
Guess? |

Guess? fires at white...
12-atm extrusion rifle vs KAC: 1d20 + 12 ⇒ (19) + 12 = 31 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 7 ⇒ (3) + 7 = 10
Trick Attack Damage: 3d6 ⇒ (3, 2, 6) = 11 and flat-footed to all, if trick attack succeeded
Targets CR9 and below are auto flat-footed vs trick attack
Guess? then retorts, "Your backup plan is too little too late!"

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Melissa winces as Ank takes out weeks of hunger deprivation on a robot that looks more like food than most of the food here.
" Ouch...You know getting me caught by making me stay here to stabalize your processors is kind cheating...thats your plan though isn't it..? "

Jaraduk Cometrunner |

Being at what he thinks is the end of his tour of anacites, Jaraduk tries to grab onto something nearby so that he can slam the final one.
[move] Grab something to stop
DC20 Athletics: 1d20 + 18 ⇒ (5) + 18 = 23
Bracing himself, he swings at it...
[standard] attack WHITE
aurora storm doshko; E damage: 1d20 + 14 ⇒ (17) + 14 = 312d8 + 14 ⇒ (7, 6) + 14 = 27

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Akh's claws come down in a hail of entropic energy, but the holo-snake seems to have met his match this time. The anacite's custom armored shell deflects most of the vanguard's attacks. Guess? gets in a skilled shot just as Jaraduk enters the melee and cleaves the anacite's carapace in two! The being's power slowly shuts downs, vacuum sucker feet disconnecting from the floor one at a time even while Melissa stabilizes the third of the supporting anacites.
whirrrrrrr
A low sense of dread comes over you as the sound of miniaturized hover engines gets louder and you brace yourself for whatever reinforcements are about to arrive. SIX anacite sentries round the corner, frost guns glowing to life. A chorus of "Get 'em!" echoes from the anacites' speakers and you prepare to fight. Thankfully these weak robots barely threaten you, but you can't help but think that more reinforcements must be on their way and getting closer... Time to test your AoE arsenal!
Everyone is up! Round 6!
Guess? SP 13/42, HP 37/37, RP 9/9
Melissa SP 30/43, HP 45/45, RP 9/9
Akh SP 51/88, HP 60/60, RP 8/8
Del x2 SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 22/56, HP 55/55, RP 9/9
Orange Anacite Sentry 39 Damage (Stabilized)
Blue Anacite Sentry 41 Damage (Stabilized)
Red Anacite Sentry 51 Damage (Stabilized)
White Anacite Laborer 116 Damage (Dying 1)
Purple Anacite Sentry 0 Damage
Yellow Anacite Sentry 0 Damage
Teal Anacite Sentry 0 Damage
Pink Anacite Sentry 0 Damage
Green Anacite Sentry 0 Damage
Orange Anacite Sentry 0 Damage

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"HEY! that's MY line! "
Seriously considering NOT stabilizing these guys, Melissa flies over, uses Akhs claws as an impromptu anvil and bang bang bangs the anacites head to pop open a bent casing and plugs in a hearing aid battery.

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can't miss but lets see how much therapy he'll need: 1d20 + 16 ⇒ (20) + 16 = 36
"So I deburred the ball bearings in your neck while I was at it that should feel better when I wake up... "

Guess? |

"Wow, that's a lot of 'em!" says Guess?, stating the obvious as he fires at purple!
12-atm extrusion rifle vs KAC: 1d20 + 12 ⇒ (8) + 12 = 20 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 7 ⇒ (4) + 7 = 11
Trick Attack Damage: 3d6 ⇒ (6, 6, 1) = 13 and flat-footed to all, if trick attack succeeded
Targets CR9 and below are auto flat-footed vs trick attack

bigboom |

Can Del use all her unused rounds starting as far back as round 1 in this post? I'm not really sure how to bot her but knowing how many rounds of actions she can expend may help narrow down the options.

Akh Xi |

Akh leaves the white anacite behind as he flies at full speed toward the new wave of foes. "I really do think you should all head this way. Head into the docking bay, that is. These little guys can't do much, but whatever else is approaching might." He swipes at the green anacite as he arrives.
Charging without penalties
Entropic Claw vs EAC: 1d20 + 15 ⇒ (7) + 15 = 22 Damage (A, force): 2d6 + 12 ⇒ (5, 6) + 12 = 23

Jaraduk Cometrunner |

Okay, now this is more like it!
Jaraduk stows his doshko and retrieves the grenade launcher as he resumes gliding down the hall.
[move] Stow weapon
[move] 20ft drawing weapon (begin the anti-grav glide again!)

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Can Del use all her unused rounds starting as far back as round 1 in this post? I'm not really sure how to bot her but knowing how many rounds of actions she can expend may help narrow down the options.
Yeah, you can do six rounds. When in doubt, drop some pistol shots.
Melissa fixes the lead anacite up like new, ensuring he'll live to fail to catch a bounty another day, then looks up to see six more future patients fly in. Guess? and Akh rattle the metal carapaces of the anacites, who stay flying.
integrated frost subduer @ Akh: 1d20 + 9 ⇒ (9) + 9 = 18
integrated frost subduer @ Akh: 1d20 + 9 ⇒ (8) + 9 = 17
integrated frost subduer @ Akh: 1d20 + 9 ⇒ (19) + 9 = 28
integrated frost subduer @ Akh: 1d20 + 9 ⇒ (6) + 9 = 15
integrated frost subduer @ Akh: 1d20 + 9 ⇒ (1) + 9 = 10
integrated frost subduer @ Akh: 1d20 + 9 ⇒ (14) + 9 = 23
Wombo Combo Cold Nonlethal: 6d3 + 18 ⇒ (1, 3, 3, 2, 3, 1) + 18 = 31
The sentries all warm up their frost rays as one unit, firing simultaneously. Sharing their targeting arrays, they form a circle of energy around Akh that he is unable to escape. "Fall before the weight of our might" echoes a chorus of tinny voices.
Everyone is up! Round 7!
Guess? SP 13/42, HP 37/37, RP 9/9
Melissa SP 30/43, HP 45/45, RP 9/9
Akh SP 20/88, HP 60/60, RP 8/8
Del SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 22/56, HP 55/55, RP 9/9
Orange Anacite Sentry 39 Damage (Stabilized)
Blue Anacite Sentry 41 Damage (Stabilized)
Red Anacite Sentry 51 Damage (Stabilized)
White Anacite Laborer 116 Damage (Stabilized)
Purple Anacite Sentry 24 Damage
Yellow Anacite Sentry 0 Damage
Teal Anacite Sentry 0 Damage
Pink Anacite Sentry 0 Damage
Green Anacite Sentry 23 Damage
Orange Anacite Sentry 0 Damage

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"GET EM ALL! but seriously you break it you fix it. I know you've all been putting time in in the machine shop.."
+2 hit and damage on everyone..erm. all the robots. That aren't Akh.
ATTACK!: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
damage: 1d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13 Electic damage to green orange and neon who were so nice to line up

Akh Xi |

As potentially devastating as the barrage of frosty beams is, Akh's thermal regulator kicks into gear and dissipates the attacks, leaving him only slightly chilled. (Looks like only 3 damage remaining after applying resist 5 to each attack. Doesn't seem like Akh can get AoOs since green and orange could have guarded stepped out of his current 10ft claw reach)
Akh flies after them until he's close enough that they can't easily escape. While they're still reeling from Melissa's attack he breathes out his own blast of electricity. (15ft cone catching green and pink)
Electric Breath (DC18 Reflex halves) damage: 3d6 ⇒ (5, 1, 2) = 8
Pretty bad damage, but its just for fun :)

