Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix isn't very worried about the scanning. His concern is the weapons fire that will be sure to follow. While he keeps the Brilliance pointed at the enemy craft, he begins evasive maneuvers. Evade Piloting: 1d20 + 9 ⇒ (9) + 9 = 18 The Brilliance: CUSTOMISED KEVOLARI VENTURE TIER 3 Brilliance Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1 AC 15; TL 14 HP 55/55; DT —; CT 11 Shields basic 40/40 (forward 10/10, port 10, starboard 10, aft 10) Attack (Forward) twin laser (5d8) Attack (Turret) high explosive missile launcher (4d8) Power Core Pulse Green (150 PCU) Drift Engine Signal Basic Systems mk 2 duonode (+2/+2), budget mid-range sensors, crew quarters (common), mk 4 armor, mk 3 defenses Expansion Bays cargo holds (2), escape pods, physical science lab, recreation module (gym) Modifiers +0 Piloting Complement *7
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix slows the ship down about fifteen percent. He wants to give the sensors time to scan at their limits better and have as much time as he can to react once the enemy ship is spotted.
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix slides into the pilot's station. "They adjusted the height." He says with mild annoyance even as he hands work across the controls. "Looks like that pair has made some upgrades. I hope they hold up. Keep your bindings tight. Looks like we're going to stress test them starting... NOW!" Jarix punches the engines and, hopefully, they respond by launching the ship into the atmosphere and beyond.
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 The question is if we feel that we have the time. Are there more Azlanti nearby? When will the reinforcements get here? Jarix will aid JD with the computers.
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Assuming that counted as Treat Deadly Wounds Jarix realizes that he is alive because being dead could not hurt this much. He keeps his eyes closed trying to sense what's going on around him. Once he determines it is safe, he still keeps his eyes closed as he takes stock of himself. Slowly Jarix rolls to the side and sits up. "One way or the other, I'm done here."
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 "Right where I want you." He fires back at the cadet. Trick Attack: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 Damage: 1d4 ⇒ 4
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix will continue to target the cadet. Trick Attack: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24 Damage: 1d4 ⇒ 2
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Spoiler: 100d20 ⇒ (4, 6, 4, 19, 1, 19, 7, 3, 2, 17, 18, 9, 19, 17, 6, 4, 16, 17, 13, 12, 12, 12, 18, 13, 2, 7, 7, 3, 5, 5, 4, 10, 11, 15, 3, 7, 2, 16, 14, 18, 15, 8, 13, 8, 13, 18, 9, 13, 7, 8, 10, 10, 2, 3, 10, 19, 6, 16, 11, 19, 2, 8, 3, 3, 18, 17, 2, 19, 18, 5, 9, 13, 6, 20, 18, 10, 7, 12, 9, 9, 12, 17, 10, 16, 5, 19, 12, 19, 9, 7, 14, 9, 5, 2, 17, 17, 3, 5, 15, 5) = 1041 100d20 ⇒ (13, 6, 3, 6, 11, 20, 5, 5, 5, 2, 5, 10, 4, 19, 4, 3, 5, 2, 3, 20, 8, 17, 5, 5, 11, 6, 8, 2, 4, 2, 8, 14, 7, 11, 12, 7, 9, 17, 10, 3, 11, 6, 13, 16, 11, 2, 2, 6, 10, 3, 8, 2, 18, 5, 17, 7, 19, 18, 15, 9, 17, 1, 7, 17, 12, 17, 13, 12, 13, 18, 9, 5, 9, 7, 18, 6, 17, 3, 10, 19, 1, 17, 2, 13, 1, 20, 4, 18, 13, 1, 3, 18, 16, 9, 10, 20, 9, 6, 5, 11) = 942 100d20 ⇒ (19, 12, 5, 3, 4, 9, 12, 20, 1, 2, 5, 12, 8, 10, 14, 6, 3, 2, 3, 3, 9, 15, 14, 6, 19, 19, 10, 13, 9, 3, 5, 18, 14, 2, 16, 4, 18, 12, 17, 18, 4, 14, 7, 10, 13, 13, 7, 20, 8, 2, 10, 2, 7, 20, 7, 8, 2, 14, 11, 13, 8, 16, 8, 20, 3, 13, 16, 17, 1, 4, 11, 4, 9, 19, 16, 1, 7, 6, 9, 15, 5, 13, 9, 19, 3, 20, 15, 20, 11, 8, 5, 15, 6, 6, 11, 13, 6, 1, 2, 18) = 995 100d20 ⇒ (8, 1, 14, 3, 5, 11, 16, 13, 18, 17, 9, 3, 18, 2, 8, 1, 10, 15, 17, 18, 4, 17, 20, 9, 11, 15, 5, 14, 6, 5, 15, 7, 3, 3, 9, 6, 4, 19, 15, 5, 18, 2, 2, 13, 3, 14, 6, 9, 18, 13, 6, 11, 1, 10, 12, 9, 11, 9, 6, 18, 16, 13, 13, 20, 14, 10, 20, 2, 2, 13, 17, 14, 16, 9, 8, 4, 7, 12, 17, 7, 1, 2, 5, 10, 15, 2, 20, 8, 19, 6, 11, 5, 7, 10, 9, 16, 6, 18, 20, 13) = 1027 100d20 ⇒ (18, 1, 9, 20, 2, 9, 8, 5, 19, 8, 19, 15, 14, 6, 6, 19, 10, 18, 10, 10, 1, 7, 11, 16, 1, 4, 19, 4, 13, 19, 20, 13, 8, 6, 17, 19, 6, 4, 1, 14, 11, 12, 18, 13, 9, 17, 6, 3, 6, 2, 5, 19, 11, 13, 14, 5, 11, 2, 7, 20, 5, 9, 12, 13, 10, 17, 11, 14, 3, 1, 4, 9, 6, 18, 4, 20, 15, 7, 4, 13, 6, 9, 16, 10, 16, 3, 5, 6, 20, 12, 13, 4, 5, 8, 5, 2, 6, 2, 17, 7) = 1000 100d20 ⇒ (5, 9, 20, 13, 1, 10, 18, 9, 6, 17, 17, 17, 15, 8, 12, 4, 16, 12, 8, 3, 14, 7, 16, 20, 9, 5, 11, 19, 16, 3, 9, 4, 12, 18, 6, 15, 15, 5, 13, 20, 4, 9, 8, 3, 5, 18, 2, 1, 7, 2, 17, 18, 18, 15, 6, 11, 17, 2, 4, 4, 6, 7, 8, 18, 8, 13, 1, 10, 17, 14, 11, 1, 3, 4, 6, 4, 7, 15, 4, 13, 18, 15, 19, 5, 7, 3, 13, 10, 17, 20, 18, 13, 6, 16, 2, 12, 2, 10, 9, 6) = 1019 100d20 ⇒ (11, 6, 16, 11, 1, 10, 9, 11, 10, 13, 11, 4, 19, 17, 15, 15, 3, 8, 3, 17, 6, 3, 17, 15, 9, 6, 3, 12, 5, 17, 3, 7, 4, 9, 6, 19, 17, 4, 16, 4, 13, 13, 3, 9, 12, 7, 19, 9, 19, 1, 10, 20, 6, 20, 8, 5, 2, 18, 3, 12, 12, 18, 2, 17, 14, 18, 16, 10, 8, 12, 12, 8, 13, 2, 8, 9, 4, 8, 15, 14, 14, 3, 15, 18, 15, 9, 15, 7, 10, 4, 18, 17, 9, 6, 19, 1, 10, 13, 10, 9) = 1043 100d20 ⇒ (20, 7, 3, 10, 18, 17, 13, 4, 19, 10, 5, 14, 18, 17, 18, 16, 4, 7, 15, 13, 5, 7, 20, 19, 20, 3, 9, 11, 19, 3, 11, 3, 19, 10, 1, 6, 16, 17, 12, 14, 5, 16, 4, 9, 20, 12, 7, 14, 13, 7, 11, 8, 18, 3, 13, 9, 19, 2, 8, 5, 15, 20, 13, 18, 15, 11, 17, 4, 10, 11, 8, 6, 7, 2, 17, 15, 3, 3, 10, 8, 19, 7, 8, 7, 2, 17, 20, 5, 11, 11, 5, 5, 19, 11, 14, 19, 18, 20, 3, 13) = 1123 100d20 ⇒ (4, 6, 4, 17, 3, 20, 10, 1, 12, 15, 11, 5, 4, 13, 13, 2, 12, 13, 6, 1, 17, 3, 7, 10, 2, 1, 4, 14, 3, 15, 8, 20, 4, 16, 14, 3, 3, 17, 15, 10, 15, 12, 14, 19, 10, 19, 18, 6, 14, 2, 20, 18, 20, 12, 11, 20, 9, 13, 5, 11, 6, 10, 3, 5, 8, 9, 20, 20, 2, 11, 10, 7, 19, 12, 3, 4, 3, 11, 16, 6, 10, 17, 4, 7, 4, 12, 16, 16, 8, 19, 14, 18, 16, 7, 20, 12, 17, 6, 3, 4) = 1041 100d20 ⇒ (16, 5, 10, 7, 1, 14, 17, 9, 9, 3, 2, 18, 12, 17, 3, 14, 13, 13, 6, 8, 10, 13, 15, 18, 15, 8, 8, 10, 6, 11, 11, 10, 1, 7, 20, 6, 5, 4, 18, 6, 19, 5, 5, 10, 9, 19, 13, 13, 15, 13, 6, 19, 20, 16, 4, 20, 9, 7, 15, 10, 20, 3, 16, 19, 5, 13, 6, 16, 10, 15, 12, 18, 6, 4, 8, 15, 5, 18, 14, 1, 14, 2, 15, 14, 2, 7, 17, 16, 17, 10, 15, 1, 3, 6, 10, 7, 13, 19, 16, 13) = 1087 100d20 ⇒ (17, 10, 20, 2, 16, 3, 3, 8, 20, 15, 10, 14, 7, 14, 10, 19, 19, 20, 9, 1, 15, 16, 14, 5, 10, 5, 5, 6, 15, 13, 17, 10, 10, 9, 2, 2, 15, 16, 11, 9, 9, 10, 1, 12, 16, 3, 14, 1, 12, 19, 14, 1, 11, 9, 4, 4, 2, 12, 9, 7, 17, 20, 13, 2, 20, 5, 18, 6, 5, 18, 11, 19, 17, 1, 19, 18, 19, 15, 12, 12, 5, 5, 19, 18, 17, 16, 12, 5, 15, 14, 9, 12, 2, 6, 17, 18, 4, 14, 12, 2) = 1101
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Still using the chair for cover. Trick Attack: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Damage: 1d4 ⇒ 3
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix jolts awake. He uses the chair for cover while drawing his gun and firing at orange without getting up. Semi-Auto Pistol: 1d20 + 6 ⇒ (2) + 6 = 8 Pierce Damage: 1d6 ⇒ 6
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix holds his wound as he continues to strike at the robot. Trick Attack: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 Damage: 1d4 ⇒ 4
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix bobs and weaves as he enters the room to try and keep from being shot. He goes up to the robot and stabs with his combat knife. Trick Attack: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 Damage: 1d4 ⇒ 4
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix wouldn't mind a rest. I just realized that I've been counting ammo usage incorrectly. The high capacity battery powering was depleted and a regular battery needed to be put in. The current notation for ammo is correct. Jarix will collect the small arm rounds and start wielding his auto-pistol.
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 JD is better at it. Jarix will aid him. 1 Engineering: 1d20 + 7 ⇒ (8) + 7 = 15
