
Aerav Brack Elijea |

Abe hurriedly finishes his work on the shields as the alarms wrack his brain, "Somebody shut that off - we know!"
Connecting the last flange to the spinot, the shields rush to life and he jumps to his engineers chair preparing for battle.
Ship sheet is current and updated. Please remember, three of us may take +2 bonuses each round to perform actions. I likely won't need it for my tasks, but the gunners should get the boost at least. Also keep in mind +1 piloting and +2 computers from the ship (stacks).

The Zane |

To The Turret! Oh, Draka - see if ABE can patch in your vid feeds to the Cosmic Monitors - The second installment of Blood and Fury is starting! There's three future explosions out there with Zane's name on it, and the fans need to know!
Zane moves quickly to the gunner position. Dash -being captain should dole out the bonuses so there's no confusion

Dash Arcbright |
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Life Science: 1d20 + 13 ⇒ (19) + 13 = 32 defenses? Any idea how they are controlling it?
Dash vaults into the captain’s chair and checks the vidscreen. ”Great. They’ve got a pet Besmaran whelp. Buckle up meatheads, we’re blasting off guns hot! Try to limit selfies until after you’ve hit a target!”
Flipping the comms to broadcast, Dash sends a message to the approaching ships. ”This is Captain Dash Arcbright of the Sunrise Maiden. Is that a Besmaran whelp in your pocket or are you just happy to see us?”

Draka Durotan |
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"To The Turret! Oh, Draka - see if ABE can patch in your vid feeds to the Cosmic Monitors - The second installment of Blood and Fury is starting! There's three future explosions out there with Zane's name on it, and the fans need to know!"
The vesk tilts her head, not sure what a cosmic monitor is. "Draka always ready to record."
Draka looks out the window, "Food, ho!" Draka goes to a gunner's seat. and tucks a napkin into her collar. She sets her com to record: "Hello, Draka friends. Normally Draka have to go to food, but this time food come to Draka."

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Necroglider and Besmaran Whelp photos added to the maps.
Red: 3d6 + 5 ⇒ (6, 4, 4) + 5 = 19
Blue: 3d6 + 5 ⇒ (2, 6, 2) + 5 = 15
Yellow: 3d6 + 5 ⇒ (2, 5, 6) + 5 = 18
Purple Besmaran: 3d6 + 5 ⇒ (5, 4, 1) + 5 = 15
Round 1
Red Piloting: 1d20 + 11 ⇒ (2) + 11 = 13
Blue Piloting: 1d20 + 11 ⇒ (19) + 11 = 30
Yellow Piloting: 1d20 + 11 ⇒ (3) + 11 = 14
Purple Besmaran Piloting: 1d20 + 10 ⇒ (15) + 10 = 25
Dash Piloting: 1d20 + 12 ⇒ (16) + 12 = 28
Red Piloting Evade DC 11: 1d20 + 11 ⇒ (10) + 11 = 21
YellowPiloting Evade DC 11: 1d20 + 11 ⇒ (8) + 11 = 19
Purple Besmaran Piloting Evade DC 11: 1d20 + 10 ⇒ (14) + 10 = 24
Two of the necrogliders branch out, circling around as the Besmaran Whelp goes straight down the middle. The bony carapaces gleam in the light of the Sunrise Maiden's position sensors.
All enemies but blue have moved. At the end of each round Dash could you post next rounds Pilot Init check.
Your ship is green.
=========================================================================== =================================================
Sunrise Maiden-( 65/65 | F:30 P:30 S:30 A:30 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Red Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Blue Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil )
Yellow Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Purple Whelp-( -/- | F:- P:- S:- A:- | Weapons Array: Normal| Propulsion: Glitching| Heart: Normal | Brain: Normal | Status: +2 AC)
Round 1
Captain (Dash)-May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Draka)

The Zane |

Seeing that Messelina is not yet assigned to any shipboard action and the flying drone is next to Zane in the Turret Hatch. He can feel the ship move and angle - the gunnery sensors he is viewing sees the movements of his quarry.
But he's always thinking about Zane type things.
suddenly every alarm in the ship begins going off at once.
then
alarms wrack his brain, "Somebody shut that off - we know!"
Zane thinks about how that alarm can be annoying and fairly non-specific.
Hey Lina, The Zane isn't good with computers, but as soon as the Sunrise Maiden blows up some spaceships, do you think you can do some modifications to the Alarm? Maybe update the Klaxon to: " Zane Call to Action! Time to Save the Ship Zane!"
He pauses then clarifies
You know, personalized warnings that fit the situation. Just because Coach has a wonky ring tone

Vetch No-Toes |

At a conference today in Chicago. Don’t have the mental space to get into Vetch’s action. Would it be possible for Abe or Dash to post pilot for Vetch? I don’t have a good enough handle on ship to ship combat, let alone pilot actions to give anything a go.
Vetch waits for instruction on what to do and where to go.

