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

Game Master Kludde

RPG Chronicles
Maps and Handouts


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Meglos bludgeons the commander, while Drei gives cover fire, hitting the commander in the chest. Brock adds a shot as well, but clips a low wall, and only sends some debris flying. Kneepuncher arrives on the scene, while the corporal adds an on-target blast of his own.

The commander kicks at Meglos with his leg blades, but fail to get through the Withwyrd's armor.

Leg Blades vs Meglos: 1d20 + 24 - 4 ⇒ (12) + 24 - 4 = 324d6 + 19 ⇒ (4, 6, 5, 2) + 19 = 36
Leg Blades vs Meglos: 1d20 + 24 - 4 ⇒ (9) + 24 - 4 = 294d6 + 19 ⇒ (3, 1, 3, 5) + 19 = 31

---
Drei
Brock
Meglos
Mel
Kneepuncher

---
Jinsul (141)
---

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

Meglos full attunes and then solar accelerates. Everyone but Drei (everyone else appears to be within 30 feet gains the benefit of HASTE)

Meglos now full attacks as a standard action (-3 via flashing strikes)

flashing strikes 1 vs KAC, Holy, Soulfire: 1d20 + 17 ⇒ (9) + 17 = 266d6 + 26 ⇒ (4, 3, 6, 6, 3, 1) + 26 = 49
flashing strikes 2 vs KAC, Holy, Soulfire: 1d20 + 17 ⇒ (3) + 17 = 206d6 + 26 ⇒ (5, 1, 4, 6, 4, 6) + 26 = 52

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

At last! And this creature has a lot of knees.

Entropic Strike: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 1, 4) + 15 = 22 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (12) + 16 = 28 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 6, 6) + 15 = 32 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (17) + 16 = 33 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.

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

Mel, not able to get a clear shot through her allies anyway just shoots through the wall covers twice, hoping to still hit one of those many limbs.

Holy Aphelion Artillery Laser: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33
Holy Fire: 3d8 + 9 ⇒ (6, 8, 5) + 9 = 28

Holy Aphelion Artillery Laser: 1d20 + 17 - 3 ⇒ (9) + 17 - 3 = 23
Holy Fire: 3d8 + 9 ⇒ (8, 6, 6) + 9 = 29
For both shots reduce AC bonus from cover by 2


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In a storm of blows and artillery fire, the Jinsul goes down, collapsing the local chain of command and halting the artillery fire just enough to enable the Starfinders to capture the fort!

Huzzah! Radaszam says as he enter victoriously, giving each of the group a hard clap on the shoulders Another fine vistory!

Mission succes! Since we're unlikely to be able to complete a mission in the one day we have left, I'd suggest we wait a bit...

Liberty's Edge

how are the other groups going? L in particular the group we sent the boost token to that wasn’t going too well earlier?


M human architect/37

First Seeker Luwazi Elsebo communicates to the fleet.
“Starfinders, the jinsuls are on the run and retreating to surround Bastiar-5. They have concentrated all their remaining forces around this planet, which is exuding a high level of mystical energy. We suspect that Dhurus is here, harnessing Kadrical’s energy for its as-yet-unknown endgame. We must descend on Bastiar-5 and stop whatever Dhurus is planning, but to do that we must first pierce through what’s left of that jinsul fleet. Starfinders, abandon your missions and prepare for our final offensive!”
Table GMs, you have the rest of today to wrap up your encounters.

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

Kneepuncher will spend a resolve to restore stamina, unless we have a full night's rest before the next mission.

Exo-Guardians

1 person marked this as a favorite.
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 think we unlocked a night's rest.

AbadarCorp Entertainment in the Discussion Thread wrote:
The change of guard means you can take an 8 hour rest once between these scout missions to recover (e.g. after your next mission?)

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

Excellent, I was down to half my resolve!


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That's right! You've deserved a rest, make sure you're ready for what's to come!


