Mordack Dunstar |
Oh, got it, fire the plasma rifle at the creature, since it is a 60 foot line and I don't need to roll to hit dmg: 6d10 + 11 ⇒ (5, 4, 10, 7, 9, 10) + 11 = 56 electric and fire
cmlobue |
Mordack, you don't have a plasma rifle - you're in Time Knight.
Mordack Dunstar |
Oh, Okay, sword whip then hit: 1d20 + 10 ⇒ (15) + 10 = 25 dmg: 6d8 + 17 ⇒ (3, 2, 4, 3, 6, 5) + 17 = 40 slashing
cmlobue |
Even with the boosted reflexes, Yargnod can't get Flame Knight out of the way in time. Telirix has better luck in Time Knight.
Yargnod blasts it with the plasma rifle. The electricity does not seem to have any effect, but the fire certainly does. Sefel's follow-up shot is far off the mark.
Telirix and Mordack both try to whip the golem. The lashunta whips it real good, the half-orc, not so much. Theenemy's starmetal frame absorbs some of the impact.
The golem swings a massive arm at Flame Knight before stepping back toward the door.
Slam: 1d20 + 26 ⇒ (3) + 26 = 29
Bludgeoning Damage: 6d4 + 20 ⇒ (1, 4, 2, 3, 4, 1) + 20 = 35
The Mach gets out of the way just in time.
Round 2 - bolded may go
Noqual Golem (-49 HP)
Flame Knight (-14 SP, -18 HP, 3 PP)
Time Knight (-10 SP, 5 PP)
Yargnod Kir'eed |
Yargnod does not like his "baby" being damaged so he pumps some of the spare engine power back into the shields.
2 PP to Replenish: 3d8 ⇒ (1, 6, 8) = 15
Then he lights up the golem with the plasma rifle again.
Plasma Rifle: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Electricity and Fire: 6d10 + 11 ⇒ (1, 2, 10, 3, 10, 1) + 11 = 38
Sefel Q Lamunesh |
Assuming that still leaves a standard action for Sefel...
Let me take another shot with that plasma rifle while you divert spare power!
Plasma rifle attack RED, E and F damage: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 226d10 + 11 ⇒ (10, 2, 6, 10, 7, 7) + 11 = 53
Mordack Dunstar |
Another attack hit: 1d20 + 10 ⇒ (8) + 10 = 18 dmg: 6d8 + 17 ⇒ (4, 5, 8, 7, 8, 8) + 17 = 57 with sword whip
Telirix Sporestorm |
Hey DM_lobue, if Mordack pilots next round, Can Telirix still use get'em and attack?
Telirix steps forward to keep pace with the golem.
Careful step as shown.
Swordwhip: 1d20 + 10 ⇒ (10) + 10 = 20 ... damage: 6d8 + 17 ⇒ (4, 1, 7, 2, 8, 5) + 17 = 44
PP up to 5
cmlobue |
It is a full action for an operator to pilot a mech. If you use get 'em, you cannot also use any mech actions, and the mech blocks line of sight and effect between the operators and the outside, which limits your other options for personal actions.
cmlobue |
The less said about the team's accuracy that round, the better.
The golem steps toward Time Knight and lashes out at it.
Slam: 1d20 + 26 ⇒ (20) + 26 = 46
Bludgeoning Damage: 6d4 + 20 ⇒ (3, 1, 4, 3, 4, 1) + 20 = 36
Pretty sure you are going to have some servos to replace.
System Failure: 1d20 ⇒ 5
Round 3 - bolded may go
Noqual Golem (-49 HP)
Flame Knight (-18 HP, 4 PP)
Time Knight (-25 SP, -52 HP, 8 PP, upper limbs malfunctioning)
Sefel Q Lamunesh |
Hold still!
Sefel takes aim again, holding his breath while aiming and until release.
Plasma rifle attack, E and F damage: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 296d10 + 11 ⇒ (4, 5, 4, 1, 4, 4) + 11 = 33
Leaving both the move and standard action (or a full action) to Yargnod.
Yargnod Kir'eed |
With time on his hands, Yargnod looks over the loadout of Flame Knight again.