Aerav Brack Elijea |

”Vetch, you could try evading, and seek cover behind those space-rocks.”
Vetch gives it a shot (DC 19) as he flies by one of the ships, opening up the rear firing arc and the torpedo launcher which stand at the ready.
Piloting: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23 (ship bonus) for a +2 circumstance bonus to its AC and TL until the start of next round.
This is my first pilot post, so I noted the line of flight and left the starting point of the ship on the map. Delete them once you've checked I did the right thing. Hope it's all good! I don't know how much cover the rocks will be, but it's worth a try.

The Zane |

Wooohooo!! The Zane was on Castrovel for faarrrr to long!
He pulls down on the trigger multiple times, just opening up on the freaky designed Yellow snubfighter.
Thmp. Thump. Thump. Thump.
Heavy Laser Turret: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
damage: 4d8 ⇒ (6, 4, 2, 8) = 20
Zane is like a natural in Space!
Placing a hit on his target - but he's not certain if it skimmed or actually got a solid puncture into the Interceptor Class. While his aim seems reasonably true, he'll have to have ABE or Dash scan for the damage results.
Draka- Drop a light plasma torpedo out the Aft. The Zane will try to lay down some fire to force one towards your torpedo.
FYI I claimed one of the three bonuses in my roll above. I'm going to continue to claim unless Dash allocates otherwise.
You can shoot the Aft weapons. It's a Light Plasma Torpedo with 3D8. You should also claim a +2 for your action. Please remember, three of us may take +2 bonuses each round to perform actions

Dash Arcbright |
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Dash keeps the comms open to the enemy. ”Ok, hold on! Hold on! I can see we’re hopelessly outnumbered here. We found some data you may find interesting. Transmitting now...”
Dash works the comms and links A VIDEO FILE for the Boneheads aboard the yellow marked necroglider to watch on continuous loop.
Taunt yellow enemy ship Bluff: 1d20 + 13 ⇒ (20) + 13 = 33
Seeing Vetch hesitate, Dash backs up Abe’s suggestion with a command.
”Wake up Vetch, we need evasive maneuvers!”
With his rest of his crew on point he diverts all computer power to weapons targeting systems. Split between Zane and Draka or do they both get the bonus?
Vetch piloting roll for Initiative: 1d20 + 16 ⇒ (19) + 16 = 35

Vetch No-Toes |

Dash works the comms and links A VIDEO FILE for the Boneheads aboard the yellow marked necroglider to watch on continuous loop.
I hate you. Oh man, I hate you.
Vetch continues to pilot like a pro, doing things he wasn't sure he could do.

Draka Durotan |

Round 1:
"Draka- Drop a light plasma torpedo out the Aft. The Zane will try to lay down some fire to force one towards your torpedo."
"You mean Draka can't put on space suit and hit with hammer?" Draka takes a seat at the light plasma torpedo launcher(?) control center on the aft side of the ship. She has to adjust her sitting position because of her large, powerful tail.
Gunner Check (BAB or Pilot Ranks) + (Dex Mod) + (Comps Bonus) + (Sci Off Bonus) + (Ship Bonus): 1d20 + 5 + 2 + 0 + 0 + 2 ⇒ (4) + 5 + 2 + 0 + 0 + 2 = 13
(I assume I leave out Draka's Strength mod in her BAB?)
light plasma torpedo launcher: 3d8 ⇒ (3, 2, 3) = 8
I've been Engineering officer (a lot) and Pilot but never Gunner XD

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At Dash-You pick which Phase you want them to have the penalty to. It affects all enemy ships. I am assuming gunner for now.
[b[Engineering Phase.[/b]
Abe diverts all the power that he can to the engines, as they hum with power. