Umbro-187
|
Umbro-187, takes a shot in the back that leaves him hurting. Repositioning himself he dives for cover behind a waterfall. prone Seeing his nemesis right in front of him, he returns fire with his rifle.
Dual Acid Dart Rifle vs. Blue KAC: 1d20 + 15 ⇒ (9) + 15 = 24 Sniper's aim reduces the AC bonus from cover by 2.
Acid/Piercing Damage: 2d8 + 11 ⇒ (4, 7) + 11 = 22
Acrobatics: 1d20 + 14 ⇒ (18) + 14 = 32
Sister-Maggie
|
| 1 person marked this as a favorite. |
Sister Maggie activates her jump jets once again to close the distance a bit more.
"You look a bit worse for wear Umbro. I've got Anton fixing up another of those fruity drinks. You'll have to try one once we finish this business up. You'll feel much better."
Inspiring boost on Umbro. +20 stamina
Umbro-187
|
Hearing Sister Maggie's words of encouragement, Umbro-187 feels invigorated.
Colthan Becknar
|
Colthan refuses to be drawn away from Denanne and simply moves to get a clear shot before firing at the other ysoki.
Kal Maar's suit becomes very distracting to the Ysoki.
Take 10 on Trick Attack for CR 13.
ranged vs KAC: 1d20 + 13 ⇒ (8) + 13 = 21
piercing: 2d6 + 4 ⇒ (1, 2) + 4 = 7
extra trick damage: 4d8 ⇒ (1, 6, 7, 3) = 17
"Keep your senses sharp for more of them."
The Tam
|
| 1 person marked this as a favorite. |
Tried to move token and remove arrow but I've moved the background instead. I think I've put it back to its place. Sorry for that, hard to do that on the phone.
Graviton 2.
Double move to get in melee range.
+1 to shoot blue while he is in melee range.
athletics: 1d20 + 12 ⇒ (14) + 12 = 26
| GM Kate |
Kal strikes Blue as they back away!
Umbro-187 dives for cover buts gets off another great shot against Blue!
Kal moves in closer for another hit with solar tentacles!
Maggie inspires Umbro-187 with discussion of cocktails!
Colthan's attack just barely brings Blue down!
Tam, I'm going to move on, but you can adjust your movement from the last turn if you'd like, since Blue was down.
There are screams from the crowd at the top of the stairs! Three more ysoki break their cloaking fields!
Yellow fires a rifle at Colthan!
wraith sting rifle: 1d20 + 15 ⇒ (8) + 15 = 23
And misses!
Green fires at Sister Maggie!
wraith sting rifle: 1d20 + 15 ⇒ (14) + 15 = 29
And hits! 7 damage, and I need a Fort save, please, as a poison courses through your veins!
DC 17
If you failed, you are weakened on the Strength Track.
"The victim takes a –2 penalty to Strength-based ability checks, attack rolls, damage rolls, and skill checks, and the DCs of his spells and special abilities decrease by 2. The victim’s total carrying capacity is reduced by two-thirds (minimum 1 bulk), and he gains the encumbered condition regardless of how much he is carrying."
Purple fires at the Tam!
wraith sting rifle: 1d20 + 15 ⇒ (2) + 15 = 17
But also misses.
The party is up!
Initiative!
Umbro-187, -30 hp
Kal
Colthan
Yellow
Green
Purple
Sister Maggie, -7 hp
Tam
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
Umbro-187
|
Umbro-187, springs to his feet kip up and repositions again behind the cover of the waterfall.
"Three of them at the top of the staircase."
Raising his dual acid dart rifle, he can clearly see another ysoki with a sniper rifle in its sights. Without hesitation he fires.
Dual Acid Dart Rifle vs. Green KAC: 1d20 + 15 ⇒ (6) + 15 = 21 Sniper's aim reduces the AC bonus from cover by 2.