"Oh ho ho...this is gonna be good," he says with evident glee as he cues up the mech's other weapon system.
He flips a couple of switches and grabs the targeting control. Panels open up on Flame Knight's torso, revealing what appear to be red, metallic blisters.
Until Yargnod pulls the trigger and two mini-missiles fly out toward the golem.
Missile Battery (2 Missiles): 1d20 + 13 + 2 - 3 ⇒ (3) + 13 + 2 - 3 = 15
Fire and Piercing: 18d4 + 22 ⇒ (3, 2, 3, 2, 1, 2, 1, 2, 3, 4, 2, 1, 2, 1, 3, 2, 4, 3) + 22 = 63
I'm assuming you just add up the damage from all the missiles launched if it hits?
Telirix Sporestorm |
Telirix cranks up the power on the sonic cannon, then cuts it loose.
If I can in addition to piloting, Spend 3 PP for devasting hit. d8 --> d10 damage
Sonic Cannon: 1d20 + 10 ⇒ (14) + 10 = 24 ... damage: 6d10 + 11 ⇒ (1, 6, 3, 6, 8, 6) + 11 = 41
cmlobue |
Someone want to bot Mordack while I try to figure out where he went?
Mordack Dunstar |
hit: 1d20 + 10 ⇒ (14) + 10 = 24 to hit dmg: 6d8 + 17 ⇒ (7, 2, 4, 3, 3, 3) + 17 = 39 slashing
As I attack with sword whip.
cmlobue |
Sefel is the only one who can get a lock on the golem this time. The elctricity once again washes over it harmlessly.
The golem continues its move between Time Knight and the doorway.
Slam: 1d20 + 26 ⇒ (8) + 26 = 34
Bludgeoning Damage: 6d4 + 20 ⇒ (4, 1, 3, 3, 3, 4) + 20 = 38
Round 4 - bolded may go
Noqual Golem (-66 HP)
Flame Knight (-18 HP, 7 PP)
Time Knight (-14 SP, -79 HP, 8 PP, upper limbs malfunctioning)
Yargnod Kir'eed |
"Hey! Stop that! We just got that!" Yargnod shouts at the golem as it continues to hammer away at time knight and that mech starts looking poorly.
He pulls up the targeting display to lock in on the target.
Using 1 PP for Aim.
Plasma Rifle: 1d20 + 13 + 2 + 1d4 ⇒ (4) + 13 + 2 + (1) = 20
Electricity and Fire: 6d10 + 11 ⇒ (4, 7, 9, 4, 2, 4) + 11 = 41
"I did better with Justifer," he mutters as the shot goes wide.
Sefel Q Lamunesh |
Right! We need to keep backing away and firing from a distance.
Sefel takes aim with his plasma rifle again.
Plasma rifle attack, E and F damage: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 216d10 + 11 ⇒ (2, 1, 6, 8, 10, 10) + 11 = 48
Mordack Dunstar |
Mordack tries again hit: 1d20 + 10 ⇒ (5) + 10 = 15 dmg: 6d8 + 17 ⇒ (1, 5, 5, 4, 1, 7) + 17 = 40 with sword whip.
Mordack Dunstar |
Sorry guys, the thing is just too fast Seems like we have to roll 19 or 20 just to hit. But yet it can hit us easily.
Telirix Sporestorm |
The golem is immune to electricity and magic, in addition to immunities common to constructs. If it scores a critical hit, it also dispels one magical effect on the target. Anyone casting a spell within 10 feet must make a DC 22 Will save or the spell is cast at 1 lower CL.
Force damage instead heals it, and dispel magic will suppress both of the listed abilities for 3 rounds. It also has a breath weapon - 30 foot cone of force.
"This is sucking bad. I'm backing up. Half your plasma damage is electrical. Can you try something else?"
Telirix reverses the mech and takes a couple steps backwards. Guarded step as shown.
Then he blasts the golem with the sonic cannon.
Sonic Cannon: 1d20 + 10 ⇒ (16) + 10 = 26 ... damage: 6d8 + 11 ⇒ (1, 7, 3, 5, 3, 5) + 11 = 35
Finally he punches the big switch that flash-drains #1 reserve capacitor bank into the shields.
