[SFS/Outpost] 2-00 Fate of the Scoured God (Inactive)

Game Master Kludde

RPG Chronicles
Maps and Handouts


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Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Reflex Save: 1d20 + 7 ⇒ (2) + 7 = 9

Meglos has ER Fire 12, so will take 26 SP

Meglos swings his mace twice again in quick succession attempting to knock the traitor out

flashing strikes 1 merciful bludgeoning vs KAC: 1d20 + 17 ⇒ (11) + 17 = 286d6 + 26 ⇒ (1, 6, 6, 5, 2, 6) + 26 = 52
flashing strikes 2 merciful bludgeoning vs KAC: 1d20 + 17 ⇒ (14) + 17 = 316d6 + 26 ⇒ (4, 1, 6, 5, 3, 4) + 26 = 49

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

Reflex Save: 1d20 + 10 ⇒ (11) + 10 = 21

And spending an Entropy to reduce that by a further 9.

Entropic Strike: 1d20 + 14 - 2 - 4 ⇒ (4) + 14 - 2 - 4 = 12 vs. EAC
Nonlethal Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 1, 4) + 15 = 25 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 - 4 ⇒ (12) + 14 - 2 - 4 = 20 vs. EAC
Nonlethal Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 3, 5) + 15 = 25 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (19) + 16 = 35 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

KP is not used to this 'not killing'.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drei curses under his breath as his last shot goes wide. He refocuses and then fires another shot at the nelentu.

pew vs EAC: 1d20 + 18 ⇒ (7) + 18 = 25
fire dmg: 4d8 + 16 ⇒ (1, 4, 4, 3) + 16 = 28

these shots ignore up to 6 bonus ac from cover and range penalties by 4; this includes deadly aim as well. treat the target’s energy resistances as though they were each 5 lower.


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Meglos makes short work of the weakened traitor, knocking the nelentu out with a ringing blow!

Traitor Captured, mission success!

With the Jinsuls no longer aware of the Starfinder's movements it is easy to rejoin the fleet and report to Celita.

Which mission do you want to do next?

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

Guessing there is no actual intel to get from them?

Kneepuncher is not going to be particularly helpful for the non-starship missions available now, and I know some people are allergic to starship combat, so I'll just go with the flow.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Reflex save: 1d20 + 6 ⇒ (5) + 6 = 11

Brock takes the full force of the blast directly into his torso.

Might want a short rest at some point before a non-starship mission. I'd be OK with any of the Scout missions, if someone else wants to take point on the stealth/spy stuff (not this character's skillset). My vote would be for either Recovery Efforts or Scout Hunt.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Melisende is also not good at stealth and spying. I think at this point she would also be best at the starship stuff so I think my first vote would just be to bite the bullet and go Scout Hunt but if there's that much opposition to starship combat Recovery Efforts is my other secondary vote.


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I've got two each for Recovery Efforts and Scout Hunt - any other votes to break the tie?

Liberty's Edge

I think it was just me allergic to starship combat but I also feel like I kinda really picked this mission for us. So I’d be happy to do scout hunt which I believe was the earliest starship combat mission. . I’m happy with recovery efforts too.

I feel like I need to put into words why starship combat in pbp terrifies me a bit. I was in a prev online pbp starship combat scenario and it took our group 29 days to take out a single starship enemy.


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I can tell you, mine tend to be a lot faster, but also utter chaos ;-). Scout hunt it is!

The group arrives at Callion-1, where they see the aftermath of an encounter with the Jinsul. As they arrive, Venture Captain Arvin briefs the group remotely.

Bursts of energy light up near space as several jinsul starships self-destruct. A flight of victorious Starfinder ships darts between the jinsul wrecks, as if dancing on their proverbial graves. Venture-Captain Arvin’s image suddenly appears on a communications screen, his face furrowed with concern. “We just defeated this pack of jinsuls, but one of their scout ships escaped into the Drift. We can’t let it report our fleet’s position back to its superiors. Enter the Drift and stop that runaway!”

For this mission, we have the Thunderbolt, a Drake starship, the Spitfire, a Pegasus, and the Preference, an Azata, as possible options. Please pick one!

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

I've played a lot of pbp, and have never seen anyone thrilled at the prospect. I suspect there's a reason they're going with a "narrative" approach to starship combat in Starfinder 2E. it isn't much better in tabletop (although slightly better). It seems like the rule subsystem that has the most issues in 1E.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

I say the Drake ship!

Melisende adjusts her seat and begins setting her computer to the proper screen for her station.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Drake is fine with me.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Drake is fine by me and i might get to use my rousing speech for the first time!

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drake. Also I've always been cool with starship combat. In my experience, it is my fellow players that make it less enjoyable. But, this crew gives me hope.


