GM Zoomba's SFS 1-99 The Scoured Stars Invasion, Tier 1-2 [[Outpost VI]] (Inactive)

Game Master Zoomba

Slides/Maps

Preparation boons:
Ziggy's
Once during the adventure, the party can either:
gain a +2 bonus to all your starship attack rolls in a single round, and those attacks does not consume ammunition in the case of a weapon with the limited fire property.
OR you can instead use it to declare one successful starship attack a critical hit, even if it wasn't on a nat 20

Fitch's
Once this adventure your party can either:
* reroll one check to recall knowledge about any creature they encounter within the Scoured Stars, or
* give everyone in the party a +2 to all your initiative checks for an encounter (+4 if you've ID'd at least one of your enemies in this fight)

Historia-7's
ONCE during the scenario, you can use this to either:
* For one Computers check during starship combat roll two dice, take the better, then add another +4 to it, or
* attempt a Computers check as if you were trained in it (gettign to roll twice, take, better, add +4 to it), or
* when you fail a Computers check, you may re-roll it twice, take the better roll and add a +4 bonus to it

Radaszam's
Each of you can at one point this adventure requisition a weapon with an item level up to your PC’s level+1 for the duration of one mission. (each of you can use this at a different time, doesn't all need to be the same mission, though can be). The weapon comes with a fully charged battery or magazine, and must be requisitioned prior to an encounter actually starting.
In addition, you can each request and receive a single consumable item whose item level is equal to your own.

Arvin's
Once during the adventure you may either:
* have the whole party get the benefits of Aid Another (+2 bonus) to all skill checks and attack rolls for 1 round, or
* when your table uses an Aid token, gain two benefits instead of one (have to be two different benefits)

Naiaj's
Once during this adventure, you can either:
* give a +4 bonus to all of the party's Engineering and Piloting checks for a single round of starship combat, or
* Instead force the crew of an enemy ship to take a –2 penalty to all of their Engineering and Piloting checks made during the round.


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Second Seekers (Ehu Hadif)

N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.

Cal exclaims (as if he actually did anything)
"Splendid job everyone, simply smashing!"

Diplomatic Encouragement: 1d20 + 9 ⇒ (4) + 9 = 13
or lack therof

"Mr. Neubeck .. umm, yess .. do that .. thing.. again!"

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 9/12 HP 16/16 RP 3/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

Elian almost laughs. "Doing the thing again now! ...oh, that didn't lock on right. Yeah, there it goes. Bye missile."

Gunnery: 1d20 + 5 ⇒ (2) + 5 = 7 for missile damage: 4d8 ⇒ (6, 7, 6, 5) = 24

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
Aster Isk wrote:

Aster's fingers dance across her keyboard.

"Power from the Aft to the Forward Arc... Now!" and she pops her gum for good measure.

[dice=Computers DC 13]1d20+9+1

Aster, how many shield points are you moving to the forward arc? It looks like you can move up to 7 points.

Shields (light 40)
Forward: 7 + x
Port: 10
Starboard: 10
Aft: 10 - x

Hull Points: 70/70

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

How dangerous are the white lines on the map? Would like to try to get out of their forward arc, but not if we are getting smashed by a space iceberg.


Blooming Catastrophe Return to Grave

They are denoting general ring orbits of the ice and debris. Moving through the white lines themselves is fine. Moving through a hex with a ship/object (derelict ships marked by orange starship icons, large ice blocks are the white Circles) will require a Piloting check to avoid a collision.

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Kalhoun maneuvers closer to the enemy ship while executing another evasive pattern.

Evade DC 13: 1d20 + 9 ⇒ (14) + 9 = 23

Exo-Guardians

Male Human Soldier 1/Solarian 3 | SP 32 | HP 32 | RP 5 | EAC 19 KAC 20 | Fort +6; Ref +1; Will +5 | Init +0; Perception +6 | Speed 20 | Active effects: none Soldier 1/Solarian 3

Dirk moves and tries to fire one of the guns.

attack: 1d20 + 2 ⇒ (20) + 2 = 22

"Wow...this looks easy!"

damage laser: 2d4 ⇒ (2, 4) = 6

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

"Nice shot, Dirk!"


Blooming Catastrophe Return to Grave

Adjusted your movement slightly to match Kalhoun's stated intent to avoid their forward arc. As initially on map you're right on the line, whihc would still be in it - going one more hex south before turning would get you into their port.