Also, if JD is worried about his ammo, Jarix can give him the sonic rifle and start using the small arm rounds and start using his auto-pistol.
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Keep shooting. Thunderstrike Sonic Rifle: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 Sonic Damage: 1d10 ⇒ 9
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Blast! Blast!
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix maintains focus on the injured trooper (pink). Thunderstrike Sonic Rifle: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2 Sonic Damage: 1d10 ⇒ 9
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix continues to keep his finger on the trigger, firing at Pink. Thunderstrike Sonic Rifle: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 Sonic Damage: 1d10 ⇒ 6
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix fires at red again and again, hoping to put an end to that one quickly. Thunderstrike Sonic Rifle: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 Sonic Damage: 1d10 ⇒ 6
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 9 Rounds of ammo Jarix moves in and fires at red. Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (16) + 4 = 20 Sonic Damage: 1d10 ⇒ 10
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 "Would you just fall already!" Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (19) + 4 = 23 Sonic Damage: 1d10 ⇒ 4
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix fires twice at the robot. Thunderstrike Sonic Rifle: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 Sonic Damage: 1d10 ⇒ 1
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix takes another step back and fires. Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (6) + 4 = 10 Sonic Damage: 1d10 ⇒ 1
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix steps back and fires. Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (1) + 4 = 5 Sonic Damage: 1d10 ⇒ 8
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 I'm guessing you meant Culture rather than Society, so
Identify Engineering: 1d20 + 7 ⇒ (16) + 7 = 23 weaknesses/ special defense/ special offense He follows JD into the room, spreading out a little to minimize any area of effect attacks, and fires. Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (5) + 4 = 9 Sonic Damage: 1d10 ⇒ 5
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 "I've felt better. Could use a little help."
Spend a RP to recover Stamina.
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix aims and fires again Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (12) + 4 = 16 Sonic Damage: 1d10 ⇒ 6
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix moves to take cover and fires again. Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (6) + 4 = 10 Sonic Damage: 1d10 ⇒ 10
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix takes a shot at yellow. "We're with you, Captain." Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (12) + 4 = 16 Sonic Damage: 1d10 ⇒ 5
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix fires twice.
Thunderstrike Sonic Rifle: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 Sonic Damage: 1d10 ⇒ 1
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Jarix runs to help his captain. He makes it to the door and fires. Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (9) + 4 = 13 Sonic Damage: 1d10 ⇒ 1
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 "Maybe it's just me, but that may not have been the smartest thing I've ever done." Jarix is slow to get up. He accepts the rifle back from JD. "Thanks. I obviously need to recalibrate this at the first opportunity."
Ammo: Human Tempered Pilgrim Operative (ghost)/ Soldier (sniper) 2/1|SP 0/22 HP 8/23 RP 1/4| EAC 15 KAC 17| F +5 R +5 W +5| Init +8| Percep +6
Auto-Pistol 6/9 (29), Sonic Rifle 6/20, Hunting Rifle 0/6 Now that he's got a little space, Jarix slashes back at the zombies.
Trick Attack: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 Damage: 1d4 ⇒ 4
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