but with your modifier, you might consider trying double actions. You're in the Giant Anthill Zone. A special trick in that zone, stirs up a horde of giant ants that would give the SS a -4 piloting penalty next round.

Zephyr fishtails a course around a few monoliths to let Jaeric catch up, before straigthening out into another area of hard -packed sand dottef with open-topped cones. Huge insectile creatures scurry up and down the cones. But several of them scurry down the sides of each cones to make a living wall protecting their conical castles.

Zephyr, make DC 16 piloting check to avoid collision damage with the ants.
Swerving around the ants gives the android an idea. If it's worth the risk ...? But up ahead he sees a a chasm across his course. If he and Jaeric fail while jumping over it, their vehicles could be seriously damaged.

Meanwhile, Jaeric instructs the Autpilot to speed up. The AI is overwhelmed with navigating around the stone monoliths, avoiding the sand slitherer, and increasing speed. It crunches into one of the stone pillars, and Harlan and Jaeric are thrown forward. In best Star Trek bridge crew fashion.

Autopilot to avoid monoliths v DC 19: 1d20 + 13 ⇒ (4) + 13 = 17
Autopilot to keep pace v DC 16: 1d20 + 13 ⇒ (16) + 13 = 29

Impact damage: 5d8 ⇒ (6, 7, 5, 8, 2) = 28

The sand slither gracefully dodges a few pillars then finds an opening where it can sideslip straight into the all terrain truck. The truck lurches away, knocking Jaeric and Harlan to the near side of the vehicle. Harlan could almost reach out and touch the slitherer's rockhard skin. Then another pillar encourages the slitherer to back away from the truck. And for a precious few seconds you're ahead of it again.

The slitherer couldn't engage Jaeric's truck.

GM stuff:

Zephyr and Jaeric, see your options here.
SS to avoid monoliths v DC 19: 1d20 + 17 - 4 ⇒ (13) + 17 - 4 = 26
SS to engage J v DC 16: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15

Stone monoliths Altered Attacks: Rock spires (cover); New Trick: Topple rocks (Piloting or ranged attack roll, New Active Hazard: –2 to Piloting and must evade or vehicle takes 5d8 damage).
4. Giant Anthill Active Hazard: Defensive ants (must evade or vehicle takes 5d8 damage); New Trick: Bolting ants (–4 to Piloting)
5. Ramps Split Routes: Jump across a ravine (Piloting DC 20 + item level or vehicle takes 5d8 damage; hardness applies), go around (–4 to Piloting checks to keep pace or speed up)

I've moved the tokens on the chase chart. Jaeric's 1 zone ahead of SS; Zephyr's 1 zone ahead of Jaeric.
*Zephyr don't forget to dodge the ants. I'm also leaving you the option to try a double action instead of your single action this round if you want to try a trick. At the beginning of next round, you'll need to either jump the chasm (High 20s DC with the risk of damage, or go around the chasm, which will give you a -4 penalty on any roll to move forward. There is no trick in the Ramps Split zone.
*Jaeric will have to dodge ants at the beginning of next round.

COMBAT!


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Zephyr swerves to avoid the ants!

Pilot action with +2: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35

That handled, he tries a bit of fancy flying to form the ants into a wedge that will hopefully direct the sand slitherer away from Jaeric's truck once they reach this zone!

Pilot action with +2: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 minus penalty for double action?

Sovereign Court

Maps, etc

It's a -4 penalty on your piloting actions for the round. (The declared keep pace and trick actions. Not the hazard reactions like dodging ants. )

Harlan, Neil seems to be indefinitely indisposed. The DM is responsible for what the autopilot AI actually does, but I'm willing to take suggestions from passengers. If you want to suggest strategies for the AI to consider in its calculations options are here. The AI has a piloting mod of 13.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Oof, that's some serious damage. Is that damage dealt to the ATV or to the passengers? For the autopilot, its piloting mod isn't particularly good, so I think we need to be conservative with its actions. That said, it seems that Evade is just a better Keep Pace (both move you forward one zone if successful, but evade also gets you +2 AC), so lets do that.

Harlan is thrown this way and that, growling in irritation at the autopilot's incompetence. He waits for a moment when there's a clear line of fire between monoliths and fires off another barrage of missiles. "Jaeric, yer killing me here." He taps a meaty finger on his comms and calls over to the other two "Think you can repeat that magic with the big gun? Beastie's real close here."

Magic Missile damage (Fo): 3d4 + 7 ⇒ (4, 3, 3) + 7 = 17

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never laughs but then realizes Harlan isn't joking. She tests fate once more and sticks out her tongue for good measure.

Shoot!!: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 2d12 ⇒ (6, 1) = 7

"Nerp."


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

Zephyr takes a shot with one of the X-gen guns.

Gunnery: 1d20 + 14 - 3 ⇒ (3) + 14 - 3 = 14
Damage: 2d12 ⇒ (6, 7) = 13

Sovereign Court

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Maps, etc

Harlan lands his brace of magic missiles. But Jaeric and everyone on the other truck miss with their shots. Zephyr's strategy is hugely successful. Giant ants spill into the path of the slitherer.

Zephyr, it's a good thing you missed. I forgot to explicitly say, if you take two pilot action, you can't make a gunnery attack. No harm, no foul, but now you know.

