| GM Bret | 
The first shot goes wild, but Burnham hits with the second shot.
Earned boons:
Round 2
Bolded may act.
Life Science to identify.
Dofon defends if Bonkers, Chip, Grognard, Donkey, or Kuozar is attacked by an EAC/KAC-targeting attack, Gives +1 insight bonus to AC until the end of Dofon’s turn
Brown Digger 34 damage
Bonkers
Chip
* Checkers 5 damage
Grognard
* Donkey 6 damage
Burnham +10 speed until round 5
Dofon
Kuozar
Red Vorphoma flying 30’ up 24 damage
Yellow Vorphoma flying 20’ up  6 damage
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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"Oh crap, it worked. Okay, now crush it!" As Checker swings its doshko, Chip focuses his shots on the remaining flying bug.
Checker Attacks Brown Doshko: 1d20 + 6 ⇒ (6) + 6 = 12 vs KAC for piercing damage: 1d12 + 5 ⇒ (12) + 5 = 17
Chip full attacks yellow
Laser Rifle: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10 vs EAC for fire damage: 1d8 + 3 ⇒ (8) + 3 = 11
Laser Rifle: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16 vs EAC for fire damage: 1d8 + 3 ⇒ (4) + 3 = 7
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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"Begone, monsters." Dofon keeps firing at the approaching foes.
Vorphoma is a priority target. If it goes down, target the crawly thing. Full attack with the machine gun.
MG vs KAC: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Piercing: 1d10 + 4 ⇒ (6) + 4 = 10
MG vs KAC: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Piercing: 1d10 + 4 ⇒ (2) + 4 = 6
Dofon stays mentally on guard. Reserve Reaction for Chronomatic Defense: +1 insight AC to the either Bonkers, Chip, Donkey, Grognard, or Kuozar, whoever is first attacked by AC-targeting effect.
| GM Bret | 
Checkers misses the crawly thing.
Chip hits and kills the yellow Vorphoma with his first shot. Quickly swinging his second shot over to the brown crawly but misses because of cover.
Seeing that the Vorphoma is burning as it crashes, Dofon switches his aim to the crawly and hits with the second shot in spite of cover. That is just enough to kill it.
First wave cleared,
You can see more of the swarm coming in from the north. You only have a short time to get ready for them!
North is up on the map.
Everyone has one round to adjust before the next wave of swarm. It helps if you post here once you’ve done any movement or even if you just stay in place. Allows me to see who is done.
              
                
                
                   
                
                
                   Grognard Erraticus 
                
                
                
                
                  
                
                
              
              
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Grognard pulls donkey back as he switches out to his sonic rifle.
Life Science to ID: 1d20 + 5 ⇒ (16) + 5 = 21 DC reduced by 5 if its animal, plant or vermin
"Reit donkey... lets keep ya safe till ah gots me a clear shot."
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Dofon shuffles next to Checker while eyeing the ammo counter on the machine gun. A bit over half a load left. Good for one area saturation spray or some sustained combat, and I am still unharmed and carrying two reloads. Now it depends on how fast the operations teams can get the lift working and how fast the enemy can muster their reinforcements. The mollusk settles into a firing position and hopes they have time to react before being overrun.
Double move.
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Map looks like we're on top of a ramp. Do we have a height advantage over creatures on the dirt? Can they climb the wall to Burn's left? Or is the terrain just aesthetic? Also, there's only 35' on the map to the north of us. Can we fire on them before they reach the map's edge? Burn's rifle has a range increment of 90' and I'd like to get full value.
Depending on answers I might want to adjust Burn's position by 5 or 10 feet.
Perception: 1d20 + 0 ⇒ (5) + 0 = 5
Burn looks to the north. He likes the position. Small height advantage, good sight lines, sturdy anchors at each end of the line. As long as they don't swing wide around the pylons and flank us, we can hold this ground.
"I'm hoping they come straight in. One of you back there keep an eye out in case they try to go around our line."
              
