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Vandor unleashes a full attack against one of the Jinsuls
His first shot hits it right in the shoulder knocking it a bit of balance and out of the path of the second bullet which ends up hitting a wall
init
Twitch
Jinsuls
Damage:
Damage:
Blue: 1
Purple/Pink: 8
Twitch 9
Vandor: 2
Ceolor: 10
Hido: 6
Vchk: 2

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Thanks GM. I had a busy night at work and just now got the chance to log in. Nice rolls by the way.
Twitch lines up another shot with his reticle active. He takes aim and fires another round.
Attack vs. Blue (EAC): Aximuth Laser Rifle, Combat Tracking: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage: Fire: 1d8 ⇒ 2

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Watching Ceolor blast the remaining attacker to fine ash, Vchk appreciates the merits of teamwork. Reloading his rifle, he moves towards the bridge.
Move action to reload; move 25 ft. closer to bridge.

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Ceolor falls back into his mental space related to the sun, and starts taking aim as he comes around the corner. Striding forward a few steps he aims and shoots.
Laser, vs. EAC: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Crit?: 1d8 ⇒ 7

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Twitch lines up another shot with his reticle active. He takes aim and fires again..into one of the bulkheads
Watching Ceolor blast the remaining attacker to fine ash, Vchk appreciates the merits of teamwork. Reloading his rifle, he moves towards the bridge.
Ceolor falls back into his mental space related to the sun, and starts taking aim as he comes around the corner. Striding forward a few steps he aims and shoots. He scores! The last Jinsul drops to the floor.

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The jinsul ship detaches and speeds away as soon as the you overcome the boarding party. You are free to continue toward the closest Starfinder carrier to assist in repelling boarders.
Otherwise you can join the ongoing Starship battle happening outside.
You get to choose between doing another battle on a different ship or doing a starship battle. You would get a 10 minute break to spend 1 resolve to regain stamina if you want

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Hido breathes easy as the final alien invader drops... for now.
Brushing some ash from his armor he mutters, "Strangely enough, that seemed a little too easy."

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Twitch gladly allows the Starfinder Agent to patch him up.
Healing (Stamina): 1d6 ⇒ 5
I vote for the Starship Combat.

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Vandor pops his head up from behind the console. "They gone? Phew, I had you guys covered the whole time."
I'm up for whatever the group wants, but starship combat might be a nice change.
Healing (Stamina): 1d6 ⇒ 2

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Damage:
Twitch 4 (9 - 5)
Vandor: 0 ( 2- 2)
Ceolor: 10
Hido: 6
Vchk: 2
Two votes for Starship combat...one more and it's a majority
Just to list what you already discussed:
Vchk is best-suited to be a gunner
Hido can do engineering or science officer and possibly captain in a pinch (+9, +10 and +4 respectively)
He also has the Solar Power Weapon boom for the starship, basically gives a laser a +1 dam or +4 for a round for a resolve.
Vandor = Captain
Ceolor can shoot a bit (so he's a gunner)
...which leaves you guys without a pilot so far. I guess Twitch will pilot with 2 ranks in piloting?
Twitch also has Light Plasma Cannon Upgrade
I don't think you chosen a ship (Drake or Pegasus) yet
STARFINDER SOCIETY DRAKE TIER 2
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 12; TL 12
HP 70; DT —; CT 14
Shields light 50 (forward 15, port 10, starboard 10, aft 15)
Attack (Forward) coilgun (4d4)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) high explosive missile launcher (4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk 1 trinode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round;
Complement 4–7
STARFINDER SOCIETY PEGASUS TIER 2
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters
(good), mk 1 duonode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods, science lab,
tech workshop
Modifiers +1 to any two checks per round, +2
Computers, +1 Piloting; Complement 4–7
So you need to choose which ship to take and where to located your starship boons

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Starfinder Agent (Stamina): 1d6 ⇒ 6
Good enough.
Here's the third and final vote for starship combat! As for which ship, I think the Pegasus will benefit more from the boons and is less reliant on top-notch piloting.