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Putting that energy resistance to work!! Wild.
Akh is surrounded by a frosty cloud of fog cloud as the cold beams hit him; he is obscured from view for a second. Your thoughts race; what a massive blast! Surely our friend is tough enough to stay standing... Does Melissa need to rush over there with her mechanical medical kit? Then the area clears and Akh is hovering there, water droplets forming and dripping from his (nearly) unharmed body. Melissa fires and Akh roars, cascading electricity over the group and one of the sentries freezes in place without gravity to catch her unconscious body.
Reflex, DC 18: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex, DC 18: 1d20 + 2 ⇒ (17) + 2 = 19
I assume the Get 'Em damage boost applies to AoE weapons as well?
Everyone in bold is up! (Still) Round 7!
Melissa SP 30/43, HP 45/45, RP 9/9
Akh SP 20/88, HP 60/60, RP 8/8
Guess? SP 13/42, HP 37/37, RP 9/9
Del SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 22/56, HP 55/55, RP 9/9
Orange Anacite Sentry 39 Damage (Stabilized)
Blue Anacite Sentry 41 Damage (Stabilized)
Red Anacite Sentry 51 Damage (Stabilized)
White Anacite Laborer 116 Damage (Stabilized)
Green Anacite Sentry 31 Damage (Dying 0)
Purple Anacite Sentry 24 Damage
Yellow Anacite Sentry 0 Damage
Teal Anacite Sentry 13 Damage
Pink Anacite Sentry 5 Damage
Orange Anacite Sentry 13 Damage

Guess? |

Short on time to post today.
Guess? fires at yellow:
12-atm extrusion rifle vs KAC: 1d20 + 12 ⇒ (19) + 12 = 31 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 7 ⇒ (4) + 7 = 11
Trick Attack Damage: 3d6 ⇒ (5, 2, 5) = 12 and flat-footed to all, if trick attack succeeded
Targets CR9 and below are auto flat-footed vs trick attack

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I assume the Get 'Em damage boost applies to AoE weapons as well?
If you have to roll to hit them yes. damage boosts to one target are a no go but damage boosts to everyone then everyone can feel the pain. yay communism.

Akh Xi |

No roll to hit for my breath, so I guess no :(

Jaraduk Cometrunner |

Akh! Fire in the hole!
Jaraduk grabs a ledge and takes aim at the cluster of drones.
[move] Grab something to stop
DC20 Athletics: 1d20 + 18 ⇒ (14) + 18 = 32
[standard] attack CYAN's square
merc nil grenade launcher vs CYAN's square (AC5), P damage (DC17): 1d20 + 11 ⇒ (14) + 11 = 252d6 + 8 ⇒ (1, 1) + 8 = 10
Blast covers all but GREEN

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Reflex, DC 17: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex, DC 17: 1d20 + 2 ⇒ (14) + 2 = 16
Reflex, DC 17: 1d20 + 2 ⇒ (19) + 2 = 21
Reflex, DC 17: 1d20 + 2 ⇒ (2) + 2 = 4
Reflex, DC 17: 1d20 + 2 ⇒ (1) + 2 = 3
"Ahhhh! Kill the lashunta!" The sentries adjust their formation as Guess? and Jaraduk knock another of their number out. Their freezing rays combine into one - slightly smaller - super beam that envelops Jaraduk. With his environmental protections tuned to fire rather than ice, the nuar takes the full brunt of the blast but his hardiness is more than enough to withstand it.
integrated frost subduer @ Jaraduk: 1d20 + 9 ⇒ (13) + 9 = 22
integrated frost subduer @ Jaraduk: 1d20 + 9 ⇒ (3) + 9 = 12
integrated frost subduer @ Jaraduk: 1d20 + 9 ⇒ (7) + 9 = 16
integrated frost subduer @ Jaraduk: 1d20 + 9 ⇒ (1) + 9 = 10
Wombo Combo Cold Nonlethal: 4d3 + 12 ⇒ (1, 1, 1, 1) + 12 = 16
Everyone in bold is up! Round 8!
Melissa SP 30/43, HP 45/45, RP 9/9
Akh SP 48/88, HP 60/60, RP 8/8
Guess? SP 13/42, HP 37/37, RP 9/9
Del SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 6/56, HP 55/55, RP 9/9
Orange Anacite Sentry 39 Damage (Stabilized)
Blue Anacite Sentry 41 Damage (Stabilized)
Red Anacite Sentry 51 Damage (Stabilized)
White Anacite Laborer 116 Damage (Stabilized)
Green Anacite Sentry 31 Damage (Dying 1)
Yellow Anacite Sentry 33 Damage (Dying 1)
Purple Anacite Sentry 29 Damage
Teal Anacite Sentry 18 Damage
Pink Anacite Sentry 15 Damage
Orange Anacite Sentry 23 Damage