                
                
                   
                
                
                   Bonkers123 
                
                
                
                
                  
                
                
              
              
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| 1 person marked this as a favorite. | 
Happy with where he is for now, Bonkers aims his needler at Dofon, "You may feel a pinch."
And that is all he feels as the 100% fully tested and safe bioserum flows through his body, making him tougher.
 +1 AC for 4 rounds 
| GM Bret | 
The scenario has no defined terrain effects but I think it would be difficult for anything to come through the three pillars. Comparing the picture in slide 10 with the map on slide 11, it appears to me that the grey rectangular sections are the space elevator supports. There is some amount of elevation between the ground and the elevator pad but nothing defines how much it is. I would estimate it at between 10’ and 20’ — enough that creatures without a climb or flying speed would prefer going up the ramp.
You have only a short time to readjust positions before more swarm creatures approach. Meanwhile other Starfinder teams are defending from the other directions and working on getting the elevator working.
Grognard recognizes the dredgers from the previous battle at the camp. They died quickly.
The more menacing creature is a swarm corrovox, This monstrous humanoid is the same sort of creature as you fought in the laboratories. It can sense things via vibrations, climb, shoot acid and send a psychic assault.
Bonkers: 1d20 + 2 ⇒ (5) + 2 = 7
Burnham: 1d20 + 2 ⇒ (15) + 2 = 17
Dofon: 1d20 + 4 ⇒ (7) + 4 = 11
Grognard: 1d20 + 5 ⇒ (13) + 5 = 18
Chip: 1d20 + 2 ⇒ (10) + 2 = 12
Kuozar: 1d20 + 4 ⇒ (16) + 4 = 20
Red: 1d20 + 4 ⇒ (5) + 4 = 9
Purple: 1d20 + 2 ⇒ (2) + 2 = 4
Green: 1d20 + 2 ⇒ (6) + 2 = 8
Round 1:
You have fought dredgers before.
Life science to identify Red.
Bolded may act.
Kuozar
Grognard
* Donkey 6 damage
Burnham +10 speed for this round
Chip
* Checkers 5 damage 
Dofon +1 AC until round 4 
Red corrovox
Green dredger
Bonkers
Purple dredger
| GM Bret | 
One of the other Starfinder teams has a few snipers that take shots at the swarm you are fighting.
Earned boons:
Round 1:
You have fought dredgers before.
Life science to identify Red,
Bolded may act.
Kuozar
Grognard
* Donkey 6 damage
Burnham +10 speed for this round
Chip
* Checkers 5 damage 
Dofon +1 AC until round 4 
Red corrovox 10 damage
Green dredger 10 damage
Bonkers
Purple dredger 10 damage
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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"The snipers are making them reel. Let us put them down for good." They are too dispersed for a burst. Best to remain calm.
Full attack, two shots.
Life Science on corrovox: 1d20 + 3 ⇒ (5) + 3 = 8 if there's anything new we can learn about it
MG vs corrovox KAC: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Piercing: 1d20 + 4 ⇒ (15) + 4 = 19 MISTYPED THIS ONE, IGNORE
Piercing: 1d10 + 4 ⇒ (4) + 4 = 8 CORRECT DAMAGE
more MG vs corrovox KAC: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Piercing: 1d10 + 4 ⇒ (8) + 4 = 12
No defensive reactions this turn. They are likely to attack Burn or Dofon, who have the best AC (currently 22/23 for Dofon thanks to Bonkers).
| GM Bret | 
Dofon is too busy sighting in with their gun to think of any other features of the creature. They hit with both shots.
Earned boons:
Round 1:
You have fought dredgers before.
Life science to identify Red,
Bolded may act.
Kuozar
Grognard
* Donkey 6 damage
Burnham +10 speed for this round
Chip
* Checkers 5 damage 
Dofon +1 AC until round 4
Red corrovox 30 damage
Green dredger 10 damage
Bonkers
Purple dredger 10 damage
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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"Hmm. Nope! Checker, wait for them to come to you."
Chip fires on the new creature as it approaches.
Full Attack vs Red
Laser Rifle: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 vs EAC for fire damage: 1d8 + 3 ⇒ (3) + 3 = 6
Laser Rifle: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13 vs EAC for fire damage: 1d8 + 3 ⇒ (5) + 3 = 8
| GM Bret | 
Chip misses with both of his shots on Red.
Earned boons:
Round 1:
You have fought dredgers before.
Life science to identify Red,
Bolded may act.
Kuozar
Grognard
* Donkey 6 damage
Burnham +10 speed for this round
Chip
* Checkers 5 damage
Dofon +1 AC until round 4
Red corrovox 30 damage
Green dredger 10 damage
Bonkers
Purple dredger 10 damage
              