M human architect/37

The Starfinder fleet converges as it approaches Bastiar-5, forming an arrowhead pointed directly at the barren planet. Between the Starfinders and the planet gathers a swarm of waiting jinsul ships, from small tactical strikers to an ominously large capital dreadnought. Writhing shapes are visible along the jinsul command vessel’s prow, each impaled by a vicious, violet metal spike. Smaller jinsul ships move to take up supporting positions around the immense vessel.

First Seeker Jadnura broadcasts to the allied fleet. “Every minute that goes by, Dhurus grows stronger, and the jinsuls seem intent on slowing us down. Strap in for some intense combat, Starfinders. We should have enough strength left if we play it smart and—” He trails off as the colossal Master of Stars breaks from the Starfinder fleet to confront the jinsuls alone.

Fitch appears on the viewscreens. “That’ll take too long. I’ll take on the jinsul fleet on my own, and while they’re busy, you slip past with the smaller ships!” She types in several commands before adding, “Guess I’m glad I left the kids back on Absalom Station” and signing off.

Jadnura clasps one fist and nods appreciatively at her bold strategy before Luwazi Elsebo interrupts.

“Jadnura, no. There are too many jinsuls, even for the Master of Stars!”

But Jadnura only shakes his head before responding solemnly, “Luwazi…the choice to depart the known, to witness the unknown, to risk everything so that others might persevere— you know as well as anyone that being a Starfinder is always about choices. And now that choice is ours.”

Table GMs, solicit a vote from your players for which action to take.


M human architect/37

We have captured a pivotal jinsul command center, and our agents have found renewed vigor in our cause. Table GMs, the Trench Assault mission is complete and the Victory in Sight condition is now in effect.


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---(Vote!)---
Option 1: Attack Bastiar-5 immediately
Option A: Help Fitch destroy the Jinsul fleet
---
1: 0 Votes (3 needed to win)
A: 0 Votes (3 needed to win)
---
Drei
Brock
Meglos
Mel
Kneepuncher

---

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've never had the chance to punch an evil god before. Let's get down there!"

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

"This is a war, after all. And I've lost a lot of folk to know better than lose on an opportunity. I... don't want to leave our fellows behind but if we can stop Dhurus in time maybe we can get the rest of them to give up before the Master of Stars loses."


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---(Vote!)---
Option 1: Attack Bastiar-5 immediately
Option A: Help Fitch destroy the Jinsul fleet
---
1: 2 Votes (3 needed to win)
A: 0 Votes (3 needed to win)
---
Kneepuncher
Mel
Drei
Brock
Meglos

---

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 nods to the other two. "Agreed, let's get in there and lead the ground assault!"

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

Option 1


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With four out of five reporting, we have a clear majority for attacking Bastiar-5. Let's see what the convention decides.


M human architect/37

First Seeker Luwazi addresses the fleet. “Stopping Dhurus is our primary objective, and we can’t waste more time than necessary fighting starships. The Master of Stars can hold the line; it will have to. Starfinders, do what you must to cut past the jinsuls’ defensive line and get to Bastiar-5!”

Table GMs, the Jinsul Advantage condition is in effect for Part 4.


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Fitch steers the massive Master Of Stars to the strongest point in the Jinsul line, immediately getting crawled all over by Jinsul ships. A massive capital ship moves to intercept the Starfinder flagship battle, concentrating fire on the dreadnought.

Go for the weak point in the blockade! A vesk voice on the intercom shouts, coming from the bridge of the Honorbound. Captain Yuluzak gives direction to the blockade runners

Did any of you have the boon for 1-04 Cries from the Drift?

Although the strongest Jinsul vessels have been drawn away by the Master of Stars, there's still significant opposition, and the Thunderbolt will have to run the blockade!

A massive starship dogfight battle ensues, with ship trading fire left and right, up and down, sideways and in circles. Soon enough, a Jinsul destroyer interposes intself between the Thunderbolt and the planet, and the only option is to fight it!

Starship combat!

Initative, round 1: 1d20 + 21 ⇒ (19) + 21 = 40
Initative, round 2: 1d20 + 21 ⇒ (11) + 21 = 32

---
Engineering
Helm
Gunnery
---(Round 1)--
Drei
Brock
Meglos
Mel
Kneepuncher

---
Pilot: beat 40 init (!) or move first
---
(Round 2: init 32)

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

Meglos looks at the hasty repairs to the Thunderbolt and hope they hold

Gonna encourage the first gunner with a +2 to their gunnery role in the gunner phase.

encourage DC15: 1d20 + 22 ⇒ (1) + 22 = 231d8 ⇒ 5

Second Seekers (Luwazi Elsebo)

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

Not on this character, sadly.

Kinbara scans the enemy ship.

Computers: 1d20 + 17 ⇒ (15) + 17 = 32

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 rnd1: 1d20 + 21 ⇒ (9) + 21 = 30
rnd 1 stunt: 1d20 + 21 ⇒ (16) + 21 = 37
Piloting Init rnd 2: 1d20 + 19 ⇒ (7) + 19 = 26

(I'm prepping for vacation, so no flavor. I'll advance forward 3 hexes and take evasive action. )

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

Since I don't know what direction or anything we'll be facing I'll just start by shooting the turret.

Corporal Melisende takes aim at the enemy ship and tries to blast them away.

Heavy Antimatter Missile Launcher: 1d20 + 15 + 2 + 3 ⇒ (20) + 15 + 2 + 3 = 40
Missile Damage: 10d10 ⇒ (5, 1, 9, 4, 1, 8, 7, 8, 1, 4) = 48

Edit: Oh that's a crit!
Critical Threshold Roll if that breaks through shields: 1d100 ⇒ 86 Power Core


M human architect/37

A critical mass of jinsul ships explodes under a withering hail of Starfinder attacks, evening the odds between the two warring fleets overhead. The heavily damaged Master of Stars fights on.

A path to the planet’s surface opens through the blockade of jinsul starships, which has been weakened by relentless Starfinder attacks. Part 4 encounters are now unlocked!


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The destroyer looks sluggish as the Thunderbolt closes in, also moving forward straight ahead. Kinbara scans the enemy vessel, and finds that it is slow, and maneuvers like a brick (turn 2). It makes up for that with medium shields (40 on each side) and a tough hull (190 hp). That biochem launcher on the front side is something you'd ideally want to avoid getting hit by...

Meglos encourages gunnery, which the corporal puts to good use by blasting through the front shields and causing the power core of the enemy vessel to smoke!

While we wait for Brock to chime in, you can decide if you want to continue killing this ship, or if you want to break off and head to the surface. Killing the ship counts towards sucesses, so it's up to you.

---
Engineering
Helm
Gunnery
---(Round 1)--
Drei
Brock
Meglos
Mel
Kneepuncher
---
Enemy ship: F down; 8/190; Power Core G
---
(Round 2: init lost, starfinders 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

wow that was quick. we only just fired a shot!

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

It was a very nice shot.

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

(I'm fine either way. I enjoy ss combat. Also I'm interested in going down onto the planet. )

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

def want to see the starship combat through, esp as it’s worth points towards our total


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Could someone post an action for Brock in that case?

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

sure, is Brock player not well?. Will fire the persistent particle beam st the enemy. Will take one of the plus 3s from the node

persistent particle beam: 1d20 + 15 + 3 ⇒ (19) + 15 + 3 = 3710d6 ⇒ (3, 5, 2, 3, 6, 2, 5, 2, 1, 3) = 32

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

oops used my gunnery score instead of Brocks. I looked it up on the table so it looks like +11 then +3 with the computers so that would make a total of 33 for that roll above. Sorry.

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

Sorry for the delay. BTW, I do have Cries From the Drift

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

(Sorry Brock ,if you want to scrub my rolls for you feel free)

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

Nope, that's fine. Thanks for keeping things moving!

Second Seekers (Luwazi Elsebo)

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

Kinbara diverts power to the guns in the next round.

Engineering: 1d20 + 17 ⇒ (8) + 17 = 25


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Brocks particle beam streaks across the destroyer surface, ablating the armor.