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"TIME OUT MEDIC..again. Look I can do two things right now, blow another three of you apart or put one of you back together..."
Melissa tests her faith in humanit..humanoidanit..sentient?
duct tape: 1d20 + 16 ⇒ (6) + 16 = 22
"Together...ish. Here hold this."

BOT-EE-licious |

Suddenly, Del yells out, "LEAVE MY FAMILY ALONE!"
She then somehow draws upon the powers of the multiverse to act with cosmic speed!
First, she launches herself forward down the hallway towards the anacites, pushing herself along, speeding herself up until she gets within gunshot range! Then grabs the floor to stop her forward movement!
Round 1
Move action: push forward for 15 ft
Move action: push forward for 15 ft
Current float speed: 30 ft
Round 2
Float 30 ft
Move action: push forward for 15 ft
Move action: push forward for 15 ft
Current speed: 60 ft
Round 3
Float 60 ft
Move action: push forward for 15 ft
DC 20 Acrobatics to stop: 1d20 + 15 ⇒ (14) + 15 = 29
Total distance traveled: 165 ft
Then like the gunslingers of a bygone age, she unleashes a hail of gunshots at the remaining anacites!
First she unloads on purple, then orange, then teal, and finally pink!
Round 4
Full attack
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
nonlethal electric damage: 1d4 + 2 ⇒ (4) + 2 = 6
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
nonlethal electric damage: 1d4 + 2 ⇒ (2) + 2 = 4
Round 5
Full attack
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
nonlethal electric damage: 1d4 + 2 ⇒ (3) + 2 = 5
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
nonlethal electric damage: 1d4 + 2 ⇒ (1) + 2 = 3
Round 6
Full attack
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
nonlethal electric damage: 1d4 + 2 ⇒ (1) + 2 = 3
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
nonlethal electric damage: 1d4 + 2 ⇒ (3) + 2 = 5
Round 7
Full attack
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
nonlethal electric damage: 1d4 + 2 ⇒ (2) + 2 = 4
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
nonlethal electric damage: 1d4 + 2 ⇒ (1) + 2 = 3
Round 8
Full attack
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
nonlethal electric damage: 1d4 + 2 ⇒ (3) + 2 = 5
pulse caster pistol vs EAC: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
nonlethal electric damage: 1d4 + 2 ⇒ (4) + 2 = 6
Concluding her flurry of gunshots, she stands there pistol outstretched in her hands, sparking and sizzling from the heavy fire as Del herself breathes heavily from the heroic effort!

Guess? |
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Seeing Del's actions, Guess?'s ears droop as he says, "Well I'll be a gobber's uncle..."
Guess? takes aim and fires at whomever is left.
12-atm extrusion rifle vs KAC: 1d20 + 12 ⇒ (12) + 12 = 24 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 7 ⇒ (2) + 7 = 9
Trick Attack Damage: 3d6 ⇒ (1, 1, 1) = 3 and flat-footed to all, if trick attack succeeded
Targets CR9 and below are auto flat-footed vs trick attack

Akh Xi |

Akh swipes at orange and then tries to open the door next to him to secure the escape route into (presumably) the docking bay with the treasure barge.
Entropic Claw vs EAC: 1d20 + 15 ⇒ (9) + 15 = 24 Damage (A, force): 2d6 + 12 ⇒ (2, 2) + 12 = 16
He watches Del zooming around with interest "Maybe I should have trained to be a Witchwarper. That looks fun."

