~ Yarameh ~
|
Yarameh is preparing for a fight in her style - she turns on heavy metal in her headphones louder. You also notice that a microphone is built into her armor, and a music speaker is located on the right shoulder.
Once inside, she immediately raises her bolter and shoots at one of the robots (red). The flash from the shot is unusually bright, which only further excites the dangerous rocker.
Plasma Bolter + DA: 1d20 + 10 ⇒ (15) + 10 = 252d8 + 9 ⇒ (8, 8) + 9 = 25 and it is dazzled for 1 round (Blazing Strike)
Chk'tarlsh
|
Laser rifle at the ready, Chk'tarlsh spots a clear shot and opens Fire on the robot directly in front of him. (Green)
Corona laser rifle 1: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Fire Damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Corona laser rifle 2: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Fire Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16
GM Aerondor
|
You've had long enough to have short rests and regain abilities that don't require an overnight rest
Kosigan melts a bit of the red deckhand with its disintegrator rifle. Yarameh adds her own bright touch with a plasma bolt, right where it hruts. I thought Blazing Strike only worked with Bright weapons, and I didn't think the Plasma Bolter had the bright property.
Umbro joins the carnage with two squirts from his acid rifle on the green deckhand. That deckhand is further assaulted by darts of magical power from Data. Charles adds a third line of attack on the poor green robot, his second shot sending it to the deck, unmoving.
Status, round 1, bold may act
Nomoline
Robots (staggered)
red -46 damage; dazzled til round 2?
blue
Kosigan
Umbro
Data
Yarameh
Charles
~ Yarameh ~
|
Blazing Strike (Ex): When you hit a creature within 30 feet of you while using a weapon with the bright weapon special property, the radiance partially blinds the target, giving it the dazzled condition for 1 round. If you hit multiple creatures at the same time (such as with an automatic, blast, or explode weapon), only the creature nearest to you or at the center of the explosion (your choice if multiple creatures are equidistant) is affected.
Loud and Proud: Any weapon you wield that has the powered weapon special property or that uses ammunition gains the bright* weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the blind critical hit effect or the deafen critical hit effect. If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon’s normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect (*attacks with bright weapons illuminate the area within 20 feet of you and your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light).
Nomoline Anvilbender
|
Nomoline activates her jump jets to move to Red and slashes at it.
Called Wrack Devastation Blade: 1d20 + 12 ⇒ (3) + 12 = 15 for 2d8 + 13 ⇒ (1, 7) + 13 = 21 slashing damage.
GM Aerondor
|
Nomoline's blade slashes the red robot in half!
The blue robot scuttles up the wall as it tries to recover from the shocking entry.
Status, round 2, bold may act
Kosigan
Umbro
Data
Yarameh
Charles
Nomoline
Robot: blue 15' up.
Umbro-187
|
Umbro-187, moves in and aims for the CPU of remaining bot.
Dual Acid Dart Rifle vs. Blue KAC: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15 Deadly aim, take a -2 penalty to the attack roll, but add 1/2 Umbro's BAB bonus to the damage.
Acid/Piercing + Deadly Aim Damage: 2d8 + 11 + 4 ⇒ (6, 5) + 11 + 4 = 26
~ Yarameh ~
|
Plasma Bolter + DA: 1d20 + 10 ⇒ (20) + 10 = 302d8 + 9 ⇒ (8, 3) + 9 = 20 - blue; dazzled for 1 round (Blazing Strike + Loud and Proud
Crit!: 2d8 + 9 ⇒ (6, 1) + 9 = 16
36 dmg and DC18 Reflex Save or blind for a rounds: 1d3 ⇒ 1
For Yaromeh, what is happening is clearly not a fight, but a rock concert. Heavy metal roars from the speakers of a special musical drone flying next to her, bright flashes of light accompany each shot, and she herself laughs merrily but ominously.
Kosigan
|
Kosigan tries to melt Blue's face, then closes the gap.