Crit: 1d100 ⇒ 10

Missile: 1d20 + 13 ⇒ (8) + 13 = 2110d8 ⇒ (5, 6, 1, 6, 3, 4, 4, 4, 3, 5) = 41
Railgun: 1d20 + 13 ⇒ (7) + 13 = 208d4 ⇒ (3, 3, 2, 2, 1, 3, 2, 2) = 18
Coilguns: 1d20 + 13 ⇒ (5) + 13 = 188d4 ⇒ (4, 4, 3, 1, 1, 3, 2, 2) = 20

A volley of missile screams past the Thunderbolt, and two separate sets of rayguns shoot across the bow, all terrible misses.

Kneepuncher diverts power to the guns.

Starfinder move first

init R3: 1d20 + 21 ⇒ (4) + 21 = 25

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

Kneepuncher
---
Enemy ship: F down; 40/190; Power Core G
---
(Round 3: beat 25 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

Meglos will give his new rousing speech! In the gunnery phase

rousing speech: 1d20 + 22 ⇒ (17) + 22 = 391d8 ⇒ 7 DC is 35

Every gunner is the gunnery phase rolls each weapon attack roll twice and takes the better number.

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

Hey all, I'm going to use one of the nodes to boost my stunt because it is a harder one.

Drei increases the speed of the ship, steering straight for the enemy ship. A smile grows on his face.

Flyby DC 30: 1d20 + 21 + 3 ⇒ (7) + 21 + 3 = 31

I will end my movement right on the other side of the enemy ship.

init rnd 3: 1d20 + 21 ⇒ (2) + 21 = 23

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

“Shoot the forward guns at its front. It has no shields!

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

Mel nods over at Meglos across from her station and tries to fire their persistent particle beam at the front of the other ship.

Persistent Particle Beam: 1d20 + 15 ⇒ (18) + 15 = 33

Persistent Particle Beam: 1d20 + 15 ⇒ (17) + 15 = 32
Beam Damage: 10d6 ⇒ (6, 5, 4, 6, 4, 6, 3, 2, 1, 2) = 39

D100 if crit threshold: 1d100 ⇒ 58 Weapons

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

Brock you might want to fire the 5d10 front missile launcher as the turret weapon I believe will be shooting the aft due to where we moved to. With the flyby our front weapons get to target it’s now unshielded front and you get the double attack roll and keep the best number. Also take the +3 from the node!

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

Turret Weapons are a part of all arcs, so the antimatter missile launcher is available to be fired as well.

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 the antimatter missile launcher, activating the targeting computer to help him line up the shot.

Antimatter missile attack: 1d20 + 10 + 3 ⇒ (5) + 10 + 3 = 18
Antimatter missile damage: 10d10 ⇒ (4, 10, 2, 8, 5, 3, 4, 9, 8, 1) = 54


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The starfinder fly by the destroyer, with the Corporal scoring a massive hit on the exposed front arc, and Brock failing to get a proper target lock.

Or does he? Second roll: 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25

...initially, until he adjusts and fires a missile at the front side

Crit: 1d100 ⇒ 77

The destroyer turns around and fires a broadside

Turret: 1d20 + 13 ⇒ (11) + 13 = 248d4 ⇒ (4, 1, 1, 1, 1, 2, 1, 4) = 15

Init R4: 1d20 + 21 ⇒ (11) + 21 = 32

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Engineering
Helm
Gunnery
---(Round 3)--
Drei
Brock
Meglos
Mel
Kneepuncher

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Enemy ship: F down; 133/190; Power Core G; WF G; Eng G
Thunderbolt: S Shields 15 damage
---
R3: Starfinders 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

Apologies, I had no idea turret counted as all arcs. Sorry Brock for bad advice

Meglos will then encourage the next Gunner with the encourage action to give them +2 on the next attack DC 20

encourage gunner!: 1d20 + 22 ⇒ (10) + 22 = 321d8 ⇒ 1

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