Jaraduk Cometrunner |

Yeah! We're her family now. Not that medding sister... who we stole a ship from...
Jaraduk aims himself at a slight angle before pushing off, so that I can land at the end of the next incoming passage and stop himself.
Double move

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Del, in a blaze of glory that rivals the greatest of heroes, whips out a hail of energy that knocks out two of the sentries. Akh and Guess? put down the remaining sentries. Melissa continues her part time job as an anacite medic. Coast clear - aside from the half dozen unconscious or bleeding out anacites - the speakers crackle back to life. "Apparently not meddling enough... how far are those police, did we not tithe enough into their temple accounts?" Some hover engines begin to sound in the distance, getting closer. Ok! Let's do two rounds at once! You've got a pair of closed double doors into the hanger to your north. Guess? is way off to the west, there are three dying anacites in the hallway, and apparently there are more reinforcements on the way!
Everyone in bold is up! Round 9 & 10!
Melissa SP 30/43, HP 45/45, RP 9/9
Akh SP 48/88, HP 60/60, RP 8/8
Guess? SP 13/42, HP 37/37, RP 9/9
Del SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 6/56, HP 55/55, RP 9/9
Orange Anacite Sentry 39 Damage (Stabilized)
Blue Anacite Sentry 41 Damage (Stabilized)
Red Anacite Sentry 51 Damage (Stabilized)
White Anacite Laborer 116 Damage (Stabilized)
Green Anacite Sentry 31 Damage (Dying 2)
Yellow Anacite Sentry 33 Damage (Stabilized)
Purple Anacite Sentry 35 Damage (Stabilized)
Orange Anacite Sentry 32 Damage (Stabilized)
Teal Anacite Sentry 39 Damage (Dying 1)
Pink Anacite Sentry 31 Damage (Dying 1)

Guess? |

Assuming the gravity is still out...
Following Del's example, but not quite with her cosmic speed, Guess? pushes off the ground to catch up with the rest of the group.
Round 9
Move action: push forward for 20 ft
Move action: push forward for 20 ft
Current float speed: 40 ft
Round 10
Float 40 ft
Move action: push forward for 20 ft
Move action: reload rifle
Current speed: 60 ft
Total distance traveled: 100 ft
I'm on a phone at the moment and can't move the token effectively. Can someone move Guess? for me? Or I'll do so later when I'm back on a computer.
"Can you guys get those doors open? I'll catch up!"
I assume our access codes are for the ship itself and nothing to do with the double doors?

Akh Xi |

Akh tried opening the door in the last round, is it locked?

Jaraduk Cometrunner |

Assuming Akh got the door open...
Jaraduk's stopped position turns out perfect for aiming through the double doors. He glides towards the ship...
Round 9 [double move] 40ft
Round 10 [double move] 40ft

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**chitter chitter chittering toaster chittering starfinders chittering buy property ** "If we live through this mandatory company cardio! "
Round 1 Stabilize the dying 2 Green Spit the caustoject into her paw. Move to the door.
PEW PEW with the healing serums
-Normally you don't need to roll to hit your allies anymore (yay faq). Its kind of questionable if they're allies so
be healed: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 healing: 1d8 ⇒ 8
be healed : 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21 healing: 1d8 ⇒ 6
that should be more than enough to hit the eac on an unconcious mook
"STAY down. I can fix broken circuits but I can't fix stupid. "

Del Reisora |

Also assuming Akh got the doors open. If he didn't, she instead waits to act until the doors are open.
Del shakes her head, not entirely sure what just happened, but certain she's probably done something pretty cool. As she nears the wall she pushes off, changing directions and launching herself through the now open doors toward the starship they're...
Reisora-ing? Definitely not!
Borrowing? I mean, they only needed the contents right? They'd give the SHIP back. Yeah, borrowing. That's it.
...This whole friendship thing was getting pretty hard to justify.
Thankfully, floating through zero-G is thoroughly distracting, so Del just focuses on gliding through the hangar.
Pushing off and moving the first round, double moving the second round.
Is the hangar zero-g or a vacuum? If it's a vacuum, her solar wings instead manifest and she flies through the hangar, 40 feet closer to the ship than she's currently placed.