Missile: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 for damage: 2d8 ⇒ (4, 4) = 8

1d100 ⇒ 40
1d4 ⇒ 2

Kalhoun approaches from the side. Elian fires the coilguns but they instead just hit some orbiting ice but Dirk directs the missiles right into the enemy craft! It's a great hit - but shortly followed by a torpedo slamming into your own foredeck. Just one though - it seems their port side lacks additional weaponry.

Engineering: 1d20 + 5 ⇒ (15) + 5 = 20
Piloting init: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13

Starship Combat, Round 3

Engineering Phase
Helm 'Initiative' Piloting check

Helm Phase
Gunnery Phase

You: Forward shield 10/10, aft 7/10
Them: 25 hull damage

GM:
Engines glitching, turret malfunctioning, fore weapon glitching

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

GM, we just took 8 damage to the front Arc, correct? If 3 were transfered that would take us to 10. Losing 8 drops us to 2. Did I mis-calculate here?

Valas diverts power to restore the shields.

Engineering: 1d20 + 11 ⇒ (1) + 11 = 12

If successful, add 6 points to the front shields.

Looks like a fail by one. Guess I should have used one of the nodes this time...


Blooming Catastrophe Return to Grave

No, you calculated fine. Just typed a bit up before Previewing the dice rolls to see what results of those rolls were and then forgot to adjust in my haste


VC Australia - WA

Several Starfinders have located a group of survivors on Agillae-1. We’ve rescued these survivors from the creatures were attacking their outpost. Among the survivors is First Seeker Jadnura, who has now joined mission command to help us rescue other groups of survivors!
The Return of the First Seeker condition is now in effect.

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Initiative: 1d20 + 9 ⇒ (9) + 9 = 18

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

The information below is assuming that the full 7 points were transfered between the shields last round.

Shields (light 40)
Forward: 6
Port: 10
Starboard: 10
Aft: 3

Hull Points: 70/70


Blooming Catastrophe Return to Grave

The damaged jinsul craft moves in a slow arc to turn back around to face you.

Piloting for Evasive Action: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17

Starship Combat, Round 3

Engineering Phase
Helm 'Initiative' Piloting check

Helm Phase
Gunnery Phase

You: Forward shield 6/10, aft 3/10
Them: 25 hull damage

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Kalhoun pilots the Drake through the debris.

Evade DC 13: 1d20 + 9 ⇒ (13) + 9 = 22

"Give me a little more speed if you can. It's hard maneuvering around all this junk."

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

"Kal, I can focus on more speed next (next round) but I'm concerned with our shields..."

Shields (light 40)
Forward: 6
Port: 10
Starboard: 10
Aft: 3

Hull Points: 70/70


VC Australia - WA

As more and more jinsul ships enter the Scoured Stars, First Seeker Luwazi Elsebo addresses the Starfinder fleet via all communication devices: “Starfinders, we have already rescued many of our comrades, but we can’t afford to stay here any longer. While our carriers prepare to transition into the Drift, we must ensure that all our transports get back to the carriers. I need all our best starship crews to fight the jinsul ships and buy our fleet some time. The rest of you should help organize a defense of our transports and carriers against jinsul boarding parties. Do not lose heart, Starfinders—there is hope for us if we all work together to get through this!”

Table GMs, please check the GM Discussion thread on the forums and begin to transition your tables ready for Part 4 missions.

Starfinders, need to decide which of these dangerous missions you shall undertake. Remember, we’ll need groups performing both missions if we want to make it out safely. Your GMs will be your communication with other tables to make sure we’ll have coverage in space and onboard our ships.

Exo-Guardians

Male Human Soldier 1/Solarian 3 | SP 32 | HP 32 | RP 5 | EAC 19 KAC 20 | Fort +6; Ref +1; Will +5 | Init +0; Perception +6 | Speed 20 | Active effects: none Soldier 1/Solarian 3

"What should we do?"

sorry for the delay my wife is Jewish and we celebrated Passover with her family the last few days


VC Australia - WA

Luwazi Elsebo once again addresses the fleet, “Starfinders, our choices are made. Whether you’re fighting onboard our ships against these invaders or taking the battle to their starships, may luck be on your side. Hold to your selected missions and play to your strengths; we shall make it out of this!”
Table GMs, you can now begin the Part 4 missions.


Blooming Catastrophe Return to Grave

Based on Discussion thread, starting with Starship side

With the First Seeker (current First Seeker still? Second First Seeker? With Jadnura's return its a bit more complicated...but noe's not the time to worry about that!) sending out the full 'Regroup and Evacuate' call, you pull back form the isolated jinsul craft and leave it to damagedly limp home to its allies.

