Isu Greelax Zyte
|
Isu literally falls to the floor after hearing of the 6000 credit bonus and feebly reaches into his suit to retrieve his Abadar.com magazine. ”So many thing to buy...” he mutters weakly.
S-P37 'Spectre'
|
Spectre is also glad to receive the massive influx of credits.
"It is my hope that you will remember the pivotal role I've played in cracking this well-encrypted device. In the event you forget when we are being rewarded, I will remind you."
Wow--I've got a lot of credits. I hadn't bought much before. I may need Isu to help me with some ideas from Abadar.com!
Jelico Kent
|
Jellico watches with surprise at how the group reacts to the bonus. "Did you all grow up poor? You act as if you've never seen money before. Surely you've been paid on previous occasions? Desna requires no vows of poverty but, in the end, it's just money."
Arcalinte Soter
|
Arcalinte nods at Chiskisk's words, before receiving the bonus and giving a bow.
"Thank you for your generosity, Chiskisk. This will be put to good use preparing for the journey...and ensuring our combat-readiness once we get there."
He chuckles a bit at Jelico's commentary.
"I can't speak for them, but I did. Grew up in a small mining town on Akiton that isn't there anymore last I heard. My parents had...an interesting set of circumstances that led to them splitting when I was ten, and I lost my mother two years later in a wave of plague that swept through. I'd probably still be living with my cousin, struggling to scrape by, if I hadn't been discovered by a member of the Order of the Empty Orbit and given the offer to come here to Absalom Station to join them. After I completed my training I decided to join the Starfinder Society and the rest is basically history."
"We have been paid by various people we've aided, intentionally or otherwise, during our current investigations. Primarily it's been one benefactor: His Excellency Gevalarsk Nor, Eox's ambassador to the Pact Worlds. As the Corpse Fleet is a mutual enemy of us both, the Ambassador feels aiding us is a surefire way to...stymie their operations. We also have some contacts on Castrovel, namely at the Qabarat University of Xenoarchaeology and Xenoanthropology, who generously offered full scholarships...or a small stipend depending on your academic inclinations...for the rescue of one of their faculty from the Cult of the Devourer. I accepted the scholarship, and am currently completing coursework in-between trips planetside."
| GM Cellion |
I'll give you guys a bit more time to get leveled up and make your purchase decisions. Don't forget you'll need a Tier 7 starship. If no one in the group is passionate at building them, I can pull a premade ship off the shelf for you. Just let me know.
Chiskisk nods at Arc's comments "You'll be heading out into the Vast. You'll need every bit of combat readiness you can get. Even contacting individuals in Pact Space will be difficult - likely taking days if not weeks for a round trip message."
Any questions for Chiskisk before you leave?
Isu Greelax Zyte
|
I'm not passionate about starships only armor. Happy with a prebuilt.
Isu stands up and sticks his Abadar.com magazine in Jelico's face. "This is not just money. This bonus represents this one getting this...THIS! For honor and glory! Ahhh...to Sarenrae, of course."
The thrusts his finger at the spellcaster aegis powerarmor picture several times before stopping, quite sure his point is made.
Jelico Kent
|
Jellico is a bit taken aback by Isu's reaction.
"Um...of course. Yes, I can see how that would be very exciting." He keeps talking, trying to change the subject the subject. "Chiskisk has shown me the specs on your ship. You'll need some additions if you hope to survive in the Vast. I've taken the liberty of ordering a refit, in hopes of getting the necessary upgrades installed before we have to ship out. Unfortunately, the living quarters will have to be taken in a bit, in order to fit everything in."
Isu Greelax Zyte
|
"If you have taken down the pictures of the appropriately clothed Kasathan females from this one's wall, this one swears to Sarenrae that this will be your first and last mistake with our group!"
Arcalinte Soter
|
Arcalinte gapes at Isu's words.
"When did you get those?! Where were you KEEPING them?! WHY?!"
After regaining his composure, he nods.
"Thank you, Jelico. Sydney treated the Maiden with great love and care, and I'm glad that she has another person who can give her the same level of care without Sydney."
| GM Cellion |
Looks like Ted's the only one that still needs to level up and buy stuff, so I'll get the next part rolling.
You return to the refurbished Sunrise Maiden laden down with new gear and with a massive set of power armor that the Abadar.com delivery crew had to roll into the cargo bay with the aid of a power-lifting drone. Despite having the same frame, the Sunrise Maiden looks little like the ship that you recovered off the Drift Rock. Thick layers of armor protect advanced instrumentation, shield generators and weapons mounts. Still... it's a scrappy ship. It's difficult to imagine it in an engagement with Corpse Fleet warships. And yet that might just be on the horizon.
You file on into the ship and Spectre plugs the navigation data for the Nejeor system into the ship's computer. The Drift calculations churn for a few moments until Spectre adds the waypoint data that was also included. With waypoints set, the Drift calculations swiftly complete and estimate a travel duration of 4 weeks give or take 2 weeks.
Chiskisk and a team of other Starfinders arrive to the docking bay to see you off with waves and shouts of "Come back safe!" "Show them what the Society can do!". You even spot a sullen looking Ralkawi in the back of the crowd with her hands stuffed in her pockets.
Jelico takes the Sunrise Maiden's steering and before you know it, you've launched and are speeding away from the Station and the tens of thousands that are relying on you. Your mission awaits.
------
Once at a safe distance from the Station, you fire up the Drift drive and engage, sending the Sunrise Maiden hurtling into the kaleidoscope of color that makes up the Drift. This'll be a long journey, and there's no telling what awaits in the Nejeor system.
Now's a good time to make sure you have initial starship roles decided - though I suspect they won't be too different than before. Whoever has the science officer role should give me a Computers check as well.
Isu Greelax Zyte
|
On the long trip, Isu spends considerable time in his power armor, regularly doing pushups and jogging in place to keep his batteries up with his portable generator upgrade.
He decides to attach the hammer to the suits left arm.. With several built in clamps, he secures the hammer tight and gives it a complete testing. Coils enable the hammer to come out in an offensive mode. "With the hammer secured to the armor, it frees this one's hands to hold guns or other devices as needed. Good old Abadar Corp, you've done it again!"
Ted Under
|
Ted can do Engineering, Science, or Magic. Seems like he usually does Science and Spectre does Engineering?
"Don't blow us up," Ted tells Jelico as he takes his seat and begins warming up the computers. His top darts to push the buttons he misses pressing.
science computers: 1d20 + 14 ⇒ (17) + 14 = 31
Arcalinte Soter
|
While Arcalinte is made for the Captain position, but in our last fight it was more efficient for me to just hop on another gun.
Arcalinte spends much of the trip keeping up his studies and trying to gather more information on the system they're bound for.
He also tests out and modifies a new sword he's obtained. While it lacks the graceful curves of the curve blade he'd been using since Castrovel, its sturdy edge and longer handle granted him more leverage to swing. He's not as enthusiastic in his purchases as Isu is, only marveling at how expensive maintaining a competitive edge in combat was.
| GM Cellion |
The endless churn of color and matter begins to become monotonous, despite its infinite variety, after two weeks. Some of you might almost be relieved when alarms start to blare from the navigation computer.
>> Drift anomalies detected. Drift anomalies detected. Probability of hazardous extraplanar matter-field within current heading at 94.54%. Recommend corrective action within 5 standard minutes. Failure to take action will result in disengagement of Drift drive and return to material plane. <<
Ted's analysis of the scan data leads him to the conclusion that the upcoming 'matter-field' contains equal parts planar fragmentation from the Abyss and from the Plane of Fire. Since it's partially physical matter, you may be able to manually pilot a path through it with minimal damage to the Sunrise Maiden... assuming you have a good pilot.
Alternatively, you could allow the ship to drop out of the Drift. There's no telling what might be at this location on the material plane, but chances are excellent that its going to be empty space. You'll have to reroute your way to Nejeor if you do so, which may cost you time.
So you've got options. As usual, I'll go with what gets the most votes, but minimum two.
Jelico Kent
|
I'm good with piloting. I'm at a +15
Jellico shouts back to the others from the cockpit, "Is one of you officially in charge when we're on the ship? It sounds like, if we don't override the computer, we're getting kicked out of the Drift. I can probably get us through the debris without much trouble but we can drop out on our own and re-plot, if you think we've got the time."
Isu Greelax Zyte
|
"Sir, did you disable the intercoms in your quest to take down this one's appropriate clothed Kasathan female posters? Just push the green button and talk normally. Also, stay in the drift. Just go through it! Our shields will hold." yells Isu, not using the comms either.
Ted Under
|
"Better to die than not try," Ted shrugs and returns to playing solitaire against his top.
1 vote for putting Jellico's piloting skills to the test and flying through it.
| GM Cellion |
That's definitely two votes for flying through! Jelico, go ahead and throw out two piloting checks to get us started.
Jelico Kent
|
"I didn't take down your pictures!" Jellico calls out, although he trails off toward the end, realizing that Isu probably wouldn't care.
He presses the comm button. "Continuing through the Drift then. Hold on. It might get a little bumpy."
He inputs the override commands into the computer and shuts off the alarms. Making sure he's familiar with the controls of the Sunrise Maiden, he continues piloting them through.
Piloting 1: 1d20 + 15 ⇒ (20) + 15 = 35
Piloting 2: 1d20 + 15 ⇒ (5) + 15 = 20
Arcalinte Soter
|
Arcalinte facepalms at Isu's words.
"I apologize, Jelico. Isu can be...vocal when he gets an idea in his head about something, regardless of its appropriateness."
He takes the captain's seat in the cockpit and buckles up.
"When Sydney was piloting, we trusted her judgment, so we'll trust yours now."
| GM Cellion |
As Jelico takes over, you start to see the dangerous area up ahead on the viewscreen. A writhing, turbulent mass of grey ash, obsidian asteroids, and roiling hellfire. As you eye it, you're able to pick out gaps opening and closing - gaps that hopefully lead through it and to the other side.
You or someone you point these out to can attempt a culture check to identify them.
Jelico bides his time for a moment, then dives the Sunrise Maiden towards one of those gaps. He spins the ship around in a show of piloting talent, just barely keeping the extremities of the shield away from jagged obsidian boulders flying at a mile a minute. As the Sunrise Maiden spirals through the mass unscathed, you start to realize that this is no small field. It's going to take some concerted navigation to get through this place.
As you contemplate this, Jelico misses to dodge one of the flying fragments, and it batters your ship's shields. (Dealing 2d8 ⇒ (6, 8) = 14 damage to the 1d4 ⇒ 3 starboard shields)
You briefly emerge into a hollow within the hellscape field, and you spot two potential paths out: one through what appears to be a tunnel made of obsidian (If you choose this option, the pilot should roll a Piloting, and anyone may attempt a Physical Science to provide aid), the second through a thin and filmy curtain of flames (If you choose this open, the pilot should roll a Piloting, and anyone may attempt a Mysticism to aid).
(At any time, you can say you've had enough and drop out of the Drift, though that would have the consequences previously mentioned)
|||| STATUS ||||
Shields - 80 / 80 / 66 / 80
Hull - 65/65
Isu Greelax Zyte
|
"Go through the fire! If you zip through it fast enough we will barely even notice the heat."
mysticism aid: 1d20 + 10 ⇒ (5) + 10 = 15
I don't suppose our engineer could be be fixing our shields, eh?
Ted Under
|
Mysticism +14; definitely can do magic station.
mysticism aid: 1d20 + 14 ⇒ (4) + 14 = 18
engineering: divert shields: 1d20 + 14 ⇒ (7) + 14 = 21
Restore 12 points
requires a successful Engineering check (DC = 10 + 1–1/2 × your starship’s tier). DC 10 + 7 + 3 = 20
If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the Starship’s power core, up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
250 PCU * .05 = 12
Arcalinte Soter
|
Arcalinte gets up to try and get a better view of just what they're flying into.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30
"What are those, starship fragments?" he wonders aloud, racking his brain to see if he's seen something similar in his research.
Culture: 1d20 + 11 ⇒ (11) + 11 = 22
He falls back in the captain's chair when they're struck.
Waiting to see the results of my Culture check before making my next move.
| GM Cellion |
Holding off until we have a piloting check from Jelico, but in the mean time:
Ted's quick work restores most of the damage the shields sustained. Arc contemplates where he's seen that design of starship before, and he quickly realizes that the design is almost identical to the internal decor of Star Eater's Spine. These are Devourer Cult ships! It looks like more than one Cult ship ran afoul of the Drift-hazard.
Arcalinte Soter
|
"It seems we caught up with our enemies faster than expected. Those wrecks belonged to the Cult of the Devourer...and if we're not careful navigating this, the Maiden will end up joining them!"
Jelico Kent
|
Jellico says into the comm, "We should be OK. The Maiden's might not be the prettiest ship in the Drift, but she's got it where it counts. Plus, after that refit, she'll be able to withstand quite a bit before we've got to worry too much."
Under his breath, he adds, "Hopefully that's worth your pictures, my new four-armed friend."
He angles the ship toward the flames and punches the thrusters, trying to get through before the fire does any damage.
GM, I don't know what you're setting the DC at for the Aid checks so I'm going to leave them out of my roll and let you add the +2s in if they passed.
Piloting: 1d20 + 15 ⇒ (17) + 15 = 32
| GM Cellion |
Yep, don't worry about aid bonuses - its not the normal aid mechanic but something that works a little differently
Isu and Ted recognize a pattern to the undulating curtain of flame, and Jelico takes their advice into consideration as he dives the Sunrise Maiden through the hazard. With Ted's help, the infernal flames do little more than lick at the edges of the shields before the ship is clear through them.
Spectre Computers: 1d20 + 20 ⇒ (4) + 20 = 24
As most of you are focused on the fire curtain, Spectre notices something unusual on the scanners and spends a few moments analyzing it. Once you're clear he announces that a large starship has been detected within the matter-field up ahead. From the energy signature, it has full power and mobility, but seems to be holding in a relatively save region of the hellscape. Based on the two possible paths up ahead for Jelico to take, both would require the Sunrise Maiden to pass by the other ship.
Spectre looks through the data and points out the following: One path through a narrow cascade of clashing plateaus would be more tricky and dangerous, but would stay further away from the mystery ships. A second path past an erupting volcano would likely be easier, but would require going close to the mystery ship.
(Two options, either one would take a Piloting check. You can also attempt a Culture check to identify the mystery ship)
|||| STATUS ||||
Shields - 80 / 80 / 78 / 80
Hull - 65/65
Arcalinte Soter
|
"Jelico, I'm standing right here," Arcalinte replies. "And I honestly have to disagree, the Sunrise Maiden is one of the most beautiful vessels I've ever seen. And again, I'm sorry Isu's harping on that so much...he sincerely is trying to be a good Sarenite, but he can certainly be a bit petty."
He looks at the options laid before them, and at the mysterious vessel.
Culture: 1d20 + 11 ⇒ (5) + 11 = 16
Isu Greelax Zyte
|
"This one heard you, Arcaline Soter. Go past the narrow cascade, Jelico Kent! This one thinks you have the skill. This one is impressed so far."
| GM Cellion |
You don't have a visual on the ship, but Arc recognizes from the readouts that the ship design matches those from the Cult of the Devourer!
Arcalinte Soter
|
"Sarenrae is also the goddess of honesty, Isu. I'd be remiss if I didn't speak the truth of what I see," Arcalinte replies. "That ship's another cult-operated vessel! Looks like they haven't all been crushed by this extraplanar planetoid..."
Jelico Kent
|
"You're right, Arcalinte. She is a beauty, isn't she?"
His tone changes as he hears the report that the ship in the distance belongs to the Cult. "Let's see if they've noticed us. I'll give them a wide berth. We can track their reactions and go from there. Perhaps we'll have a chance to try out the weapons upgrades."
He flys the Maiden through the cascade.
Piloting: 1d20 + 15 ⇒ (2) + 15 = 17
S-P37 'Spectre'
|
Spectre tunes out the banter, but tries to determine if he can tell any more details about the Cult ship.
computers: 1d20 + 20 ⇒ (20) + 20 = 40
| GM Cellion |
Ouch, after the more risky maneuver too!
Jelico takes you on a spiraling flight between the cascade of clashing plateaus, but misjudges the speed at which one pair is coming together. The enormous dark-grey plinths come together like a pair of cymbals, striking your port and starboard shields as they strain to hold.
Clash Damage: 5d8 ⇒ (1, 2, 8, 6, 8) = 25
Thankfully all the upgrades you put into the ship pay off, and Jelico is able to squeeze you free before the stones flatten you between them. The emergency maneuvers however spit you out a little closer to the Devourer Cult ship than you'd been planning. On top of that, it seems they noticed you as readily as you noticed them. As soon as you emerge from the cascade, they fire up their engines to chase after you!
Spectre rapidly scans them and determines almost everything about the enemy ship in moments!
--------
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 2
AC 21; TL 20
HP 65; DT —; CT 13
Shields 80 (forward 40, port 15, starboard 15, aft 30)
Attack (Forward) light plasma cannon (2d12)
Attack (Port) light plasma cannon (2d12)
Attack (Starboard) light plasma cannon (2d12)
Attack (Turret) tactical nuclear missile launcher (5d8)
MAP UPDATED!