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"Look we can reisora this one, hock it, by something modest and hand the other one back. It'll have a year of some pretty extreme product testing on it if she ever reads her emails and at worst will look like company politics. With lasers. She'll talk to you without shooting at you in a year. Tops. "

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Whoops, I missed that action from Akh! My bad. Yepp, those doors are open.
As the last anacite falls, Akh opens the door to the hanger. A quick glance shows vacuum sealed sugar-free-carb-free-sin-free coffee tumblers sitting on a few of the crates in this hanger; the gravity is still on over the threshold of the door. Jaraduk and Del move in behind him while Guess? works to catch up and Melissa runs a temporary hospital. The last two anacites, healing darts still sticking out of them, crack open their eyes then play dead.
...This whole friendship thing was getting pretty hard to justify. ...
Maybe friendship was the ships we stole along the way...
Jaraduk, Akh, and Del take a few stumbling steps into the hanger, adjusting to the gravity before looking up. The White Wind is nestled in the docking bay with an array of more than fifty security robots standing guard. They activate as the door to the bay opens—then settle back into passive monitoring as the deactivation code is transmitted from Estriar’s datapad. You breathe a sigh of relief. Then... a familiar voice. "REISORA-ING IS NOT A THING! Time to take out the trash..." A holding cell in the docking bay of the cargo ship opens with a BANG. Behind it are two scavenger slimes! The two slide down the ramp of the ship to the hanger floor in front of you. The gelatinous red blobs are often used for ship repairs and seem to have been let loose by your favorite sister. Each has numerous bits of broken technology sticking out of it. The gun jutting from its amorphous form, however, looks quite functional...
Everyone is up! Round 1!
Melissa SP 30/43, HP 45/45, RP 9/9
Akh SP 48/88, HP 60/60, RP 8/8
Guess? SP 13/42, HP 37/37, RP 9/9
Del SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 6/56, HP 55/55, RP 9/9

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"... Well.. she can no longer fault you for hanging around scum...Nice work on the possumstyle.exe."
Melissa has the heart of a skittermander. She noms some butter cookies , activating the skitterheart adrenal grands. Hi on a sugar rush she takes an extra move.
Swift Cheekpouch the healing gun HORMPH
SKITTERmove
Move pull one handed gun
Get em and shoot
"Get the red one!.. red ones always faster"
attack: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
damage: 1d8 + 4 ⇒ (5) + 4 = 9
... oozes of course, have the supernatural ability to soak up EVERY SINGLE natural 20 you will EVER get to use to attack.

Jaraduk Cometrunner |

Jaraduk is able to stay where he is and fire a grenade between the slimes, catching them both in the 15ft radius.
[standard] attack
merc nil grenade launcher vs point directly between (AC5), P damage (DC17): 1d20 + 11 ⇒ (2) + 11 = 132d6 + 8 ⇒ (6, 6) + 8 = 20

Guess? |

Guess? floats another 60ft down the hallway, then pushes off the floor to change directions and float towards the double doors.
As soon as Guess? floats across the door threshold, gravity re-asserts itself and Guess? attempts to land land squarely on his feet.
Acrobatics check in case it's needed to change directions while floating along or to transition from zero-g floating back to normal gravity.
Acrobatics: 1d20 + 20 ⇒ (17) + 20 = 37
Guess? then takes a shot at red!
12-atm extrusion rifle vs KAC: 1d20 + 12 ⇒ (20) + 12 = 32
Damage (B): 1d10 + 7 ⇒ (4) + 7 = 11
I believe Melissa was pointing out above that oozes are immune to crits? Bummer!
"Oozes, anacites, seeing through our disguises... I'm gunna say it again. I admire Eline's resourcefulness!"

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I believe Melissa was pointing out above that oozes are immune to crits? Bummer!
-Evidence for my hypothesis continues to accrue!

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Reflex, DC 17: 1d20 + 6 ⇒ (14) + 6 = 20
Reflex, DC 17: 1d20 + 6 ⇒ (12) + 6 = 18
The slimes slide slowly down the starship ramp, bulbous red matter bulging out from under their metallic shells. A glowing red life force seems to float within the "head" extending from one of the slimes. BLAM! Melissa's shot splatters the "head"... but the glowing spot has moved, extending outwards slightly in another spot! BLAM! Guess?'s sniper rounds blows that spot into oblivion. But the slime... seems barely effected at all! Then comes the soft whoop of Jaraduk's grenade cannon firing and a light plink of the grenade landing between the two slimes - SLURP! The two shrink into their turtle shells in the blink of an eye, letting the shrapnel plink off with minimal damage. It seems their thick shells are resisting the normal softer metals within your grenade and bullet... The two slimes shake in unison, climbing back to their full height and staring down both of you with enormous laser cannons. Each fires off twice, the organic turrets melting through Jaraduk and Melissa's armor. The smell of charred flesh wafts through the air from both of their wounds.
aphelion artillery laser @ Jaraduk: 1d20 + 21 - 4 ⇒ (18) + 21 - 4 = 35
F Damage: 3d8 + 9 ⇒ (6, 1, 8) + 9 = 24
aphelion artillery laser @ Jaraduk: 1d20 + 21 - 4 ⇒ (11) + 21 - 4 = 28
F Damage: 3d8 + 9 ⇒ (8, 8, 7) + 9 = 32
aphelion artillery laser @ Melissa: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
F Damage: 3d8 + 9 ⇒ (5, 7, 7) + 9 = 28
aphelion artillery laser @ Melissa: 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19
F Damage: 3d8 + 9 ⇒ (3, 5, 6) + 9 = 23
Everyone is up! Round 2!
Melissa SP 0/43, HP 24/45, RP 9/9
Akh x2 SP 48/88, HP 60/60, RP 8/8
Guess? SP 13/42, HP 37/37, RP 9/9
Del x2 SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 0/56, HP 5/55, RP 9/9
Blue Scavenger Slimes 5 Damage
Red Scavenger Slimes 20 Damage

Akh Xi |

Akh flies on in, beelining the nearest scavenger slime "The other Reisora's really pulling out the last of her stuff, if she's resorting to piles of junk and goop. That can't be legal for a proper Kalistocrat to be touching, right?"
Double move
---
Round 2:
Now close enough, Akh puts in an extra burst of speed and zooms his way at the red ooze. "If you weren't filled with garbage, I'd guess you were cherry flavored." He slashes at the creature with his claw.
Entropic Claw vs EAC, w/ get em: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 Damage (A, force): 2d6 + 12 ⇒ (6, 4) + 12 = 22

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Akh flies on in, beelining the nearest scavenger slime "The other Reisora's really pulling out the last of her stuff, if she's resorting to piles of junk and goop. That can't be legal for a proper Kalistocrat to be touching, right?"
Double move
eager to have a meatsh..erm. friend in the way of the next rounds, Melissa will HURRY akk with a standard and GET EM! red with a move. Then hit the deck

Akh Xi |

Akh's got the special charge perk to close the gap, so you can save your Hurry Melissa!