Onc back at the main fleet, you see agents racing to and fro. All priorities are now to escape back out of the Scoured Stars and return home. Unfortunately, the jinsul fleet is now moving en masse towards your position. They don't seem keen to let anyone leave alive.

Venture Captain Naiaj meets you the moment you dock. Great! More agents. We've got jinsul ships aggressively attacking our retreating transports and the stragglers trying to make it back here for Drift transit out. Deploy immediately and stop the attackers. There is a heavily armed capital ship nearby — do not engage that one! I repeat, do not engage the capital ship. This is a fighting retreat for now - we need you to protect the stray transports not get blown up before you even reach their big guns.”

Pointing you to a fresh Drake the gnome the hurries off to try and support other ships. Launching out again you see that this bit of space is getting quite crowded. A squad of other Starfinder vessels are positioned in a defense wall to cover your flagship's movement, while a massive jinsul craft slowly keeps pace with its own fighters. The two walls of battle are firing missiles and lasers at each other turning the section of space into a very hot place to be.

Off in the distance, you see a Pegasus craft burning its engines hard to join you and the other Starfinders. But two jinsul fighters look to be splitting off from formation - and are on direct course to intercept the Starfinders well before they reach safety!!


Blooming Catastrophe Return to Grave

3d6 + 5 ⇒ (5, 3, 6) + 5 = 19

So there is a lot going on on that new map (new Slide 9)
The green ships to the top of the map are the Starfinder Society flagship and the fighters defending it. Towards the bottom of the map (in Red) is a jinsul capital warship and eight of their fighters. For now, that ship and those fighters seem to be keeping their eyes on the greater prize of your main ship and are ignoring your Drake. However, if you get too close to their big capital ship you'll likely be fired upon and take collateral damage.

However, two other jinsul fighters (Orange and Purple) have broken off and look to be attacking a Pegasus ship (in green) that alreayd looks in bad shape. If not stopped, that Pegasus and the Starfinders aboard it are goners.

[oocLet me know and ask if you have any questions! Also don't forget about your prep boons yet unused, especially Ziggy's and Naiaj's[/ooc]

O Engineering: 1d20 + 5 ⇒ (12) + 5 = 17
P Engineering: 1d20 + 5 ⇒ (3) + 5 = 8
O Piloting: 1d20 + 10 ⇒ (10) + 10 = 20
P Piloting: 1d20 + 10 ⇒ (14) + 10 = 24

Round 1

Engineering Phase
Piloting 'Initative' (looking to beat 20 and/or 24)

Helm Phase
Gunnery Phase

Second Seekers (Luwazi Elsebo)

CN Female ysoki tinker weapons mechanic 2 | SP 14/14 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +4; Ref +5; Will +0 | Init: +2 | Perc: +5, SM: +0 | Speed 30ft | Active conditions: None.

I hope you don’t mind if I preroll my computers check but I am away all day GMing and then family stuff. I am also going to use Historia-7 boon.

computers: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24

computers: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

"Kal, do you want more speed?"

If our pilot requests speed, Valas will divert power to the engines. Otherwise he will divert power to the weapons.

Engineering: 1d20 + 11 ⇒ (6) + 11 = 17

Kal, please use of the +1 nodes for your initiative check.

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

"Ok team, we need to take out one of those ships immediately, or that Pegasus isn't going to make it. Dirk and Elian please keep firing those weapons! Cal, maybe jump on that forward laser - we need all the concentrated firepower we can get! Remember what our Venture Captains told us - those Starfinders need to come home!"

Valas will then radio the Pegasus. "Pegasus, this is the Ace of Stars. We are moving to engage your opponents. Please concentrate your own weapons on (insert whatever target our gunners choose to concentrate on)."

GM, do Ziggy's and Arvin's boons stack, and can we use them both on round one? If we can get three hits on one ship, we may be able to defeat it with help from the Pegasus!

Second Seekers (Ehu Hadif)

N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.

"Aye aye, Eng!"
Cal bemusedly agrees as he moves over to the forward gunnery station.

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

"Wait, I didn't mean.... I was just... ah, thanks."

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

"Affirmative. Let's get into a good position and keep you from needing any more repairs."

In service of that goal, Kalhoun redirects some computing power to the maneuvering programs.