Acid/Piercing Damage: 2d8 + 11 ⇒ (8, 4) + 11 = 23
| House GM Tyranius |
| 1 person marked this as a favorite. |
First Seeker Luwazi sounds excited. ”Starfinders infiltrated the Golden Vault and retrieved data from Datch’s office, revealing a vehicle identification number that we believe is involved in smuggling weapons or other goods. Our techs are working to decrypt the files and harvest additional information.”
Table GMs, covert mission five is now closed and action mission five is now available for selection.
Colthan Becknar
|
| 1 person marked this as a favorite. |
Colthan might have sensed yellow's presence. Not that it would have effected his actions.
"Does this place even have security?"
Using it's own com unit against it Colthat distracts the closest Ysoki.
Trick attack vs Yellow taking 10 for a 13.
ranged vs FF? KAC: 1d20 + 13 ⇒ (14) + 13 = 27
piercing dmg: 2d6 + 4 ⇒ (4, 3) + 4 = 11
trick dmg: 4d8 ⇒ (5, 5, 5, 3) = 18
Umbro-187
|
| 1 person marked this as a favorite. |
Forgot the acrobatics roll.
Acrobatics: 1d20 + 14 ⇒ (12) + 14 = 26
Kal Maar
|
| 1 person marked this as a favorite. |
I'm assuming the stairs are no more than 30ft high. If that's not the case, Kal will move twice to get closer to combat
Kal shoots up with their jetpack high enough to be level with the ysokis on the top of the stairs. The now fully photon-attuned ijtikri then charges towards Purple with a Stellar Rush. Stellar Rush vs 8+KAC: 1d20 + 12 ⇒ (8) + 12 = 20Fire, DC18 Reflex for half: 4d6 ⇒ (1, 2, 4, 1) = 8
Fire damage happens regardless of if Stellar Rush hits
Sister-Maggie
|
fort save: 1d20 + 2 ⇒ (1) + 2 = 3
Sister Maggie shouts at one of the Ysoki.
"Watch out! You're going to get that tail stuck in the elevator."
bluff vs yellow: 1d20 + 19 ⇒ (4) + 19 = 23
convincing liar reroll: 1d20 + 19 ⇒ (6) + 19 = 25
Corona laser pistol vs yellow-flat-footed: 1d20 + 8 ⇒ (2) + 8 = 10
Firing up her jump jets once more she heads for a bit of cover.
Clever Attack, move
| GM Kate |
Umbro-187 aims at Green and hits!
Colthan distracts Yellow and hits!
The Tam moves up the stairs!
Kal rushes in, hitting Purple with fire!
Reflex: 1d20 + 11 ⇒ (4) + 11 = 15
Maggie just barely manages to distract the yellow one, then hits!
Unfortunately, she isn't feeling so hot.
Maggie is still poisoned and I need another Fort save!
Yellow drops his rifle and switches over to a pistol as he moves!
Yellow fires at Colthan!
Acrobatics: 1d20 + 20 ⇒ (17) + 20 = 37
Stealth: 1d20 + 22 ⇒ (11) + 22 = 33
sable shadow pistol: 1d20 + 15 ⇒ (5) + 15 = 20
ouch!: 1d10 ⇒ 10 cold plus trick attack: 4d8 ⇒ (7, 5, 3, 3) = 18
While he tricks, he can't hit!
Green switches to a sword cane and approaches the Tam.
Acrobatics: 1d20 + 20 ⇒ (4) + 20 = 24
Stealth: 1d20 + 22 ⇒ (13) + 22 = 35
ultrathin sword cane: 1d20 + 13 ⇒ (19) + 13 = 32
ouch!: 1d10 ⇒ 7 cold plus trick attack: 4d8 ⇒ (6, 2, 2, 6) = 16
She strikes the Tam!
And Purple does the same to Kal, but can't actually move!
Stealth: 1d20 + 22 ⇒ (2) + 22 = 24
ultrathin sword cane: 1d20 + 13 ⇒ (3) + 13 = 16
ouch!: 1d10 ⇒ 1 cold plus trick attack: 4d8 ⇒ (7, 8, 5, 4) = 24
And misses!
I think this is a point of debate, but I allow operative at my tables to still draw a weapon as part of their movement in the trick attack even if they don't actually move anywhere.
Initiative!
Umbro-187, -30 hp
Kal
Colthan
Yellow, -39 hp
Green, -23 hp
Purple, -8 hp
Sister Maggie, -7 hp
Tam, -23 hp
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
Colthan Becknar
|
Credits on fancy new armor well spent. How long before the crowd clears out? With shooting going on I would think most of them are either cleared out or on the floor.
Glancing down to make sure Denanne is okay, Colthat continues to focus fire on the yellow suited Ysoki.
Take 10 for Trick again.
Trick attack vs KAC: 1d20 + 13 ⇒ (7) + 13 = 20
piercing damaga: 2d6 + 4 ⇒ (6, 4) + 4 = 14
trick damage: 4d8 ⇒ (6, 1, 1, 2) = 10
Umbro-187
|
Umbro-187, carefully aims his dual acid dart rifle past The Tam and at ysoki threatening him. A burst of acid darts flies from his position behind the waterfall as he squeezes the trigger of his rifle.
Dual Acid Dart Rifle vs. Green KAC: 1d20 + 15 - 3 ⇒ (11) + 15 - 3 = 23 Focus fire reduces Umbro-187's full attack penalty to -3. Sniper's aim reduces the AC bonus from cover by 2.
Acid/Piercing Damage: 2d8 + 11 ⇒ (8, 8) + 11 = 27
Dual Acid Dart Rifle vs. Green KAC: 1d20 + 15 - 3 ⇒ (17) + 15 - 3 = 29 Focus fire reduces Umbro-187's full attack penalty to -3. Sniper's aim reduces the AC bonus from cover by 2.
Acid/Piercing Damage: 2d8 + 11 + 1 ⇒ (3, 5) + 11 + 1 = 20 I added an extra point of damage to this attack if both shots hit because of the punishing fusion on Umbro-187's rifle.
Kal Maar
|
Having cornered the purple ysoki, Kal unleashes a flurry of tentacle strikes.
Solar Tentacle Full Attack: 1d20 + 12 - 3 ⇒ (18) + 12 - 3 = 27
Bludgeoning: 3d6 + 17 ⇒ (4, 2, 1) + 17 = 24
Solar Tentacle Full Attack: 1d20 + 12 - 3 ⇒ (2) + 12 - 3 = 11
Bludgeoning: 3d6 + 17 ⇒ (3, 1, 1) + 17 = 22
Sister-Maggie
|
fortitude: 1d20 + 2 ⇒ (13) + 2 = 15
"Oh dear. I'm not feeling well. This is not good."
She slumps down behind a chair for cover. She pulls out a medpatch and applies it to her wound.
medicine+patch: 1d20 + 6 + 10 ⇒ (7) + 6 + 10 = 23
Drop prone, pull out medpatch and apply it
| GM Kate |
The crowd is moving, but it will take more than a couple of rounds for them to clear out.
Colthan aims and just hits the Yellow ysoki!
Umbro-187 hits Green twice!
Kal lashes out at Purple, hitting once!
Maggie starts to grow pale!
You are now impaired on the Strength track. "The victim takes an additional –2 penalty to the affected checks, rolls, and DCs, and he gains the overburdened condition regardless of how much he is carrying."
Further, from this specific poison, the penalties from the weakened state last until you can get a restoration. The medpatch was a success, and you have +4 on your next Fort save.
Initiative!
Umbro-187, -30 hp
Kal
Colthan
Yellow, -63 hp
Green, -70 hp
Purple, -32 hp
Sister Maggie, -7 hp
Tam, -23 hp
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
| House GM Tyranius |
First Seeker Luwazi Elsebo’s voice rings out. ”Our agents have captured a freighter carrying an unauthorized shipment of drone parts under Datch’s orders. We’re now working closely with the Stewards to determine the source and destination of the confiscated shipment.”
Table GMs, covert mission two is now closed and action mission two is now available for selection.