Looks like replenishing shields is a free action.: 2d8 ⇒ (7, 8) = 15
It did seem like Yargnod couldn't miss with Justifier.
Mordack, it's not much but it only costs 1 PP to use Aim (1 PP): Before attempting an attack roll, the mech can activate this ability to roll 1d4 and add the result as an insight bonus to the attack roll. We get 3 PP each round and we've got a max of 8.
cmlobue |
Telirix's blast with the sonic cannon slams into the golem, which he follows by sending extra power to the shields. The energy also retroactively reinforces the armor because the GM hasn't been subtracting hardness.
The golem moves further to the west and blasts the mechs once more.
Force Damage: 13d6 ⇒ (4, 4, 5, 4, 5, 4, 4, 2, 1, 4, 2, 5, 4) = 48
DC 19 Reflex half
Recharge: 1d4 ⇒ 1
Round 5 - bolded may go
Noqual Golem (-91 HP)
Flame Knight (-13 HP, 7 PP, Reflex save)
Time Knight (-69 HP, 8 PP, upper limbs malfunctioning, Reflex save)
Telirix Sporestorm |
Part of our problem hitting might be the damage to Time Knight's upper limbs. Mordack and Tel should be taking penalties on our to-hit rolls. Not sure if our gracious DM has been doing it for us.
PS. DM_cmlobue do you want to start adding those into Tel's rolls?
Ref save v Dc 19: 1d20 + 12 ⇒ (20) + 12 = 32
Telrix throws his whole body to the right to push the control yoke fast enough dodge most of the golem's attack. The force blast still rocks the big mech.
Tel glances at the shield readout and slams the big blue button that dumps #2 capacitor into the shields.
Use 2 PP to replenish shields. 6 left.
"One more hit could knock us out. Mordack, I'm going to hang back. Try boosting the cannon and really focus on your shot." Tel backs Time Knight up. He's not worried about getting trapped in the corner because if we survive to next round he plans on a desperation charge to melee range again.
DM, I want to take a standard action to only pilot (gives the mech a move action and 1 reaction) and use improved get'em as a move action to give Mordack +2 to hit. We're both in the cockpit, so get 'em should still work between me and him.
DG, Mordack's got two options to boost that gun, pay 1 PP to +1d4 to hit, or pay 3 PP to change the damage die from d8 to d10. Or maybe you can do both?
Sefel Q Lamunesh |
Flame Knight Reflex: 1d20 + 11 ⇒ (13) + 11 = 24
Sefel engages the flame knights reflexive maneuvers and backs it away.
If we spread out, perhaps it will have to choose.
[move] move
[standard] attack
Plasma rifle attack RED, E and F damage: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 246d10 + 11 ⇒ (3, 9, 4, 2, 4, 8) + 11 = 41
Yargnod Kir'eed |
Sefel's moving Flame Knight is enough to keep Yargnod from activating the missiles again. So, instead, he sends another blast of the plasma rifle at the golem, pulling up the targeting reticule, again.
Using 1 PP for Aim.
Plasma Rifle: 1d20 + 13 + 2 + 1d4 ⇒ (11) + 13 + 2 + (1) = 27
I'm going to assume that's a hit so I'm going to go ahead and use 3 PP for Devastating Hit.
Electricity and Fire: 6d12 + 11 ⇒ (4, 6, 1, 8, 1, 9) + 11 = 40
Sefel Q Lamunesh |
apologies, hopefully we can sit tight next round.
Mordack Dunstar |
Attack again using aim hit: 1d20 + 10 + 1d4 ⇒ (14) + 10 + (3) = 27 dmg: 6d8 + 17 ⇒ (5, 7, 1, 7, 8, 6) + 17 = 51
cmlobue |
Both mechs resist the blast of force from the golem, absorbing what they cannot shed with their shields.
Yargnod and Mordack start adapting to the mech controls, both landing solid hits. Sefel is not so lucky.
Telirix moves the mech into a defensive posture and reinforces the shields.