Initiative, Computer Bonus: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27


Blooming Catastrophe Return to Grave
Valas Millithor wrote:
Can Arvin's boon be used in starship combat?

Good question: I am willing to allow it.

Valas Millithor wrote:
GM, do Ziggy's and Arvin's boons stack, and can we use them both on round one? If we can get three hits on one ship, we may be able to defeat it with help from the Pegasus!

Ziggy's bonuses are untyped, so they would stack. The Pegasus however is going to be unable to help you with the firing aspect as:

O Piloting, evade: 1d20 + 10 ⇒ (18) + 10 = 28
P Piloting, evade: 1d20 + 10 ⇒ (8) + 10 = 18

As Valas and Kalhoun prepare to race with full speed towards the Pegasus, the drow receives a response on the coms.

<This is Cevind captaining the Alwyn. We just got blindsided by some swift fighters breaking off from Callion-2 and our firing support and shields are down. Repeat: we are exposed and unarmed. Breaking for the fleet with all speed but do not think we can outrace those jinsul requesting assistance!>

As this message is reaching you you see the Alwyn streak through space towards you and the rest of the Starfinder fleet, though at a slower pace than the Pegasus-frame can typically hit. They appear to be suffering from several system issues already. Meanwhile both jinsul craft advance and turn to prey on the Alwyn, but Aster is able to get a good read on their models.Without specification from Aster, assuming the rolls were for the Scan function)

Jinsul craft specs:
Medium transports carrying a complement of 6, PCU 100
Speed 4, average manueverabilty (turn 2)
AC 11, TL 11, no shiled and hull points of 45
Two weapons: a light torpedo launcher in the turret and a pair of linked light laser cannons in their fore

Round 1

Engineering Phase
Piloting 'Initative'

Helm Phase (speed +2 this round)
Gunnery Phase

Second Seekers (Ehu Hadif)

N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.

this is assuming that a jinsul ship ends up in the fwd arc

As Kalhoun brings the ship into engagement range, Cal starts mashing at the screen of the Fwd Gunnery Console

"I think this is the right ... *pew* .. um maybe the right button? ...targeting... yup ... targeting is a good idea..."

Gyrolaser Gunnery (SHORT): 1d20 + 3 ⇒ (14) + 3 = 17
not including any range penalties that might still be in place after moving
Laser Damage: 1d8 ⇒ 5

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 9/12 HP 16/16 RP 3/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"We're close enough to target, but I'm more likely to attract attention if you can get us a little closer... Firing missile."

I figure we'll be within missile's speed of 12, but we're definitely in range of 20 even if it takes a round to get there.
Gunnery: 1d20 + 4 ⇒ (7) + 4 = 11 and missile damage: 4d8 ⇒ (6, 3, 1, 1) = 11

Exo-Guardians

Male Human Soldier 1/Solarian 3 | SP 32 | HP 32 | RP 5 | EAC 19 KAC 20 | Fort +6; Ref +1; Will +5 | Init +0; Perception +6 | Speed 20 | Active effects: none Soldier 1/Solarian 3

Dirk fires

attack: 1d20 + 2 ⇒ (18) + 2 = 20

damage: 2d4 ⇒ (4, 1) = 5

I won't get cocky

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

"Engaging enemy. Straight on for now; we need to take their attention from the other Starfinders."

Evade DC 13: 1d20 + 9 ⇒ (16) + 9 = 25 +1 if the computer applies to all my rolls this round


Blooming Catastrophe Return to Grave
Valas Millithor wrote:
Is it too late to use one (or both) of those boons?

Not too late, but to simplify 'phase' rollovers and the like easiest to say it can be in effect this coming round (Round 2)

Kalhoun brings the Ace of Stars racing to the rescue. Aster and Dirk fire at the leading enemy craft as Elian launches a missile at it as well. Meanwhile, both jinusl fighters seem fixated on the easier prey of the Alwyn for the moment!

O Torpedo: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage: 2d8 ⇒ (8, 6) = 14
O Laser: 1d20 + 4 ⇒ (5) + 4 = 9 for Damage: 4d4 ⇒ (4, 3, 4, 3) = 14
P Torpedo: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage: 2d8 ⇒ (5, 6) = 11
P Laser: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 4d4 ⇒ (2, 2, 3, 1) = 8

Dirk: the turreted coilgun should be 4d4, so your hit deals another 2d4 ⇒ (2, 1) = 3 more damage!