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Starfinder Agent (Stamina): 1d6 ⇒ 2
Time for some space fighting! Pegasus works for me

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K, then you guys just need to decide which of your guns you want the light plasma cannon to replace and where you want the +1 laser damage
You have acquired the technical blueprints to modify one of the weapons onboard your ship into a light plasma cannon.
Benefit: When this boon is slotted, select one light weapon onboard your starship. Replace this weapon with a light plasma cannon (STarfinder Core Rulebook 302). This new weapon must go in the same arc as the replaced weapon. The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty.
A light plasma cannon has a range of short(=5 hexes/same as a light laser) and deals 2d12 damage
For this encounter if you get an aid token you can use it for some specific things;
Aid Tokens: During this encounter in the gunnery phase, tables
can use an Aid Token to call on weapon fire from other Starfinder
starships partaking in the greater fight. Attempt a gunnery check
with a bonus equal to 4 + 1-1/2 × the tier of the PCs’ ship. On a
success, the target enemy vessel takes 2d8 damage per tier of
the PCs’ starship. Unlike other Aid Token benefits, a table can
activate this benefit up to three times (but still only once from a
single Aid Token) during the encounter.
Alternatively, a table can use one Aid Token to force one of the
jinsul assault craft to temporarily disengage from combat. The
enemy starship ceases firing for the current and following round
when an Aid Token is used in this manner. Only one jinsul assault
craft can be affected in this manner.

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Having escorted the last transport ships back to the carriers, the Starfinder fleet is almost ready to leave the Scoured Stars. However, an enemy capital ship with enough firepower to destroy a carrier is dangerously close to the Starfinder fleet, and First Seeker Luwazi
Elsebo has no choice but to launch a counterattack to destroy or at least delay the capital ship.
The Target: Your job is to attack the capital ship’s aft— the enemy ship’s only weak spot—and deal enough damage to cripple the ship
We are on Map 25
init
You guys: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Enemies: 1d20 + 2 ⇒ (20) + 2 = 22
Enemies move first - they all move forward in formation
init
Pilot + move
Science/Gunner/Captain can go at the same time as well
You guys just post your action for this round and we'll fit it in when it comes up, that way you don't all have to wait for the pilot to have done it's thing which can take a day, followed by the next, etc. This way a round of starship combat should take a day at most instead of closer to 4-5 days. We might need to adjust things on the fly like If for some reason a gunner can't shoot from where he wanted to shoot because the pilot ends up somewhere else we'll just shift to a different gun is possible. But the little bit of chaos is worth the time gain in my opinion

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Unless someone has a differing opinion, let's put that plasma cannon on the forward arc and the laser weapon bonus on the starboard arc.
GM - looking at the map, are all the ships participating in combat? Or only the ships on hex tokens?
Vchk starts by grabbing command of the turret-mounted coilgun, firing off a shot at the nearest enemy fighter.
Attack vs. Orange w/ Coilgun: 1d20 + 4 ⇒ (3) + 4 = 7
Coilgun Damage: 4d4 ⇒ (3, 1, 1, 3) = 8

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with twitch ostensibly piloting I'll go to Engineering, unless anyone things science would be a better option. Scan/balance shields vs boost and divert
Settling into the engineering console and watching the enemies fly towards them, Hido sets the systems to shunt extra power to engines, getting a little more thrust temporarily.
Engineering: 1d20 + 9 ⇒ (13) + 9 = 22
divert to engines, +2 movement this round

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Twitch hops into the pilots seat and wipes a bit of sweat from his hands.
Piloting: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

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"All right crew, we've got to attack that capital ship from the aft position, but it looks like we've got escorts to deal with. Let's see if we can't make them think twice about shooting at us."
He opens communications to the nearest Jinsul ship (one of the orange ones). "Attention Jinsul escort vessel. This is the Starfinder vessel Pegasus. This ship is equipped with the most advanced shields and weapons in the entire Starfinder fleet. Your only hope for survival is to power down your weapons and surrender. Failure to comply will result in your immediate destruction."
Taunt (Bluff with Skill Expertise): 1d20 + 8 + 1d6 ⇒ (8) + 8 + (6) = 22
Vandor selects the enemy's gunnery phase as the target of his Taunt action.
You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1.5 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.
Taunt, duration: 1d4 ⇒ 3

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Sorry for not updating yesterday. I was waiting a few hours for Ceolor to post before I updated everything and after that my day went crazy and I didn't have access to a computer till now
Settling into the engineering console and watching the enemies fly towards them, Hido sets the systems to shunt extra power to engines, getting a little more thrust temporarily.
Twitch hops into the pilots seat and wipes a bit of sweat from his hands.
I'm unsure what you want to do with your piloting check. I'll assume you want to do an evade this round?. Feel free to post both your piloting action and an initiative check for the next round from now on
Vchk takes command of the turret-mounted coilgun, firing off a shot at the nearest enemy fighter but his shot flies off into the darkness of space
Ceolor joins him in the forward mounted light plasma cannon
to hit AC Orange: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23
Damage: 2d12 ⇒ (5, 6) = 11
Scoring an incredible hit on the enemies forward shields
1d100 ⇒ 41 and damageing 1d2 ⇒ 2 the enemies turret
While Vandor taunts the nearest enemy vessel who returns fire, along with one of it's companions
to hit TL: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Damage if hit: 2d8 ⇒ (8, 6) = 14
To hit AC: 1d20 + 4 - 2 - 2 ⇒ (14) + 4 - 2 - 2 = 14
Damage if hit: 4d4 ⇒ (4, 3, 3, 4) = 14
To hit AC : 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Damage if hit: 4d4 ⇒ (2, 4, 1, 4) = 11
Your ship gets fired upon by twin laser fire from turrets as a missile fired from the closest ship slams into your ship. Some fancy evading from Twitch combined with the distance the lasers have to travel with a little taunting from Vandor causes one of the lasers to shoot past you..but the other one hits your hull after the impact from the missile collapses your forward facing shields
1d100 ⇒ 49
1d4 ⇒ 2
Damage:
Pegasus: Forward shields: 0
Hull damage: 15 - glitching port weapons
Purple:
Orange: Forward shields : 0
Hull damage: 1 - glitching turret (taunted for the next 2 round)
init: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Enemy: 1d20 + 10 ⇒ (12) + 10 = 22 Just noticed I used the wrong modifier before
Enemies ships moves first, staying in formation except for the closest one to you that flies of at an angle to either intercept you, cut you off of starts to try to set up a flanking position.

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Hi, GM Bigboom pointed out something that I missed; the enemy ships do not have shields at this tier so correcting the damage you've guys done with an update:
Unopposed by any shields your forward light plasma cannon chews through the enemies ship hull plating like a hot (plasma) knife through butter
1d100 ⇒ 90
Damage:
Pegasus: Forward shields: 0
Hull damage: 15 - glitching port weapons
Purple:
Orange: Hull damage: 11 - glitching turret (+taunted for the next 2 rounds) , glitching engines (-2 to piloting)

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Ceolor gives a cheer as his shot tears deep into the enemy ship and causes many small things to buckle outwards! His cheer of joy soon turns into one of dread as the two ships breaking off to fight them land a solid one two punch on them and do almost as much damage back. He sputters into the comms system, "Anyone go a clue as to what the stats on those ships are? Is there a facing that doesn't have a weapon we can try sliding in or to? We don't want to take another set of hits like that! Also some shields would be amazing!"
He takes a second to try breathe through the panic and tries firing the weapons again.
Damage: 2d12 ⇒ (2, 1) = 32d4 ⇒ (1, 4) = 5
Rolling both types of damage I can do, Use which ever one he can actually fire!
Edit: Bwahaha! I don't think I'd ever expect a 2d12 to roll lower than a 2d4!

GM bigboom |

Suddenly a video screen in front of you lights up, displaying a non-descript, totally forgettable-looking Starfinder wearing a red shirt. He says, "Hey guys! You're doing a GREAT job! But everyone can always use a hand sometimes, right? What can I do to aid you???"
Yay! An aid token has been passed to your table again. Use it well and have fun playing chicken with the star destroyer!!!

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Reminder; for this encounter you can use an aid token to effectively remove one of the enemies from the fight for 2 rounds or you can use it to fire an extra gun (with a +7 to hit and 4d8 damage) - from one of the other Starfinder ships as you call in for help
My advice would be to use it as soon as you can - like right now ;) - to get the most benefit out of it and then pass it to the next table

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Let's shoot down Mr. Orange! Do we add in our own shooting bonus (for a +11) or just the +7?
Shoots: 1d20 + 7 ⇒ (10) + 7 = 17
Burns: 4d8 ⇒ (5, 6, 2, 6) = 19
Really hope that's enough to hit!

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Vandor is going to take on the Science Officer role for this round and see if he can give us some shields up front.
"Damn! Trying to rebalance shields now! Hido maybe try and see if you can patch up that engine, I got a feeling we're gonna need it!"
Computers, rebalance shields: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12 (+2 bonus from the ship, and using a +1 from the ship's computers. There's still one other +1 left we can use on any check this round.)
Not sure that's high enough, but if it is, the shields are rebalanced equally with remainder in front. which I think means 9 SP forward and 7 in the other quadrants.

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die orange die!
Hearing Ceolor complain about scanning enemy ships, Hido grumbles "One thing at a time, we gotta get shields back up and running first!" as he suits action to words, trying to divert extra power to their depleted shields.
Divert, Shields: 1d20 + 9 ⇒ (20) + 9 = 29

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For the balance action, according to the FAQ the DC of the Computers check equals 10 + 1-1/2 times your starship's tier. ..so that would be a 13 since your Pegasus is Tier 2..just missed it
@Ceolor; just the +7 total. You are not shooting - another Starfinder vessel is, so your own bonuses don't apply
As the other Starfinder and Jinsul vessels exchange fire a stray shot his the orange vessel in front of you and slam into it's already damaged hull
2d100 ⇒ (96, 35) = 1311d4 ⇒ 2
init
Twitch - stunt + init next round +move ship)
Hido - successfully restored some shields
Vandor tried to balance power
Ceolor - fired (results depend on arc)
Vchk
Damage:
Pegasus: Forward shields: 7 out of 10
Hull damage: 15 - glitching port weapons
Purple:
Orange: Hull damage: 30 - glitching port+aft [turret counts as being in all arcs] (+taunted for the next 2 rounds) , glitching engines (-2 to piloting) , glitching power core Power ondition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions
In case I end up NPC-ing Twitch in again..could someone else move your ship? I don't mind rolling an evade+init ..but moving your ship is kind of mayor decision on the course of combat and I prefer someone in the party do that

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Twitch is here. I just happen to be a night shift employee.
"Holy crap! No more of that! Hold onto your seats we are going to take some evasive maneuvers!"
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Piloting, +1 Computers: 1d20 + 6 - 2 + 1 ⇒ (5) + 6 - 2 + 1 = 10

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No problem, and glad to see you are here ;)
Going for a full frontal assault on the already damage ship Twitch flies into a heads on collisions path, making it hard to evade the return fire you might catch.
NPC-ing Vchk in the turret: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 4d4 ⇒ (4, 2, 4, 1) = 11
Both your coilgun and plasma cannon chew through the enemies hull
1d100 ⇒ 43 1d4 ⇒ 3
Engineering to patch weapons: 1d20 + 5 ⇒ (10) + 5 = 15
The heavily damage ship returns fire
To hit missiles vs TL: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage if hit: 2d8 ⇒ (7, 4) = 11
To hit turret: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Damage if hit: 4d4 ⇒ (1, 1, 2, 1) = 5
Both it's missiles and it's linked laser slam into your front shields, blasting them away and causing a nice hole in your hull
1d100 ⇒ 24
While the other ship fires it turret at a distance with a hail mary shot
to hit turret: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Damage if hit: 4d4 ⇒ (4, 4, 1, 1) = 10
but it misses by a mile
Damage:
Pegasus: Forward shields: 0 out of 10
Hull damage: 24 (out of 55) - glitching port weapons, glitching sensor
Purple:
Orange: Hull damage: 44 - glitching port+aft+left (patched) weapons[turret counts as being in all arcs (and isn't it's own location like I thought before] (+taunted for the next round) , glitching engines (-2 to piloting) , glitching power core Power condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions
Enemy init: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
You guys move first then the enemies move
You guys can take your actions now (orange is hanging by a thread)

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Hido curses as their ship takes more damage, growling "Diverting more energy to the shields, I'll patch those sensors as soon as they stop hammeringnour hull!" fingers flying over his console, he shunts power from any spare system he can find into boosting the shields back up.
Engineering: 1d20 + 9 ⇒ (7) + 9 = 16

GM bigboom |

Your video screen lights up again, displaying the same non-descript, totally forgettable-looking Starfinder wearing a red shirt. He says, "Waahooo!! What a blast! Get it? Blast..? Cuz we blasted.. the.. uh.. orange jinsul ship...? Ummm.... ok. So hey, I've got a moment to lend some aid - what are your instructions???"
Your table has received another aid token!! Good luck!

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What say we finish Orange, neh?
AID, Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 4d8 ⇒ (3, 4, 6, 1) = 14
to clarify, with the aid token

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i think that'd be a great idea!
Ceolor lines up another shot and fires, the action taking so little time he's not sure which weapon he fired.
shooting: 1d20 + 4 ⇒ (11) + 4 = 15
damagez: 2d12 ⇒ (7, 10) = 172d4 ⇒ (4, 1) = 5
Merry Christmas, your present is a mediocre shot!