                
                
                   
                
                
                   Kuozar of Steel 
                
                
                
                
                  
                
                
              
              
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More objects for the Big Bertha's test! Oh, what a day, what a lovely day!
Aim vs Red
Called Artillery Laser: 1d20 + 7 ⇒ (18) + 7 = 251d10 + 4 + 4 ⇒ (3) + 4 + 4 = 11 - Fire | EAC | vs RED
I bet you didn't expect to see me in this game anymore .) The difficult period has dragged on a bit, I apologize that you had to wait and bot me.
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Burn watches his teammates burn, spindle, and perforate the central incoming swarmthing. Still worried about a creature slipping past on the left he decides to try to secure that flank.
 Reaction Cannon, Light v blue dredger KAC full attack: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7 ...  damage: 1d10 + 4 ⇒ (9) + 4 = 13 P 90' Penetrating 
 Reaction Cannon, Light v blue dredger KAC full attack: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 ...  damage: 1d10 + 4 ⇒ (10) + 4 = 14 P 90' Penetrating
| GM Bret | 
Kuozar gets the kill shot on Red.
Burn gets the kill shot on Purple.
Only one left in your immediate area!
Earned boons:
Round 1:
You have fought dredgers before.
Life science to identify Red,
Bolded may act.
Kuozar
Grognard
* Donkey 6 damage
Burnham
Chip
* Checkers 5 damage
Dofon +1 AC until round 4
Red corrovox 41 damage
Green dredger 10 damage
Bonkers
Purple dredger 24 damage
| posthuman | 
Unable to overcome the Starfinders’ defenses, the Swarm momentarily recedes, and the last few transport carriers begin their ascent to space. Saivessa calls out as they board one of the carriers, “Okay everyone, it’s time to—!” They’re suddenly cut off as a horrible screech tears across the battlefield and an enormous crack rends the earth. Several enormous Swarm components, their bodies fused with scintillating szandite crystals, surge forward to attack the elevator.
Saivessa shouts, “Hang in there just a little longer, Starfinders! We can’t let them destroy the elevator, or everyone above will die! Fight these ones back, then let’s get out of here!”
Table GMs, Step 2 is Complete.
| GM Bret | 
Escape Step 3
As you kill the last dredger, you are told you can board your own carrier and ascend the space elevator. Just then a chasm breaks open and a new wave of creatures advances. If they reach the base of the space elevator it will be destroyed sending the Starfinders currently riding it crashing to their doom!
Earned boons:
Setting up the next combat, I will post once it is ready.
| GM Bret | 
Bonkers: 1d20 + 2 ⇒ (20) + 2 = 22
Burnham: 1d20 + 2 ⇒ (4) + 2 = 6
Dofon: 1d20 + 4 ⇒ (20) + 4 = 24
Grognard: 1d20 + 5 ⇒ (13) + 5 = 18
Chip: 1d20 + 2 ⇒ (14) + 2 = 16
Kuozar: 1d20 + 4 ⇒ (2) + 4 = 6
Red: 1d20 + 1 ⇒ (11) + 1 = 12
Yellow: 1d20 + 1 ⇒ (9) + 1 = 10
Green: 1d20 + 1 ⇒ (18) + 1 = 19
Round 1:
Bolded may act.
Life Science to Identify.
Dofon  +1 AC until round 3
Bonkers
Green Mutant
Grognard
* Donkey 6 damage
Chip
* Checkers 5 damage
Red Mutant
Yellow Mutant
Kuozar
Burnham
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Would this be the last opportunity to use the Desperate Detonation boon?
Finally. Dofon empties the magazine on the approaching abominations.
Autofire vs KAC: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 vs Green
Autofire vs KAC: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9 vs Red
Autofire vs KAC: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6 vs Yelloww
Piercing vs all: 1d10 + 4 ⇒ (2) + 4 = 6
The weapon is too powerful at full power and Dofon hoses every bullet far beyond the monsters.
Life Science: 1d20 + 3 ⇒ (19) + 3 = 22
              
                
                
                   
                
                
                   Bonkers123 
                
                
                
                
                  
                
                
              
              
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Bonkers once again aims his steely needle at.. a party member, Burn feels that now familiar, well, slight burn as he feels swift once again.
+10 speed for 4 rounds again 
life science: 1d20 + 11 ⇒ (12) + 11 = 23
| GM Bret | 
As Dofon is firing his weapon, Palivhar uses the detonator to set off the explosives that had been set in the hive. Perhaps a little too many explosives were set? In any case, Dofon’s aim was wrecked and the swarm seems off balance.
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Dofon  +1 AC until round 3
Bonkers
Green Mutant
Grognard
* Donkey 6 damage
Chip
* Checkers 5 damage
Red Mutant
Yellow Mutant
Kuozar
Burnham
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Burn eyes the new incoming threat. "Let's focus on the two close together. Leader first. "
Usual disclaimer. Was just thinking they're grouped nice and tight for the machine gun.
| GM Bret | 
Thanks for mentioning the cross post, I missed it.
Bonkers gives Burnham a boost to his speed.
Green fires off an arc of thought-scrambling psychoactive electricity that hits Dofon then arcs to Checkers and Burnham.
Electrical damage: 1d6 ⇒ 4 DC 13 Will save for half damage, on failure you are also confused for one round
recharge: 1d4 ⇒ 3
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Dofon  +1 AC until round 3 DC 13 Will vs confusion and  4 damage
Bonkers
Green Mutant
Grognard
* Donkey 6 damage
Chip
* Checkers 5 damage DC 13 Will vs confusion and  4 damage
Red Mutant
Yellow Mutant
Kuozar
Burnham +10 speed until round 4 DC 13 Will vs confusion and  4 damage
| GM Bret | 
Where most of the groups are getting medics, you get a mechanic and a medic.
The medic shoots Donkey with a healing serum while the mechanic shoots Checkers with a Nanite Patch. They are both looking much better!
Sorry, but none of you are into hit point damage…
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Dofon  +1 AC until round 3 DC 13 Will vs confusion and  3 damage
Bonkers
Green Mutant recharged on round 5
Grognard
* Donkey 
Chip
* Checkers DC 13 Will vs confusion
Red Mutant
Yellow Mutant
Kuozar
Burnham +10 speed until round 4 DC 13 Will vs confusion and  3 damage
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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Checker is, since drones don't have Stamina Points.
Checker Will: 1d20 + 1 ⇒ (3) + 1 = 4
Confusion: 1d100 ⇒ 64
Self damage: 1d8 + 2 ⇒ (7) + 2 = 9-1 for DR = 8
"Oh, not reinforced against electricity. How you doin' there Checker?" The drone smashes its doshko over its own head. "Poorly, I see. Okay, first we just gotta..."
Well, nothing to do but keep shooting.
Full Attack Green
Laser Rifle: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16 for fire damage: 1d8 + 3 ⇒ (6) + 3 = 9
Laser Rifle: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 for fire damage: 1d8 + 3 ⇒ (6) + 3 = 9
| GM Bret | 
Since the announcement of the healing happened after the confusion effect, Checkers took the damage and then was healed. Fortunately the damage did not exceed 15.
Checkers has a logic fault that causes them to damage themselves. Fortunately this was just before the mechanic used the Nanite Patch.
Chip barely manages to hit Green with their first shot. The second isn’t even close.
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Dofon  +1 AC until round 3 DC 13 Will vs confusion and  3 damage
Bonkers
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey 
Chip
* Checkers
Red Mutant
Yellow Mutant
Kuozar
Burnham +10 speed until round 4 DC 13 Will vs confusion and  3 damage
Someone want to bot Grognard? He asked to be aggressively botted.
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Will: 1d20 + 3 ⇒ (8) + 3 = 11 vs DC 13 to avoid confusion and halve 4 damage (+2 vs. enchantment, but probably doesn't count here)
| GM Bret | 
Dofon is confused.
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Dofon 4 damage +1 AC until round 3 confused for round 2
Bonkers
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey 
Chip
* Checkers
Red Mutant
Yellow Mutant
Kuozar
Burnham +10 speed until round 4 DC 13 Will vs confusion and 4 damage
Would someone please bot Grognard? Really, the player asked for someone to bot them.
              