Even damaged, the Alwyn manages to dodge most of the incoming fire towards it, though its hull is scoured by a laser! However your shots have more purchase: even as the lead jinsul manages to narrowly break Elian's missile lock it is hammered by coilgun and gyrolaser fire.

1d100 ⇒ 23

O Engineering: 1d20 + 5 ⇒ (16) + 5 = 21
P Engineering: 1d20 + 5 ⇒ (2) + 5 = 7
O Piloting: 1d20 + 10 ⇒ (8) + 10 = 18
P Piloting: 1d20 + 10 ⇒ (8) + 10 = 18

Round 2

Engineering Phase
Piloting 'Initative'
(looking to beat an 18)
Helm Phase
Gunnery Phase

Purple ship 32/45 HP
Orange ship 45/45 HP
Alwyn 46/55 HP

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

Sounds fair. This round, let's use:

Ziggy's Boon
Once during the adventure, the party can either:
gain a +2 bonus to all your starship attack rolls in a single round, and those attacks does not consume ammunition in the case of a weapon with the limited fire property.
OR you can instead use it to declare one successful starship attack a critical hit, even if it wasn't on a nat 20

All gunners get +2 to attack rolls. For our nodes, let's use 1 for pilot initiative, and the other two for the coilgun and missle (so those gunners would get a total of +3 additional to their attack roll).

"Increasing power to weapons. Let's show these guys what we do to people who think they can prey on the Starfinders!"

Valas will divert power to the weapon systems.

Engineering: 1d20 + 11 ⇒ (3) + 11 = 14

Ace of Stars
Shields (light 40)
Forward: 10
Port: 10
Starboard: 10
Aft: 10

Hull Points: 70/70

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Initiative: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Kalhoun slams a hand on the side of the console. It's the only thing he remembers from his engineering courses.

Initiative, Promotional Reroll, 2 Novas: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31

"I'll line up a shot for you."

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
Kalhoun, Tac Officer wrote:

[dice="Initiative"]1d20+9+1

Kalhoun slams a hand on the side of the console. It's the only thing he remembers from his engineering courses.

[dice="Initiative, Promotional Reroll, 2 Novas"]1d20+9+1+2

"I'll line up a shot for you."

Perfect use of a reroll - well done!


Blooming Catastrophe Return to Grave

the Alwyn continues to breka towards the fleet. One of the jinsul craft is still pursuing it for the moment, but the other veers left to place itself on a direct path towards you!

O Piloting to Evade: 1d20 + 10 ⇒ (10) + 10 = 20
P Piloting to Evade: 1d20 + 10 ⇒ (6) + 10 = 16

Round 2

Engineering Phase
Piloting 'Initiative'

Helm Phase
Gunnery Phase

Coilgun and missile +3 this round, gyrolaser +2. '1's on damage are '2's

Purple ship 32/45 HP
Orange ship 45/45 HP
Alwyn 46/55 HP

Second Seekers (Ehu Hadif)

N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.

Cal hunches further over the forward gunnery console, slapping in its general direction ..
"vector is ... carry the 4.. modulation at 32GHz .. and shields are ... there..."

one final slap

"FIRE!"

Gyrolaser Gunnery: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Laser Damage: 1d8 ⇒ 1
diverted power upgrade to 2 damage!

"fishsticks! .. forgot to charge the diodes... good thing Valas was on that"

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 9/12 HP 16/16 RP 3/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"Continuing to target enemy craft targeting Alwyn," says Elian as he readies the next missile, "Any objections speak up."

Gunnery: 1d20 + 6 ⇒ (11) + 6 = 17 for damage: 4d8 ⇒ (5, 4, 2, 4) = 15

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Ugh, speed 8, turn 2...

Kalhoun circles the Purple ship, placing the Orange one in the Starfinders' crosshairs, and tries to dodge the inevitable incoming fire.

Evade DC 13: 1d20 + 9 ⇒ (19) + 9 = 28

Exo-Guardians

Male Human Soldier 1/Solarian 3 | SP 32 | HP 32 | RP 5 | EAC 19 KAC 20 | Fort +6; Ref +1; Will +5 | Init +0; Perception +6 | Speed 20 | Active effects: none Soldier 1/Solarian 3

Dirk sits in the turret and fires.

attack: 1d20 + 2 ⇒ (20) + 2 = 22

damage: 4d4 ⇒ (4, 1, 4, 2) = 11

"No objections!"

crit: 4d4 ⇒ (4, 3, 4, 1) = 12

Dirk sees the hit.