3d8 ⇒ (4, 1, 1) = 6
The golem continues its assault on Time Knight.
Slam: 1d20 + 26 ⇒ (6) + 26 = 32
Bludgeoning Damage: 6d4 + 20 ⇒ (2, 1, 2, 3, 4, 2) + 20 = 34
Round 6 - bolded may go
Noqual Golem (-152 HP)
Flame Knight (-13 SP, -13 HP, 6 PP)
Time Knight (-14 SP, -91 HP, 8 PP, upper limbs malfunctioning)
Mordack Dunstar |
He will try again, hopefully finishing it off hit: 1d20 + 10 + 1d4 ⇒ (9) + 10 + (2) = 21 using aim dmg: 6d8 + 17 ⇒ (4, 8, 5, 8, 6, 7) + 17 = 55
Sefel Q Lamunesh |
Time to settle in and improve our aim.
[standard] Plasma rifle attack, E and F damage: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 266d10 + 11 ⇒ (8, 2, 1, 7, 3, 5) + 11 = 37
Yargnod Kir'eed |
As he starts to get more accustomed to the targeting interfaces on the mech, Yargnod calls up the missiles again, burning another burst of energy from the engine to improve his Aim.
Missile Battery (2 Missiles, Aim)): 1d20 + 13 + 2 - 3 + 1d4 ⇒ (7) + 13 + 2 - 3 + (3) = 22
Fire and Piercing: 18d4 + 22 ⇒ (1, 3, 2, 3, 1, 1, 3, 2, 2, 1, 2, 4, 2, 1, 1, 4, 2, 1) + 22 = 58
cmlobue |
Sefel, did you want to Aim (hint hint)?
Sefel Q Lamunesh |
Aim it is!
Telirix Sporestorm |
Telirix levels the sonic cannon and fires again.
Sonic Cannon, Aim : 1d20 + 10 + 1d4 ⇒ (20) + 10 + (1) = 31 ... damage: 6d8 + 11 ⇒ (1, 1, 7, 2, 1, 7) + 11 = 30
And replenish shields.
crit damage: 6d8 + 11 ⇒ (6, 1, 6, 1, 3, 4) + 11 = 32
cmlobue |
Sefel takes an extra moment to line up his shot, which lets him strike the golem.
It also puts it off-balance, which Telirix manages to take advantage of to hit it square in the chest. The massive blast of sound knocks it from its feet, and it does not rise.
Combat over! Great job, everyone - that was rough.
Flame Knight (-13 HP)
Time Knight (-91 HP, upper limbs malfunctioning)
Sefel Q Lamunesh |
Sefel first wonders if they can harvest remaining noqual off of the golem to sell or use. He maneuvers the flame knight to approach the body and inspect…
Engineering: 1d20 + 20 ⇒ (8) + 20 = 28
After he moves it to approach the double doors.
Ready?
Yargnod Kir'eed |
Yargnod takes another look at the calibration on the missiles. He's going to have to investigate more closely. They would have been invaluable in that fight, if they would have hit.
Then, he looks over at Time Knight. "We should think about doing some repairs. Time Knight's not looking so good and I'd hate to have to rebuild it entirely if we run into more trouble."
cmlobue |
When a mech combat encounter is over, a mech’s operators can repair damage dealt to their mech, provided it hasn’t been destroyed or lost.
Performing repairs requires stopping the mech, exiting, and working on the mech’s exterior. Any number of allies can use the aid another action to assist with the Engineering checks involved in repairing a mech.
You can remove system failure conditions from a mech component by spending 10 minutes working on the mech and succeeding at an Engineering check. The DC depends on the severity of the condition: DC 20 for malfunctioning and DC 25 for inoperable. If you succeed, you remove that component’s system failure condition, and the component can function as normal.
Restoring a mech’s lost Hit Points is fairly difficult and resource-intensive. You can restore a number of Hit Points equal to twice the mech’s tier by spending 1 hour performing repairs, succeeding at an Engineering check (DC = 10 + 1-1/2 times the mech’s tier), and expending 10 UPBs per point of damage to be repaired. If you exceed the check’s DC by 5 or more, you can reduce the repair time by half or the UPB cost by half. If you exceed the check’s DC by 10 or more, you instead reduce the time and cost by half. If you fail the check by 4 or less, you choose either to make no progress or to increase the UPB cost per Hit Point by 5 for that hour’s repairs. If you fail by 5 or more, you make no progress.