                
                
                   
                
                
                   Elwin the Technomancer 
                
                
                
                
                  
                
                
              
              
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Botting Grognard:
Grognard pats Donkey lovingly and then goes full auto (or the best he can do with is Ice Carbine, Aiming at Yellow.
Ice Carbine Full Attack 1: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 101d8 + 4 ⇒ (3) + 4 = 7
Ice Carbine Full Attack 2: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 161d8 + 4 ⇒ (7) + 4 = 11
| GM Bret | 
Grognard just barely hits with his second shot.
Red moves up and slashes at Dofon with its crystalline claw. It misses.
battering arm: 1d20 + 10 ⇒ (7) + 10 = 17
Bludgeoning damage: 1d4 + 5 ⇒ (1) + 5 = 6
Yellow moves up and slashes at Checkers. It misses.
battering arm: 1d20 + 10 ⇒ (6) + 10 = 16
Bludgeoning damage: 1d4 + 5 ⇒ (3) + 5 = 8
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey
Chip
* Checkers
Red Mutant
Yellow Mutant 11 damage
Kuozar
Burnham +10 speed until round 4 DC 13 Will vs confusion and 4 damage
Round 2:
Dofon 4 damage +1 AC until round 3 confused for round 2
Bonkers
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Will save: 1d20 + 4 ⇒ (12) + 4 = 16
Burn would have liked to empty his magazine, but the enemy is here. His rifle clatters on the ground as he sweeps his sword from its sheath. He steps in a parries away and slashing crystalline claw before trying a riposte.
"These are different. The crystals! Will they have a weakness?"
Sword v KAC, yellow: 1d20 + 7 ⇒ (6) + 7 = 13 ... damage: 1d8 + 7 ⇒ (3) + 7 = 10
Sonic vibrations shatter crystal? Worth a shot.
| GM Bret | 
Seems these creatures are harder to hit as well. Burnham misses with his sword.
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey
Chip
* Checkers
Red Mutant
Yellow Mutant 11 damage
Kuozar
Burnham 2 damage +10 speed until round 4
Round 2:
Dofon 4 damage +1 AC until round 3 confused for round 2
Bonkers
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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| 1 person marked this as a favorite. | 
dOfoN is cONfuseD But how much?: 1d100 ⇒ 72
Losing themselves to the din of battle and aftereffects of swarm shock, Dofon tries to escape reality by smacking their mask into the machine gun repeatedly. Damage: 1d8 ⇒ 4
| GM Bret | 
Dofon hits themself.
Kuozar hits yellow. The thing still looks fairly healthy.
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey
Chip
* Checkers
Red Mutant
Yellow Mutant 22 damage
Kuozar
Burnham 2 damage +10 speed until round 4
Round 2:
Dofon 8 damage +1 AC until round 3
Bonkers
Double checks, doesn’t appear that I missed a post by Bonkers this time.
| GM Bret | 
Aid Condition 3: Immediately restore 15 Stamina Points and 1 Resolve Point to each PC.
You catch your second wind.
Earned boons:
Round 1:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey
Chip
* Checkers
Red Mutant
Yellow Mutant 22 damage
Kuozar
Burnham +10 speed until round 4
Round 2:
Dofon +1 AC until round 3
Bonkers
              