"Woo hoo"


Aster works on the targetting. If they're shooting at the Pegasus, focus fire on their weapons

Computers: 1d20 + 9 ⇒ (15) + 9 = 24


Blooming Catastrophe Return to Grave
Dirk Starcliffe wrote:


[crit]4d4
"Woo hoo"

Woo hoo indeed! But note crits don't double damage in starship combats. Instead, assuming the attack hits the hull (isn't absorbed by the shields) the enemey takes another critical damage effect on top of any effects caused by the damage itself crossing a threshold

O torpedo v Alwyn: 1d20 + 4 ⇒ (10) + 4 = 14 for damage: 2d8 ⇒ (3, 6) = 9
O laser v Alwyn: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 4d4 ⇒ (2, 3, 1, 1) = 7
P laser v you: 1d20 + 4 ⇒ (16) + 4 = 20 for damage: 4d4 ⇒ (1, 1, 4, 3) = 9

All three ships fire! The Alwyn gets grazed again, as your port-side shields are hit by a laser strike. But the jinsul that had been ignoring you almost certainly won't be anymore: three straight shots hammer its hull.
4d100 ⇒ (90, 7, 56, 52) = 205
2d4 ⇒ (2, 4) = 6

O Engineering: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
P Engineering: 1d20 + 5 ⇒ (19) + 5 = 24
O Piloting: 1d20 + 10 ⇒ (17) + 10 = 27
P Piloting: 1d20 + 10 ⇒ (14) + 10 = 24

Round 3

Engineering Phase
Piloting 'Initiative' (looking to beat a 27)

Helm Phase
Gunnery Phase

Purple ship 32/45 HP
Orange ship 16/45 HP
Alwyn 37/55 HP

Ace of Stars:

Shields (light 40)
Forward: 10
Port: 1
Starboard: 10
Aft: 10

Hull Points: 70/70

GM:
Orange - power core, life support glitching; port and starboard weapons glitching (turret malfunctioning)
Purple - Sensors glitching -- weapons primed this round

Acquisitives

Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8

"Nice shooting! It looks like we have their attention now! If possible, let's focus on the Orange target to finish it!"

Valas will divert power to the shields.
Engineering: 1d20 + 11 ⇒ (3) + 11 = 14

This round let's use (unless there are any objections):
Arvin's Boon
Once during the adventure you may either:
* have the whole party get the benefits of Aid Another (+2 bonus) to all skill checks and attack rolls for 1 round, or
* when your table uses an Aid token, gain two benefits instead of one (have to be two different benefits)

Let's keep our three +1 nodes to piloting initiative, coilgun and missile attacks. We'll again have +3 to hit with the coilgun and missile, and +2 to hit with the laser. With the Aid Another we'll have +3 to pilot initiative and +2 to most (all?) other checks.

Cal, which do you think is more important, you switching back to captain and giving our pilot another +2 to initiative, or firing the laser? Both could be good options.

Ace of Stars
Shields (light 40)
Forward: 10
Port: 7
Starboard: 10
Aft: 10

Hull Points: 70/70

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 9/12 HP 16/16 RP 3/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"Oh. It worked. That's... good?"

Second Seekers (Ehu Hadif)

N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.

Glancing disgustedly at the weapon console as if it had personally betrayed him, Cal jumps up to go stand near Kalhoun

"C'mon buddy, you can thread the needle with this pig and get us in place before they know what hits them!"

Diplomatic Encouragement - Piloting init: 1d20 + 9 ⇒ (19) + 9 = 28

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Initiative, Encouragement: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17


Blooming Catastrophe Return to Grave

Cal cheers Kalhoun on, but the law of averages catches up to the steward and he finds himself losing his nerve before the alien craft.

You're moving first this round

Round 3

Engineering Phase
Piloting 'Initiative' (looking to beat a 27)

Helm Phase
Gunnery Phase

Purple ship 32/45 HP
Orange ship 16/45 HP
Alwyn 37/55 HP

Second Seekers (Ehu Hadif)

Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 3 | SP 21/21 HP 25/25 | RP 4/5 | EAC 17; KAC 17 (16/16 without solar armor) | Fort +3; Ref +5; Will +3 | Init: +3 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement 0/3 | 1 Reroll | Active conditions: None

Kalhoun tries to place their ship between the enemy and Alwyn's.

Flip and Burn, DC 18: 1d20 + 9 ⇒ (10) + 9 = 19

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