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Post-haste, the group aboard the Thunderbolt engages the drift engines and enters the swirling drift. Immediately, the comm system spring to life with a piercing feedback sound, a sure-fire indication that Jinsul ships are in the area

Distance: 3d6 + 5 ⇒ (5, 3, 1) + 5 = 14

The escaped Jinsul ship is just up ahead, trying to make an escape!

Pilot init, R1: 1d20 + 22 ⇒ (3) + 22 = 25
Pilot init, R2: 1d20 + 22 ⇒ (2) + 22 = 24

Everybody can act. Just post your actions at the same time (including gunnery), and I'll resolve to the best of my ability. I also roll init one round ahead, so I can anticipate movement a bit

---
Engineering
Helm
Gunnery

---(Round 1)--
Drei
Brock
Meglos
Mel
Kneepuncher

---
Pilot: beat 25 init or move first
---

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Going to Encourage our first gunner this round. Cannot fail the diplomacy check DC which is 15. So +2 to the first gunner (Its hard to pick since no-one has fire yet, but it would go to the Persistent Particle beam gunner)

Encourage gunnery phase: 1d20 + 22 ⇒ (10) + 22 = 321d8 ⇒ 1

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Have also slotted Best Engines as my Starship boon. will put text below


Finest Engines: You can increase the speed of your thrusters by one step. For example, T6 thrusters become T8 thrusters.
You cannot use this boon to upgrade beyond the fastest thrusters commonly available for your size of starship (so you
cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.)

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

With Meglos in the captain's chair, Brock takes the position of Chief Mate and begin ripping open panels

I assume Drei will be the pilot, so I'll do a Hard Turn action to increase their maneuverability options.

Athletics: 1d20 + 16 ⇒ (18) + 16 = 34

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

Kinbara scans the enemy ship.

Computers: 1d20 + 17 ⇒ (18) + 17 = 35

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Piloting init: 1d20 + 21 ⇒ (2) + 21 = 23

Drei activates the ships thrusters, heading straight for the scout ship. As he is going, he types on the computers a short code. A significant acceleration is felt as the ship speeds up beyond what many are used to.

Drei uses a resolve point on Full Throttle. My internet is currently hinky so i cant edit the map today. I'll just be moving adjacent to the enemy ship.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire
Quote:

Full Power (Helm Phase, Push)

If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns.

Because of the change in thrusters, from the boon, our speed is 10. Thus, full power move is up to 15 hexes.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

I moved it to where I assumed you meant with adjacent.

Mel taps into the targeting screen and aims the joystick while pressing down the big red fire button several times to spray a cloud of starship projectiles into the opposing ship.

I am just going to open up by spending a resolve for a fire at will and fire the two forward guns and two turrets.

Persistent Particle Beam: 1d20 + 15 - 2 + 2 ⇒ (5) + 15 - 2 + 2 = 20
Possible damage: 10d6 ⇒ (5, 2, 1, 4, 6, 5, 4, 3, 5, 6) = 41

Heavy Plasma Torpedo Launcher: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20
Possible Damage: 5d10 ⇒ (7, 9, 7, 5, 2) = 30

Heavy Antimatter Missile Launcher: 1d20 + 15 - 2 ⇒ (1) + 15 - 2 = 14
Possible Damage: 10d10 ⇒ (3, 2, 8, 4, 6, 10, 3, 6, 6, 1) = 49

Light Particle Beam: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
Possible Damage: 3d6 ⇒ (2, 5, 2) = 9

Aaaand those are all pretty terrible rolls well now I feel a little silly.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Yeah that's where I meant to go. Also, I'll preroll Piloting init for next round as well.

Piloting: 1d20 + 21 ⇒ (15) + 21 = 36


M human architect/37

Overseer GM:

We have tracked down and stopped the spy who was giving away our positions, granting us some time to rest in a few secret locations the jinsuls aren’t aware of.

Table GMs, the Stop the Mole mission is complete and the Safe Haven condition is now in effect.

The Starfinder Fleet is moving to Bastiar-6.

Liberty's Edge

1 person marked this as a favorite.

(Does SAFE HAVEN mean that all our guns do +4d6 more ? :) )


M human architect/37

Overseer GM
Our pilots captured a jinsul ship and traced its flight coordinates to a secret command base hidden on Bastiar-3. The base is well defended, but destroying it will disable the jinsuls’ communications network. This mission calls for agents ready to storm jinsul defenses to win us a crucial advantage.

Table GMs, the Scout Hunt mission is closed, and the Trench Assault mission in Part 2 is now unlocked.

The Jinsul Fleet moves into position above Callion-1. The Starfinder Fleet remains in position above Bastiar-6.

Matthew Pittard wrote:
(Does SAFE HAVEN mean that all our guns do +4d6 more ? :) )

Unfortunately not :(


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With apologies for the delay - today was very busy

Meglos encourages gunnery, and Drei just closes in on the enemy ship without regard for maneuvring, while Brock adds a hard turn to the movement.