Hope everyone hasn't forgotten ship combat rules. If anyone has (and also for Jelico, who may not have read through one of the earlier ones), here's a link to them! It also includes a refresher on how we handle starship combat in order to finish rounds fast :>
All around you, hellfire and massive boulders surge and churn. With the distraction of a hostile ship firing at you, you won't easily be able to plot a way out from the calmer region. (Running from this combat is possible, but takes a high DC piloting check as you reach the boundaries of the shown map)
This hazardous map has some extra rules. First, the background is for flavor, no need to avoid the center or anything like that. Second, every round, two large zones of hazardous fire and rock will appear after everyone moves. If you happen to move into a hazard zone, or if it forms on your ship, buckle in for serious damage.
To combat this hazard, there's a special crew action for the Engineer, Captain or Science Officer - You can attempt a Mysticism or Physical Science check to predict where NEXT ROUND's hazards will appear. Ie. if you succeed at the check round 1, you'll know where Round 2's hazards will show up.
|||| STATUS ||||
Sunrise Maiden Shields (F/P/S/A) - 80 / 55 / 53 / 80
Sunrise Maiden Hull - 65/65
Abysscaller Shields (F/P/S/A) - 40 / 15 / 15 / 30
Abysscaller Hull - 65/65
| GM Cellion |
|||| ROUND 1 ||||
Jelico Piloting: 1d20 + 15 ⇒ (1) + 15 = 16
Enemy Piloting: 1d20 + 19 ⇒ (17) + 19 = 36
The enemy pilot seizes the initiative! The PCs move first.
(Everyone can post and roll their actions right away)
|||| STATUS ||||
Sunrise Maiden Shields (F/P/S/A) - 80 / 55 / 53 / 80
Sunrise Maiden Hull - 65/65
Abysscaller Shields (F/P/S/A) - 40 / 15 / 15 / 30
Abysscaller Hull - 65/65
S-P37 'Spectre'
|
Spectre uploads on everyone's screen the stats of the enemy ship.
"I have completed a precise scan of the enemy ship, and you want to jettison me?" Spectre asks, taking Ted seriously, as usual.
One of his arms raises a pistol and points it at Ted to ensure he doesn't try anything, while his other presses some buttons to restore some power to the reduced shields.
engineering (divert power to shields): 1d20 + 17 ⇒ (15) + 17 = 32
Isu Greelax Zyte
|
"Get closer! This one cannot fire from such a distance!"
Jelico Kent
|
"Let's see what this baby can do with these upgrades. I'm moving in. Ready the guns for a 1-2 punch! Hold on to your butts!
Jellico uses Evasive Maneuvers to close in on the enemy ship, moving slightly to port and angling the Maiden so as to keep the forward firing arc active, leaving enough space to react if necessary.
Piloting check to evade: 1d20 + 15 ⇒ (12) + 15 = 27
1st ship battle in this campaign for me. I moved on the maps, but I'm not clear on what the front of our ship is. I mean for us to end facing the enemy.
Isu Greelax Zyte
|
Right now you are facing him. It probably won't stay that way. Arc-- I suggest only to fire the front guns when we win initiative. When we win initiative we can be sure our nuclear torpedo are aiming right at them and use those limited 5 shots most effectively in a 1-2 punch with the laser cannons. In this case we lost initiative and for all we know it will end up behind us.
"Firing, sirs!"
fire from turret: 1d20 + 9 ⇒ (8) + 9 = 174d8 ⇒ (8, 3, 1, 3) = 15
| GM Cellion |
1d20 + 14 - 2 + 2 ⇒ (6) + 14 - 2 + 2 = 20 2d12 ⇒ (12, 6) = 18
1d20 + 14 - 2 + 2 ⇒ (5) + 14 - 2 + 2 = 19 5d8 ⇒ (1, 1, 5, 3, 1) = 11
-
1d12 ⇒ 12
1d12 ⇒ 9
-
When you move next round, could you show the path your ship is taking using the green arrows? Basically, starting from your initial hex, copy and paste green arrows to indicate the squares you move to. I've done so with red arrows this round for the enemy ship, so you can see what happened. It really helps me check if all the movements were legit.
Indeed, no forward arc shots this round for the Sunrise Maiden. Arc potentially has a Captain action instead. Arc, feel free to take an extra Captain action next round so I'm not botting you.
--------
Round 1 - Open Spoilers for Details
Ted spends his time analyzing the hellscape around the combat for patterns in the surges of hellfire. He's able to determine where one, but not both, pillar infernos will form. The anticipated center for one of the pillars next round is indicated with an X.