Jaraduk Cometrunner |

No no no no no
Jaraduk begins to panic as he retrieves a healing serum and applies it immediately.
[move] Retrieve mk II serums of healing
[standard] Consume mk II serums of healing
mk II serums of healing, hit points: 3d8 ⇒ (1, 6, 6) = 13

Guess? |

I'd say throw the hurry at Jaraduk instead. Guess? doesn't really need to move since his sniper rifle provides ample range and sniper mechanics discourages movement anyways.
"Hey! Slime-on says 'Leave my bull alone!'" yells Guess? as he fires on red.
12-atm extrusion rifle vs KAC: 1d20 + 12 ⇒ (10) + 12 = 22 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 7 ⇒ (4) + 7 = 11
Trick Attack Damage: 3d6 ⇒ (2, 5, 3) = 10 and flat-footed to all, if trick attack succeeded
Targets CR9 and below are auto flat-footed vs trick attack

BOT-EE-licious |

Round 1
Del calls forth a massive ice cream scoop that attempts to scoop the red slime!
B damage: 6d10 ⇒ (1, 10, 3, 9, 3, 2) = 28 DC 18 reflex save negates.
Casting tenacious plow as a standard, then commands the scoop/plow to ram red as a move action. I'm on phone again rather than desktop. Anyone free to throw onto the map an image of a vicious ice cream scoop?
Round 2
Del commands the scoop to again ram/scoop the red slime! (as a move action)
B damage: 6d10 ⇒ (9, 4, 9, 4, 3, 3) = 32 DC 18 reflex negates.
Del then casts slow on the two slimes!
Standard action that staggers the slimes but DC18 will save negates.

Jaraduk Cometrunner |

Oh crap did not see Jaraduk was that low. Does Jaraduk want the hurry to not be a primary target anymore?
If the hurry can get him another healing serum in hand or even consumed, yes plz ;)

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Jaraduk jams the healing serum in his thigh while Melissa encourages the rest of the team forward. Akh and Guess? smash into the nearest slime, which wobbles in response as chunks of red gelatin slough off to the floor. HONK HONK! A vicious ice cream scoop shaped motorcycle from hell pops into reality and slams into the slime twice. The stronger slime gets stuck in the melted ice cream from the icercycle, slowing it down.
Reflex, DC 18: 1d20 + 6 ⇒ (5) + 6 = 11
Reflex, DC 18: 1d20 + 6 ⇒ (3) + 6 = 9
Will, DC 18: 1d20 + 6 ⇒ (1) + 6 = 7
Will, DC 18: 1d20 + 6 ⇒ (20) + 6 = 26
The wounded slime fires it's laser at Jaraduk. The nuar passes out for a millisecond before the adrenaline from that healing serum brings him back to the moment. Right under the wire!! Akh lashes out at the slime, which just keeps firing. AoO from Akh. The second slime, oblivious to the plight of it's ally, keeps firing on Melissa. Her armor and hiding in plain sight is not enough to dodge the thing's laser blasts. Your HUD flashes as she falls unconscious.
aphelion artillery laser @ Jaraduk: 1d20 + 21 ⇒ (8) + 21 = 29
F Damage: 3d8 + 9 ⇒ (6, 1, 1) + 9 = 17
aphelion artillery laser @ Melissa: 1d20 + 21 - 4 ⇒ (17) + 21 - 4 = 34
F Damage: 3d8 + 9 ⇒ (7, 1, 4) + 9 = 21
aphelion artillery laser @ Melissa: 1d20 + 21 - 4 ⇒ (18) + 21 - 4 = 35
F Damage: 3d8 + 9 ⇒ (7, 3, 5) + 9 = 24
Everyone is up! Round 3!
Melissa SP 0/43, HP 0/45, RP 9/9, Unconscious & Dying
Akh SP 48/88, HP 60/60, RP 8/8
Guess? SP 13/42, HP 37/37, RP 9/9
Del SP 31/35, HP 39/39, RP 5/5
Jaraduk SP 0/56, HP 1/55, RP 9/9
Blue Scavenger Slimes 5 Damage, Staggered
Red Scavenger Slimes 108 Damage, Flatfooted

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As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round.
Best i can do is RUN AWAAY. Unless you keep healing serums in a caustoject.

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yeah... people wonder why I don't bother with armor. Like the monster is gonna roll less than a 10. ever.
Melissa owes and spends some resolve points to not die.
"Possum....styyyllee..." erkkkkk
She was holding a healing serum filled caustoject though.