Fortunately for the crew, the enemy ship seem to be only interested in getting away, and steps on the afterburner. Melisende fires on the fleeing scout, sending a clear warning to the Jinsul (without hitting anything)

Piloting, full Power: 1d20 + 22 ⇒ (1) + 22 = 23

The ship fires backward as it flees, sending a few rockets and railgun rounds across the bow of the Thunderbolt

Vandal Rocket, Node: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 234d8 ⇒ (6, 4, 1, 1) = 12
Railgun, Node: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 248d4 ⇒ (3, 2, 2, 4, 4, 3, 3, 3) = 24

Round 2

The enemy ship steps on the afterburner again, trying to increase the distance.

Current distance is 30 hexes, not the 15 shown on the map - due to map size. Starfinders still to move

Piloting, full power: 1d20 + 22 ⇒ (4) + 22 = 26

Init R3: 1d20 + 22 ⇒ (13) + 22 = 35

As mentioned in discussion, let me know in case you want to abort the mission

---
Engineering
Helm
Gunnery
---(Round 2)--
Drei
Brock
Meglos
Mel
Kneepuncher

---R3
Pilot: beat 35 init or move first
---

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

“ okay corporal, now more than ever we have to be accurate in our shots. They are getting too far away and we can’t let them escape with the data . Make every shot count! “

Meglos is giving a moving speech push action during the gunnery phase. The DC is 35 on a Diplomacy check

sidereal influenced moving speech: 1d20 + 22 ⇒ (17) + 22 = 391d8 ⇒ 3

Essentially any gunner we have be is our corporal or other gets to roll any attack roll twice and take the better attack number for all weapons fired

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drei maintains course and speed.

Round 2 Drei win init. He uses full power again to move behind the enemy scout ship. As it is an action, he cannot also maneuver or anything..

Piloting init for round 3: 1d20 + 21 ⇒ (8) + 21 = 29

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock switches over to a gunnery position. "Corporal, let me know if you want to try that again, and I can bypass some safety protocols to make a full blast like that work out a little better. You take that antimatter launcher, and I'll see if I can blast 'em with this particle beam. And don't forget to use your targeting computer!"

I will use one of the +3 modifiers on this, and suggest that Mel use it on the missle as well

Persistent Particle Beam w/ modifier: 1d20 + 15 + 3 ⇒ (6) + 15 + 3 = 24
Persistent Particle Beam damage: 10d6 ⇒ (4, 3, 3, 2, 6, 1, 5, 5, 6, 3) = 38

Liberty's Edge

Brock: You get a +2 from the Aid Boon mentioned in Discussion and also I dont know if you did.. you get to roll again with the attack due to the moving speech and keep the better roll on the attack

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

"Alright, I'll try this one a bit slower this time. See if that helps to keep the targeting reticle steady."

With the extra action I can take one extra shot at regular bonus but it has to be a different gun so I will also just fire the light particle beam as well for a bit of oomph, since the other launcher is limited fire.

heavy antimatter missile launcher: 1d20 + 15 + 3 ⇒ (11) + 15 + 3 = 29
heavy antimatter missile launcher: 1d20 + 15 + 3 ⇒ (4) + 15 + 3 = 22
antimatter missile damage: 10d10 ⇒ (7, 2, 7, 4, 1, 6, 7, 6, 1, 6) = 47

Light Particle Beam: 1d20 + 15 ⇒ (1) + 15 = 16
Light Particle Beam: 1d20 + 15 ⇒ (7) + 15 = 22
Beam Damage: 3d6 ⇒ (6, 4, 5) = 15

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

No, I forgot the +2, but now that I look at it I appear to have rolled with a +15, but my gunnery check is only +11 ... So here's crossing my fingers on the second attempt with the right numbers.

2nd attempt at Persistent particle beam: 1d20 + 11 + 3 + 2 ⇒ (18) + 11 + 3 + 2 = 34

Liberty's Edge

ooh these numbers are much Better!


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Closing in on the running ship, Drei burns full throttle, while Meglos inspires the gunnery crew.

Crit: 1d100 ⇒ 20

I also realise I forgot to give the scan results: This is a scout Jisul craft, AC 26; TL 25; 75 HP and and 70 shields on all sides. It's got nasty vandal rockets on its aft, and a railgun turret, along with other weaponry on starboard, port

Kneepuncher is still up, so will resolve enemy gunnery once his actions are in

---
Engineering
Helm
Gunnery
---(Round 2)--
Drei
Brock
Meglos
Mel
Kneepuncher
---R3
Pilot: beat 35 init or move first
---
Enemy:
A Down; 15 dmg
---

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

Kinbara tries to coax more juice out of the engines.

Engineering, Divert: 1d20 + 17 ⇒ (12) + 17 = 29


M human architect/37

Overseer GM:

Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in.

Table GMs, the Recovery Efforts mission is closed, and the Scanner Defense mission in Part 2 is now unlocked.

The Starfinder Fleet moves into position above Agillae-2. The Jinsul Fleet moves into position above Bastiar-8.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock calls out, "Keep us out of that aft arc if you can, pilot! I'm staring down the barrel of a rocket launcher back here." He glances around the control panel. "Does this thing have countermeasures?"


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Kneepuncher gets more juice out of the engines, keeping the Thunderbolt close on the tail of the Jinsul Scout.

The vessel returns fire, and another rocket screams across the bow, evaded only by Drei's piloting skills. The railgun is not so easily evaded, and lights up the forward shield.

Vandal Rocket, Node: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 214d8 ⇒ (1, 1, 8, 8) = 18
Railgun, Node: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 318d4 ⇒ (1, 4, 2, 3, 3, 1, 2, 3) = 19

---

The scout keeps running, but it's speed doesn't seem to be as high this time, allowing the starfinders to catch up a bit.

Movement speed is 10, in a straight line away from the Thunderbolt. I'm assuming Drei follow in a straight line, but if you want to fly a different pattern, just adjust accordingly (I've already assumed both positions)

Init R4: 1d20 + 22 ⇒ (20) + 22 = 42
---
Engineering
Helm
Gunnery
---(Round 3)--
Drei
Brock
Meglos
Mel
Kneepuncher

---R4
Pilot: beat 42 init or move first
---
Thunderbolt:
F Shield 19 dmg
---
Enemy:
A Down; 15 dmg
---

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Piloting stunt: 1d20 + 21 ⇒ (4) + 21 = 25

Drei continues to maintain ship positioning. Though, as the enemy ship is no longer pushing its engines, Drei slows the ship down as well. He then begins to fly evasively.

Piloting init r4: 1d20 + 21 ⇒ (8) + 21 = 29

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

Kinbara tries to restore the forward shields.

Engineering, Divert: 1d20 + 17 ⇒ (4) + 17 = 21

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

moving speech 2: 1d20 + 22 ⇒ (15) + 22 = 371d8 ⇒ 1 (35 dc again)

” we have them on the ropes. I can see their engines losing power. We have the upper hand... now let us finish this and rejoin our fellow starfinders! target that aft! “

again anyone firing a ship gun this gunner phase can roll the attack roll twice and keep the better roll for every weapon they fire

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock again fires the persistent particle beam, using the ship's computer to assist with targetting.

Persistent Particle Beam attack roll 1: 1d20 + 11 + 3 ⇒ (8) + 11 + 3 = 22
Persistent Particle Beam attack roll 2: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34
CRITICAL HIT!
Persistent Particle Beam damage: 10d6 ⇒ (3, 6, 2, 2, 4, 6, 4, 3, 1, 6) = 37
Critical system roll: 1d100 ⇒ 72 -> Engines

"Take that!" he yells in excitement.


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Kinbara tries to restore the forward shield, but the generator cannot take it. Drei maneuvres the ship closer, keeping up the chase.

Crits: 3d100 ⇒ (90, 4, 34) = 128

The Jinsul ship is leaking radiation and fuel, leaving a trail of fumes like a living comet.

---
Engineering
Helm
Gunnery
---(Round 3)--
Drei
Brock
Meglos
Mel
Kneepuncher
---R4
Pilot: beat 42 init or move first
---
Thunderbolt:
F Shield Down; 56 dmg; Power, LS, Sensors, A Wpn G
---
Enemy:
A Down; 15 dmg
---

Liberty's Edge

wow didn’t realise our ship was so heavily damaged. Did we just take 3 crits?


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ah, no. That’s the enemy, i switched lines around, my bad

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Sorry sorry long day at the office, didn't get time to post at work like I usually do until now.

Mel takes an deep breath and clicks on the fire button as hard as possible.

heavy antimatter missile launcher: 1d20 + 15 + 3 ⇒ (3) + 15 + 3 = 21
heavy antimatter missile launcher: 1d20 + 15 + 3 ⇒ (14) + 15 + 3 = 32
missile damage: 10d10 ⇒ (9, 2, 8, 3, 10, 8, 9, 8, 7, 5) = 69


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The Corporal fires off a barrage of missiles, hitting the rear and lighting the power core on fire. Soon after, escape pods are launched. Boarding the disabled ship and hacking the mainframe is easy. The group retrieves the coordinates of the jinsul headquarters where the ship was to
deliver its intelligence, and managed to protect the fleet position!

Upon returning, Arvin is delighted: That's a great discovery! We perform a threat assessment on striking the site, and that's quite an outcome!

Mission success! Which one next?

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

I like either Scanner Defense or Trench Assault.

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