                
                
                   
                
                
                   Bonkers123 
                
                
                
                
                  
                
                
              
              
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Bonkers tries a little more direct action. He levels his nedler and aims at (yellow), sending a dart it;s way.
owie! (Needler pistol): 1d20 + 4 ⇒ (13) + 4 = 17
Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
IF that hits, basic inhibitor. -2 AC for 7 rounds.
| GM Bret | 
Looks like Burnham has coordinated shot.
Bonkers is able to hit because of Burnham’s careful positioning.
Green moves up and shoots at Bonkers. They hit their target.
psychoactive jolt: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Electrical damage: 1d4 + 4 ⇒ (2) + 4 = 6
Earned boons:
Round 2:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey
Chip
* Checkers
Red Mutant
Yellow Mutant 24 damage -2 AC until round 8
Kuozar
Burnham +10 speed until round 4
Round 3:
Dofon +1 AC until round 3
Bonkers 6 damage
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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Huh. It was very kind of the terrifying bug monsters to line themselves up so perfectly. And Checker had stopped twitching and seemed ready to respond to commands again. "Crush it!"
Checker attacks Yellow Doshko: 1d20 + 6 ⇒ (6) + 6 = 12 vs KAC for piercing damage: 1d12 + 5 ⇒ (2) + 5 = 7
Chip full attacks Yellow
Laser Rifle: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 vs EAC for fire damage: 1d8 + 3 ⇒ (7) + 3 = 10
Laser Rifle: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 vs EAC for fire damage: 1d8 + 3 ⇒ (7) + 3 = 10
| GM Bret | 
Ouch! That is some terrible RNG hate there!
Both Chip and Checker miss their target.
Earned boons:
Round 2:
Life science to identify.
Swarm is off-target (-2 Attack)
Bolded may act.
Green Mutant 9 damage recharged on round 5
Grognard
* Donkey
Chip
* Checkers
Red Mutant
Yellow Mutant 24 damage -2 AC until round 8
Kuozar
Burnham +10 speed until round 4
Round 3:
Dofon +1 AC until round 3
Bonkers 6 damage
| posthuman | 
As the Swarm onslaught finally dies down, the last few Starfinders make their way onto the space elevator. Palivhar Chooser of Hues sends the carrier up. “One more to go! I’m right behind you!”
Palivhar, now shrinking in the distance, runs toward the final carrier—but hesitates. A loud roar heralds the imminent arrival of yet another wave of Swarm components, and Palivhar turns away from the carrier, grabbing a fallen Starfinder’s pack and setting charges at the base of the elevator. The Swarm closes in, and in moments Palivhar is overwhelmed, falling out of view beneath the waves of gnashing, screeching, and biting Swarm components.
Nothing happens for several agonizing minutes. Then, the Starfinders finally reach space. One look inside the Krethiskaran starships reveals their derelict state, but hope remains. Saivessa commands the most capable engineers to install the scavenged comm array. As they finish, a Starfinder manages to activate the ship’s visual scanners just in time to catch a massive explosion of fire and lightning at the base of the space elevator. Saivessa says, “Palivhar’s sacrifice can’t be for nothing! Get that comm array working, NOW!"
Ten minutes later, Saivessa broadcasts a message into space. “This is the Starfinder Society team at Krethiskar, requesting emergency evacuation. Krethiskar is overrun by the Swarm—it’s a husk world! We’ve suffered countless casualties. We’re sheltering in derelict starships in orbit, and we’ve got no way out. Our leader is dead. Requesting immediate emergency assistance and evacuation from any Starfinder or Szandite Collective starships in the area. Do not land, I repeat, DO NOT LAND ON THE PLANET. This is the Starfinder Society team at Krethiskar, requesting emergency evacuation…” As Saivessa sends the distress call, there is nothing to do but wait for rescue, tend to the wounded, mourn the dead, and contemplate the disastrous mission. The Krethiskar Swarm has awoken from its long hibernation. The Szandite Collective’s era of peace is at an end.