Harlan, the damage is to your vehicle. I agree about evade. Why would you ever keep pace? I think they should have made the evade DC a little higher, or keep pace a little lower.

Jaeric, X-gen gun v SS: 1d20 + 7 ⇒ (3) + 7 = 10 ... damage: 2d12 ⇒ (3, 7) = 10

Status: SS - 57 hp (engaged with J) (-4 to next piloting check, ants)
Jaeric (-28 damage) -autopiloting
Zephyr +2 piloting

GM stuff:

Pilot options: https://www.aonsrd.com/Rules.aspx?ID=174
SS to engage J v DC 16: 1d20 + 17 - 8 ⇒ (14) + 17 - 8 = 23
SS to collide J v AC 16: 1d20 + 17 - 8 ⇒ (1) + 17 - 8 = 10

Sovereign Court

Maps, etc

A giant chasm opens in front of Zephyr's vehicle!

Shoot this also got lost in the 'In Work' post. I wanted to give you a preview before this round. In the 'ramp split' zone Z's got two options. Jump the chasm, or swerve and try to go around it. If you jump the chasm the DC is 20 and your vehicle takes 5d8 damage if you fail. If you go around, you take -4 on piloting checks to evade, keep pace , or speed up.) There's no trick in this zone.

Jaeric and Harlan's vehicle is cruising through the giant ant hills. Giant ants move to block your way. In addition to your evade check for moving, you'll need to roll a DC 16 check to evade the ants or take another 5d8 damage. You also have the option to try a piloting trick attack, herding ants into the slitherer's way which will give it a -4 to it's piloting rolls next round. Autopilot modifier is +13.

Gm stuff:

SS to engage J v DC 16, ants, soft sand: 1d20 + 17 - 8 - 4 - 2 ⇒ (12) + 17 - 8 - 4 - 2 = 15
SS to collide J v AC 16: 1d20 + 17 - 8 ⇒ (1) + 17 - 8 = 10


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

”Hold on, we’re going over,” says Zephyr, gunning the engine and looking for a gentle slope that should give them enough loft to clear the crevasse!

Piloting in front: 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39

Sovereign Court

Maps, etc

You are too good.

Zephyr picks a propitious piece of ground as a launch pad and times his acceleration perfectly. The heavy truck leaps the chasm like a gazelle and lands in a series of heaving bumps on the other side. The android swings the vehicle parallel to the chasm.


Male Half-Orc Technomancer 7 | EAC21 KAC23 | HP 31/41 SP 0/49 RP 9/9 | F+4 R+3 W+6 | Init +1 | Perc +8 | Spells Avail:: 1st(5/6) 2nd(3/5) 3rd(3/4) | Status: --

Other Car's autopilot to evade: 1d20 + 13 ⇒ (16) + 13 = 29
Other Car's autopilot vs. hazard: 1d20 + 13 ⇒ (5) + 13 = 18
Not sure if you're planning to roll autopilot checks for our ATV, but if not here they are.

Harlan holds on with one hand as the ATV careens this way and that.

Sovereign Court

Maps, etc

The slitherer rumbles through the ants and they swarm on it. To avoid the myriad biting mandibles, the slitherer dives deep into the sand. Even though the extra friction has to slow it down, it porpoises back to the surface not far behind Harlan's truck.

Looking ahead, Harlan sees the chasm that Zephyr jumped. The auto-pilot is already starting to angle your vehicle to go around the chasm. Zephyr sees a broad expanse of salt, sparkling pale crystalline aquamarine. It promises good traction.

Combat!
The slither took damage from ant impact, but was able to keep pace and stay engaged. It tried a ram that failed because of Harlan's evasion roll. The auto-pilot will refuse to jump the chasm.

Status: SS - 79 hp (not engaged with J) (-4 to next piloting check, ants)
Jaeric (-28 damage) -autopiloting
Zephyr +2 piloting

Gm stuff:

Ant damage: 5d8 ⇒ (8, 7, 3, 2, 2) = 22
SS to keep pace v Dc 16: 1d20 + 17 - 8 - 4 ⇒ (18) + 17 - 8 - 4 = 23
SS to engage v Dc 16: 1d20 + 17 - 8 - 4 ⇒ (11) + 17 - 8 - 4 = 16
SS to collide v AC 16+2 evade: 1d20 + 17 - 8 - 4 ⇒ (11) + 17 - 8 - 4 = 16


Android Soldier (Guard) 7 | HP 46/53 SP: 19/77 RP: 5/9 | EAC: 22 KAC: 25 | Init: +6 | Perc: +10 | Fortitude: +8 Reflex: +8 Will: +5 | Artillery Laser: +15 or +11/+11: 2d8+9 F, Armored Smash +12 or +8/+8: 1d10+11 B

As Harlan’s vehicle beers off to go around the chasm, Zephyr takes the opportunity to fire at the sand slitherer using one of the X-guns!

Gunnery: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24
Damage: 2d12 ⇒ (1, 3) = 4

Sovereign Court

Maps, etc

Zephyr aims the X-gen gun carefully, but a stone thrown up by the slitherer's burrowing freakishly absorbs most of the shot.

Unlucky damage roll.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d12 ⇒ (3, 9) = 12

"See, Z, this is how you do it..."

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