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The ship in front of you is blown apart from a lucky shot made by one of your fellow Starfinders
You guys move first then the enemies move
Hido restored some shields
Ceolor Fired
Vchk, Vandor, Twitch still to act
Damage:
Pegasus: Forward shields: 7 out of 10
Hull damage: 24 (out of 55) - glitching port weapons, glitching sensor
Purple:

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Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Piloting, +1 Computer: 1d20 + 6 - 2 + 1 ⇒ (19) + 6 - 2 + 1 = 24
Twitch punches it forward and swings the ship into position to bring the guns to bear on the aft of the capital ship. "Fire!"

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Thanks for botting me GM, it's been a crazy weekend.
Vchk jumps on the turret-mounted coilgun once again, lining up a shot of the aft of the capital ship...
Attack vs. BIG SHIP w/ Coilgun: 1d20 + 4 ⇒ (19) + 4 = 23
Coilgun Damage: 4d4 ⇒ (2, 3, 1, 1) = 7

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Vandor returns to the captain's chair and opens communications to the purple escort ship.
"Did you see how easily we dispatched your sister ship? The entire Starfinder fleet is under orders to defend us at all costs. Attacking us would invite the fury of every ship in our armada. You may as well surrender now!" he cuts off comms and says to the crew "Let's hope they bought it then we can concentrate on the capital ship!"
Taunt (Bluff) action targeting the purple ship's gunnery phase.
Taunt (Bluff with Skill Expertise): 1d20 + 8 + 1d6 ⇒ (19) + 8 + (5) = 32
Duration: 1d4 ⇒ 1

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After Twitch lines up your shots Vandor taunts the enemy vessel and you let loose with all your weapons
Piloting enemy: 1d20 + 10 ⇒ (16) + 10 = 26
Turning in place one of the escorting Jinsul ship fire upon you
to hit TL missile: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage if hit: 2d8 ⇒ (2, 8) = 10
to hit lasers: 1d20 + 4 - 2 - 2 ⇒ (9) + 4 - 2 - 2 = 9
Damage if hit: 4d4 ⇒ (1, 4, 4, 3) = 12
It's fired twin laser passes right past your bow but it's missile slams right into your previously restored shields blasting them away and widens the hole in your hull
Damage:
Pegasus: Forward shields: 0 out of 10
Hull damage: 27 (out of 55) - glitching port weapons, glitching sensor
Purple:
Capital: 24 hull damage
enemy init: 1d20 + 10 ⇒ (4) + 10 = 14
You guys move first
Your action

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Steadying himself as yet another hit depletes their shields and rattles his teeth, Hido grits and sets to shunting more power to the shields, desperately wishing to be able to be in two places at once and simultaneously boosting and balancing their forward shields.
But since he was just one man, the balancing and fixing of glitching systems would have to wait until they managed to have a moment where they werent being shot to heck.
Divert, shields: 1d20 + 9 ⇒ (18) + 9 = 27
they just cant miss, can they!

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Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Piloting, +1 Computer: 1d20 + 6 - 2 + 1 ⇒ (20) + 6 - 2 + 1 = 25
Twitch backs the Pegues off just a wee bit but keeps the guns within range of the capital ship. "Keep pouring it on." Twitches tail crosses itself behind him as hopes they survive this engagement.

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Just to confirm, you are using your piloting stunt to back-up?
After Hido restores some shields to your vulnerable front arc Twitch backs up your ship.
The Jinsul ship that's engaging you slowly moves in your direction..trying to position itself between you and the capital ship
init
Vchk, Ceolor, Vandor
Damage:
Pegasus: Forward shields: 7 out of 10
Hull damage: 27 (out of 55) - glitching port weapons, glitching sensor
Purple:
Capital: 24 hull damage

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Vandor rushes back to the science officer station.
"All right! If they want to stay between us and the capital ship that suits me just fine. We can increase power to our forward shields."
He attempts to rebalance the shields (16 points to forward, leaves 7 in the other quadrants. If my math is correct. Also using a computer bonus again.)
Computers, rebalance shields: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
Sigh

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Vchk grabs the forward gun, attempting to take out the enemy fighter (orange) once and for all.
Attack vs. Orange w/ Light Plasma Cannon: 1d20 + 4 ⇒ (12) + 4 = 16
Light Plasma Cannon Damage: 2d12 ⇒ (1, 11) = 12