===============
After accomplishing their own missions, a few ambitious Starfinder teams rush to support their allies still on the ground.
Table GMs, the Agents’ Respite condition is now in effect.
The Tam
|
| 1 person marked this as a favorite. |
The Tam armor help him resist some of the cold damage.
Resist Cold 5, so took 18 stamina, 52 left.
The lashunta proceed to make a complex attack, trying to land several hits.
Graviton 3.
Guarded step to give Coordinated Shot bonus (forgot Tam needs to not provide cover)
Attack: Concealment 20%: 1d100 ⇒ 23
Solar Sword attack 1 vs KAC: 1d20 + 13 ⇒ (2) + 13 = 15
for Magic, Slashing: 2d6 + 18 ⇒ (4, 2) + 18 = 24 + Fire: 1d3 ⇒ 2 = 26
Anyone shooting at someone in the Tam’s melee range gets a +1 to hit if he does not provide cover.
| GM Kate |
The Tam misses against Green!
Yellow fires at Colthan again!
Acrobatics: 1d20 + 20 ⇒ (19) + 20 = 39
Stealth: 1d20 + 22 ⇒ (15) + 22 = 37
sable shadow pistol: 1d20 + 15 ⇒ (8) + 15 = 23
ouch!: 1d10 ⇒ 9 cold plus trick attack: 4d8 ⇒ (6, 4, 2, 5) = 17
And misses again!
Green swings at the Tam again.
Stealth: 1d20 + 22 ⇒ (7) + 22 = 29
ultrathin sword cane: 1d20 + 13 ⇒ (20) + 13 = 33
ouch!: 2d4 + 11 ⇒ (3, 2) + 11 = 16 piercing plus trick attack: 4d8 ⇒ (5, 1, 3, 8) = 17
She strikes the Tam very hard! That looks like a 66 point crit. Is the Tam down?
And Purple swings at Kal!
Stealth: 1d20 + 22 ⇒ (9) + 22 = 31
ultrathin sword cane: 1d20 + 13 ⇒ (14) + 13 = 27
ouch!: 2d4 + 11 ⇒ (2, 2) + 11 = 15 piercing plus trick attack: 4d8 ⇒ (5, 6, 4, 1) = 16
And hits!
Initiative!
Umbro-187, -91 hp, down?
Kal
Colthan
Yellow, -63 hp
Green, -70 hp
Purple, -32 hp
Sister Maggie, -7 hp
Tam, -23 hp
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
| House GM Tyranius |
First Seeker Luwazi Elsebo once again summons her chosen agents to the Hall of Discovery. Workers bustle about the chamber, oblivious to the urgent meeting taking place. Luwazi addresses the gathered agents.
“Congratulations,” she begins, grinning proudly. “You’ve met the objectives outlined in my first meeting. Thanks to your hard work, the AbadarCorp board refused to pass the vote of no-confidence Datch initiated against Iseki-Okaibo. The executive archdirector’s position is secure, and our new allies proposed a counter-motion to remove Datch from her position, pending investigation.”
Luwazi pauses for a moment to savour the first true victory over her adversary.
“Datch isn’t the sort to cooperate with an investigation, unfortunately. As I predicted, Datch already fled to her private hideout, a secure compound orbiting Verces. She’s absconded with an armada of automated battle drones, and I’m sure that’s not her only line of defence. Thanks to the evidence you helped collect, the Stewards have authorized the Society to engage the drones and oversee Datch’s arrest.” Luwazi glances around at her assembled teams, an expression of triumph on her face.
“Starfinders, this is our first opportunity to act against Datch directly. I know many of you want this, so I don’t need to tell you how important this mission is. Using the elevation ceremonies as cover should give us the element of surprise, but let’s not waste any more time. Travel to Verces immediately, and be ready for anything.”
Table GMs, Part Three has begun.
| GM Kate |
Saved by the bell! Maggie, don't worry about making more Fort saves, but I'm afraid you will need to obtain a restoration. I'll get Part 3 started later this evening.
| GM Kate |
As your starship nears Verces, you encounter a barrier formed out of drones! The two yellow drones fire up and start to head toward you!