Liquidator Disintegrator Rifle: 1d20 + 8 ⇒ (20) + 8 = 28
Acid Damage: 1d20 + 6 ⇒ (16) + 6 = 22
Miss Chance, Blind-Fight: 2d100 ⇒ (11, 93) = 104 (hit if either is 51+)
CRITICAL HIT: 1d20 + 6 ⇒ (4) + 6 = 10 acid damage plus Corrode 1d6
Chk'tarlsh
|
With the robots falling before his companions' attacks, Chk'tarlsh dashes forward, opening a clear line of fire on the lone remaining 'bot.
Corona laser rifle: 1d20 + 11 ⇒ (17) + 11 = 28
Fire Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Nomoline Anvilbender
|
Nomoline drops her blade then activates her jump jets, leaping through the air to the other side of the robot. A long whip-like vine appears in her hand and she lashes out at the climbing robot.
Free to drop the devastation blade, swift to call her xenolash, move to jump and standard to attack with reach.
Called Immature Xenolash: 1d20 + 12 ⇒ (3) + 12 = 15 for 2d4 + 13 ⇒ (1, 2) + 13 = 16 acid and slashing damage.
If that hits, the robot is entangled as the sap from the lash glues it's limbs together.
GM Aerondor
|
Alas, poor deckhand! It stops moving, the melted remains of its body still stuck to the roof where it was trying to hide.
out of combat!
Status,
Kosigan
Umbro
Data
Yarameh
Charles
Nomoline
Nomoline Anvilbender
|
Nomoline stows her Xenolash and calls her blade to her hand. Anyone hurt or need a minute? Otherwise we are on a fairly short timetable here and should move.
Umbro-187
|
Umbro-187, reloads his dual acid dart rifle and then takes a hand off of it so he can activate the motion sensor attached to the easy access kit on his armor.
"There's no time we need to move."
He moves to the door leading to the bridge and begins scanning with his motion sensor.
"Are we ready?"
The motion sensor gives him blindsense (vibration) out to 30'.
Talk about overkill. That last bot was definitely seeing a blue screen after we were done with it. 129 points of damage if I did the math correctly and not counting the damage from corrode.
Kosigan
|
Kosigan switches to its electrolocation graft and also checks the door.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
blindsight (life) 30 ft, blindsense (vibration) 30 ft., blindsense (electricity) 60 ft.
GM Aerondor
|
So far as I am aware blindsight/blindsence doesn't let you 'see' through walls.
There are no obvious traps on the door out.
Umbro-187
|
Umbro-187, puts two hands on his dual acid dart rifle and moves through the door and into the next room.
~ Yarameh ~
|
Where is this drift engine located at all? Yarameh makes the music a little quieter and lights a cigarette. The plan seems like this: engine - bridge - hostages on the way back. Right?
Kosigan
|
The door across the hall led to both the bridge and the prisoners, so Kosigan will check that one first.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Umbro-187
|
Umbro-187, checks for traps as he leads the party through the next set of doors.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Chk'tarlsh
|
Following the others out of the loading dock, Chk'tarlsh peers in each direction along the corridor.
"Thinhksh are about to get more intimate," he murmurs, observing the closer quarters of the passages ahead. Securing his laser rifle, he draws a long sword from its sheath across his back and checks a small belt pouch at his hip.
He nods at Yarameh's question. "Which way wash the Engine Room?" he asks, looking around.
GM Aerondor
|
As the team crosses the large corridor, various arms fitted with welders and grinders swing out from the walls and ceiling...
init: 1d20 + 14 ⇒ (11) + 14 = 25
Init time, if you get higher than the arms you may act before them. They are in the main l/r corridor.
Umbro-187
|
Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Umbro-187's, combat instincts are honed to a razor sharp edge as he anticipates the ambush. He sprints past the arms into the next corridor.
Chk'tarlsh
|
Initiative: 1d20 + 9 ⇒ (17) + 9 = 26
"Watch out!" Chk'tarlsh calls in warning to his companions, recognising the sound of gears and mechanisms activating behind the wall and ceiling panels.
The shirren legs it out of the main corridor a bare instant behind Umbro-187.
Kosigan
|
Max of 21, so I'll just take the damage.
GM Aerondor
|
Umbro and Charles scoot through the arms as they start to rev up their tools.
Others are not so lucky
attk Kos EAC 21: 1d20 + 20 ⇒ (17) + 20 = 37
E&F damage: 8d6 ⇒ (5, 5, 3, 5, 3, 5, 1, 3) = 30
attk Data EAC 19: 1d20 + 20 ⇒ (20) + 20 = 40
ugh, crit: 16d6 ⇒ (5, 1, 3, 6, 6, 1, 1, 2, 6, 3, 1, 4, 1, 3, 2, 2) = 47
attk Yar EAC 19: 1d20 + 20 ⇒ (16) + 20 = 36
E&F damage: 8d6 ⇒ (1, 3, 4, 6, 6, 1, 3, 6) = 30
attk Nom EAC 25: 1d20 + 20 ⇒ (15) + 20 = 35
E&F damage: 8d6 ⇒ (6, 4, 2, 2, 4, 2, 4, 5) = 29
As the team scoots through and across the large accessway and out of range of the arms.
Oopse, just check Data's init
Status,
Kosigan 42/72SP
Data 9/49SP
Yarameh 30/60SP
Nomoline 35/64SP
Umbro
Chk'tarlsh
Umbro-187
|
What does everyone want to do? Push for the bridge or check some of these side rooms? Or dare I even say it, split the party?
Kosigan
|
Kosigan votes against splitting the party..
<That was unpleasant, but I think I have all my vines. Since we are close to the prisoners, we should check on them first. Many normal life signs fore, or one weak one aft, first?>
Chk'tarlsh
|
"I'm not sso sure," Chk'tarlsh says, antennae twitching.
"My heart wantsh to resscue the prissonersh firsst," the shirren admits, glancing at the nearby door. "But my traininhk - and my head - tell me to follow ordersh and objectivesh, hittinhk the Drift Engine firsst."
"Not much of a resscue if there'sh nowhere to tahke them becausse the alarm getsh out and the botsh've jumped into the Drift before we can sstop them," he points out, antennae still waving at the gravity of the choice before them.
Umbro-187
|
"Our primary mission is to get to the bridge," Umbro-187 says without emotion.
He moves up to the door to the bridge and checks it for traps.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Kosigan
|
<And people say I'm wooden...>
GM Aerondor
|
As you pause for a moment considering your options, you get a signil from Ixthia. "The enemy ships are tough.... but we have a few tricks ready for them. Don't worry Starfinders, we'll buy you the time you need. Good Luck!"
~ Yarameh ~
|
So well, since they will buy us time, we have ten minutes to rest! Just kidding. Forward to the bridge!
Chk'tarlsh
|
Please check out the last few posts in Discussion re: mission objectives and our next move. If Bridge still gets the vote, so be it :)
Umbro-187
|
Looks like an engine room to the west. Do we need someone to make an engineering roll?
Umbro-187, moves to the entrance of the engine room and checks it for traps.
"Our primary objective is to disable the ship's drift engines."
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
~ Yarameh ~
|
Okay, okay, I agree it's reasonable. She turns after the android.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Kosigan
|
<Just remember, there's someone in there. Possibly hurt.>
Nomoline Anvilbender
|
Engines first, then the Bridge
Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Btw, @GM - Nomoline has Trap Spotter, so whenever she passes within 10 feet of a trap, you can make a perception roll for her to automatically see it.
Chk'tarlsh
|
Chk'tarlsh moves in behind Umbro-187, long sword at the ready. The shirren gives the door a look over as the android prepares to open it.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Umbro-187
|
If there's no trap we are going in.
GM Aerondor
|
You head into the room you presume to be engineering. The door itself, unsurprisingly, does not appear to be trapped. Who would be so crazy as to invade the core ship of a robot amada?
The ceilings in this large chamber rise to 20 feet, and the constant hum and beeping of machinery fills the air. Stairs rise 5 feet up to reach access panels on top of the Drift engine, while a semi-circular control panel stands just to the north of it, attached to a cooling unit.
Computers check by someone at the terminal may be able to shut off hte drift engine..
There is no obvious sign of the weak lifeform.
Kosigan
|
Once the door is open, Kosigan's blindsight life 30 ft. should be able to locate it fairly quickly.
Koisgan carefully steps into the room and searches for the prisoner. <Hello? We are Starfinders, and we are here to help.>
Perception: 1d20 + 6 ⇒ (20) + 6 = 26