Shield Points regenerate out of combat automatically at a rate of 2 per hour.
Yargnod Kir'eed |
Yargnod hops out of Flame Knight and pulls out his kit. He waves the pilots of Time Knight down so that he can take a look at the limp upper arms.
"Well, there's your problem," he says after a quick examination. "You power couplers are shot. Just need to bypass those."
Engineering: 1d20 + 21 ⇒ (14) + 21 = 35
Telirix Sporestorm |
Telirix opens the canopy and clambers out of Time Knight. He follows Yargnod's gaze. " Before the arms went fully south, it felt like the elbows were stiffening up. We should double check their actuator alignment too. "
While the team examines the damaged mech, Telirix comments on the fight. "With a guardian that tough, the mech here better be something special." and "How'd Fire Knight come through? Any damage?"
+15 on Engineering means auto-succeed on aid another for Yargnod? (Not like he needs it, but ... )
Sefel Q Lamunesh |
Sefel hops out and begins assisting Yargnod with repairs.
Engineering: 1d20 + 20 ⇒ (13) + 20 = 33
What about that noqual harvesting? lol
cmlobue |
The team has no problem fixing the arms of Time Knight. How much time and money will they invest fixing the hull damage? I have no problem assuming your monetary wealth is all in UPBs.
As for the golem, I will say that with tools and time, you can recover 10% of the materials used in its construction in a usable form - 100 Bulk of iron and 10 Bulk of noqual. But because it's noqual, magic cannot be used in the harvesting process, so it's all manual labor. This is based on some admittedly fuzzy math and conversion from Pathfinder, where the material cost of the golem is actually listed.
Telirix Sporestorm |
Team, can we leave material harvesting til after we find the mech? It's not going to disappear. Unless we trigger a facility self destruct.
Once the arms are working, Telirix climbs back into the cockpit and tests their functionality. He nods in satisfaction and gives Yargnod and the team a thumbs up.
Probably a good idea to spend an hour or 2 to put some hp back into Time Knight. Unfortunately I've no idea how many UPB s our wealth translates into.
Yargnod Kir'eed |
Probably a good idea to spend an hour or 2 to put some hp back into Time Knight. Unfortunately I've no idea how many UPB s our wealth translates into.
It's a 1-to-1 ratio. So getting Time Knight all the way up to full health will only take about 910 credits but could take as much as 9 hours. I'm going to make a check and see how far along we can get in an hour, then we can decide if we want to risk this being the only guardian and moving ahead or if we want to do more repairs.
After getting the arms working Yargnod pulls out his UPB dispenser and starts manufacturing plates and infrastructure to replace the structural damage to Time Knight.
Engineering: 1d20 + 21 ⇒ (20) + 21 = 41
He does quite well, even if he does say so himself and manages to use up only half the expected number of UPBs and only half an hour.
So...that was 110 credits, half an hour and Time Knight gets back 22 HP. Do we go again or press on? For reference, the TN is 26 (or 27, I can never remember if you round up or down.)
Sefel Q Lamunesh |
Team, can we leave material harvesting til after we find the mech? It's not going to disappear. Unless we trigger a facility self destruct.
For sure. That is just a tangential fascination. I'm not sure it could even be crafted into a truly usable magic blocker.
Telirix Sporestorm |
Let's try to repair some HP again, just in case. Then let's go foind the next mech.
Aid Engineering: 1d20 + 15 ⇒ (13) + 15 = 28
Sefel Q Lamunesh |
How many attempts do we get at Time Knight's HP?
Engineering: 1d20 + 20 ⇒ (11) + 20 = 31
Telirix Sporestorm |
As many as it takes, but I think if we succeed well with this attempt we should start searching for our new mech and finish a full HP restoration later. Another 20 points should be enough that Time Knight doesn't get destroyed in a second fight.