It's starship combat time! Based on your plans, I don't think you have an engineer in the first round, but if you do, please go ahead and take your action. Science Officer can go now if you'd like, and I need a Piloting initiative roll from the pilot!
Umbro-187
|
"I'm accelerating to attack speed."
Piloting Initiative: 1d20 + 18 ⇒ (16) + 18 = 34
Colthan Becknar
|
Tier 8 Drake adds +2 to any 3 checks from Trinode. I recommend bonus goes to the pilot. Colthan has extra node so doesn't need it. Tier 8 Pegasus has +3 to any 2 checks. Again recommending one goes to the pilot and an additional +1 to piloting.
"I'll scan the ships."
computers: 1d20 + 19 ⇒ (15) + 19 = 34 If we pick Drake add 4 to that, Pegasus add 7.
| GM Kate |
That results in four bits of information by my count! Basic, defensive, and two weapons.
These drones are ASD-3 Annihilators. They have a complement of 0. They are tiny fighters. Their speed is 12 and their maneuverability is good (turn 1). Their PCU is 150. Their AC is 25 and their TL is 24. They have 120 shields (30 in each arc). They have 40 hull points (critical threshold 8).
They each have a tactical nuclear missile launcher and a coilgun in the forward arc. Further checks could reveal additional weapons.
I have scooted the inactive drones off the board for now.
Piloting, Yellow: 1d20 + 18 ⇒ (8) + 18 = 26
Piloting, Purple: 1d20 + 18 ⇒ (1) + 18 = 19
They both move at you!
The pilot and the gunners are up!
Umbro-187, please include a piloting initiative roll for the next round at the end of your turn.
Umbro-187
|
Umbro-187, turns on the afterburners and sends the ship racing past the drones and out of their front arcs. Overpower, Umbro-187 spends his free starship combat resolve point to boost the ship's speed at the cost of maneuverability.
We still have all our ship's bonuses available this round since Umbro-187 didn't use one.
Piloting (Initiative): 1d20 + 18 ⇒ (17) + 18 = 35
The Tam
|
66 points of damage, that means he gets from 66 Stamina to 0/70 Stamina, and 39/53 Hit Points.
Unless we do not have time before boarding the ship, Tam will take 10 minutes to rest and get back his stamina, and Regenerative Blood will give him 5 HP back on top. (70 SP, 44 HP, 8 RP.)
In the ship, The Tam starts using the computer to broadcast a message in loop telling the yellow ship they have no chance hitting the mighty vessel of the Society.
Taunt Yellow enemy ship, to give them a −2 gunnery (or −4 if a push action), using one of the ship +2
Intimidate, with ship bonus: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
The Automated Defense boon will allow the science officer to slow a missile 1/combat, so there’s few chances it will come up.
If next round, the engineer Divert, the Tam will do a Chief Mate Maintenance Panel Access so that we can divert to 2 systems, like shields and weapons.
| GM Kate |
Oh, this is several days later! The Tam is fully healed.
| GM Kate |
The Tam isn't quite sure how to taunt a drone.
Kal misses with the coilgun, but Maggie hits with the particle beam! That doesn't deal any hull point damage, only shield damage, so no crit effect, I'm afraid.
The drones cannot fire on you this turn. They appear to have no port weapons.
Yellow, Piloting: 1d20 + 18 ⇒ (2) + 18 = 20
Purple, Piloting: 1d20 + 18 ⇒ (15) + 18 = 33
The drones turn around and aim toward you!
If you have an engineer, the engineer can go now for this round. The pilot, science officer, and captain can all go now, and the gunners can go once the pilot has posted. Pilot, please include an initiative roll for next round at the end of your turn.
Yellow, -3 SP port arc
Umbro-187
|
I posted what I think we should do in the discussion thread.
Umbro-187, brings the drake around and into perfect position to unleash the full power of its weapon systems.