----
|||| STATUS ||||
Sunrise Maiden Shields (F/P/S/A) - 80 / 61 / 59 / 80
Sunrise Maiden Hull - 65/65
Abysscaller Shields (F/P/S/A) - 40 / 15 / 15 / 30
Abysscaller Hull - 65/65
----
Round 2 Init:
Jelico Piloting: 1d20 + 15 ⇒ (16) + 15 = 31
Abysscaller Piloting: 1d20 + 19 ⇒ (3) + 19 = 22
They move first this time! (In interest of helping show the arrow system for Jelico, I've left both last round's arrows and this round's arrows on the map. The arrows from the previous round are black.
The Abysscaller decides to back off and make some distance between their ship and yours.
And you're up.
Isu Greelax Zyte
|
whoops. totally forgot about the computer bonuses! We get 4 +2's to use. Let's always use them on gunnery checks and pilot checks. Which leaves an extra one left if Spec or Ted want it.
"Let's blast them, Arcaline Soter! Mr. Kent, line up our front on either their port or starboard if you can! Initiating computer targeting assistance!"
turret: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 254d8 ⇒ (8, 6, 7, 2) = 23
Jelico Kent
|
"Got it!" Jellico yells to Isu, forgetting about the comms again.
He punches the thruster controls as he maneuvers after the enemy ship. At the last minute he rolls off to one side, lining up the Maiden's forward guns with the broadside of the Cult ship.
Piloting for Evasive Maneuvers: 1d25 + 15 ⇒ (6) + 15 = 21
| GM Cellion |
I just added little green and red dots to the two ship tokens. The dot corresponds to the ship's facing direction. Otherwise everything looks good with that movement!
S-P37 'Spectre'
|
With a momentary reprieve after raising the shields, Spectre decides not to shoot Ted, and instead takes aim with the nuclear launcher. Aiming for the shields damaged by Isu, he tries to punch through to the hull.
"Initiating firing sequence."
nuke launcher: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 2410d8 ⇒ (7, 8, 4, 1, 8, 8, 5, 2, 7, 5) = 55
Arcalinte Soter
|
Arcalinte watches the team work together and smiles.
"Keep the pressure on, gentlemen, especially you, Isu! Our first major battle as a group, and we're already starting strong!"
Retroactive Diplomacy (Encourage, Isu): 1d20 + 13 ⇒ (17) + 13 = 30
Then he turns to Ted.
"Your insights have been incredibly valuable, except maybe where Spectre's concerned. What do you think they're going to try next?"
Diplomacy (Encourage, Ted): 1d20 + 13 ⇒ (7) + 13 = 20
| GM Cellion |
1d20 + 14 - 2 + 2 ⇒ (12) + 14 - 2 + 2 = 26 5d8 ⇒ (4, 8, 8, 8, 3) = 31
1d12 ⇒ 10
1d12 ⇒ 12
*whistles* that's quite a chunk of damage
Round 2 - Open Spoilers for Details
Ted once again focuses on predicting the location for the flame pillars, and with Arc's encouragement he's able to make a solid prediction for one of the two pillars. The anticipated center for one of the pillars next round is indicated with an X.
You return fire. Isu gets a direct hit with the laser battery, shattering the weak starboard shields and lancing a glowing line across their hull. Spectre follows with what seems to be a super-charged nuclear missile right into the opening. The resulting explosion shatters their starboard hull and sends them careering off into space!
----
|||| STATUS ||||
Sunrise Maiden Shields (F/P/S/A) - 49 / 61 / 59 / 80
Sunrise Maiden Hull - 65/65
Abysscaller Shields (F/P/S/A) - 40 / 15 / 0 / 30
Abysscaller Hull - 2/65 (Medium Radiation)
----
The nuclear missile must have delivered quite the dose of radiation to the enemy ship, for moments after the blast, the Devourer Cult vessel loses all control. It dips and dives and then thrusts itself right into the blazing inferno of hellfire below. As you watch, the hostile environment finishes the ship off!
Starship Victory!
| GM Cellion |
As you take stock of the Sunrise Maiden's cooling weaponry, Jelico is able to plot out a path out of the relative bubble of calm within the hellscape. He dives you through another curtain of flames and through a field of asteroid debris, and suddenly you're out! Back in the kaleidoscopic scenery of the Drift.
After Spectre checks the Drift drive's heading and programming, you confirm that you're still on course for Nejeor. And you barely lost any time at all!
And Isu just said every starship combat takes 10+ rounds. Psshhhaw. :D