Piloting (Evade): 1d20 + 18 ⇒ (20) + 18 = 38
The Tam
|
The Tam takes a pause while saying “Fire at will!”
Auto succeed Encourage Diplomacy DC 15 with +18 diplomacy so +2 to who ever shoots those missiles.
Colthan Becknar
|
"Will do."
Colthan will use the Broadside action to fire as many of the guns as possible.
I'm unsure which ones we can use so I'll roll all of them and we can use all that fit. Will use the node bonus and the bonus from The Tam on the missile. The other 3 bonuses will be used on the most damaging weapons in descending order but I won't add those to the roll.
Heavy Antimatter Missile Launcher including node bonus and Encourage bonus: 1d20 + 14 + 2 + 2 - 2 ⇒ (1) + 14 + 2 + 2 - 2 = 17
damage: 10d10 ⇒ (10, 10, 5, 3, 6, 1, 3, 6, 6, 6) = 56
Persistent Particle Beam: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
damage: 10d6 ⇒ (4, 2, 3, 1, 3, 4, 5, 1, 3, 1) = 27
Light Particle Beam: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19
damage: 3d6 ⇒ (1, 6, 5) = 12
Coilgun Port: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
damage: 4d4 ⇒ (1, 3, 1, 2) = 7
Coilgun Forward: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13
damage: 4d4 ⇒ (1, 1, 3, 1) = 6
Laser Net: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
damage: 2d6 ⇒ (3, 5) = 8
Sister-Maggie
|
Sister Maggie pulls up the engineering controls and attempts to boost the weapons.
"Hmm...Let's see...Maybe if I reroute power through the astrophysical baryon controller I can give a bit of a boost to the weapons. Or maybe it'll just blow the power grid." She shrugs. "Only one way to be sure." She taps the control panel.
engineering: 1d20 + 7 ⇒ (6) + 7 = 13
"Well it didn't blow us up at least."
| GM Kate |
I'm having a little trouble following all the swapping, but it seems like y'all understand what's going on, which is what's really important!
Colthan hits once with the coilgun!
Yellow, -3 SP port arc
Purple, -7 SP starboard arc
I think Colthan is Piloting next round? Colthan, can I get an initiative roll if that's correct?
Yellow, Piloting: 1d20 + 18 ⇒ (11) + 18 = 29
Purple, Piloting: 1d20 + 18 ⇒ (12) + 18 = 30
Umbro-187
|
I updated the slides with our new roles for round 3.
We also have the following bonus if we need it:
Once during the adventure, you can flip a boost switch to add a +4 to a single Piloting check during starship combat or a vehicle chase.
When using the reward above, the starship or vehicle can also move one additional hex or zone.
In place of the reward above, you can instead force the crew of an enemy ship or vehicle to take a –2 penalty to all Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat or vehicle chase round.
Colthan Becknar
|
pilot initiative including personal node bonus: 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37
| GM Kate |
I realized I forgot to specify it in my last post, but they indeed could not fire on you.
They move to flank you!
You are all up, though gunners should wait until after the pilot's action. Whoever is piloting next round, please include a piloting initiative roll.
Colthan Becknar
|
I did. Or do you mean for round 4?
"Can only avoid one of them."
Colthan performs the Back Off maneuver.
Auto pass the check. I moved the enemy ships up one and backed off 4 instead of 5 to keep everything on the map. No change in relative position though.
pilot initiative for next round if needed: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28
Umbro-187
|
Can we adjust the map and back off 5 hexes? If we do that we will be out of both of their firing arcs.
I'll go for a broadside on purple once the map is adjusted and everyone else has taken their actions.
Colthan Becknar
|
| 1 person marked this as a favorite. |
I did in fact adjust the map and back up 5 spaces. We were right between them.
Umbro-187
|
@Sister Maggie, if you feel like it and since you have a +12 bonus in computers you can go for a lock on action. You have to spend one resolve point, but the DC is 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures. If you succeed Umbro-187 will get a +2 bonus to all his attack rolls this round.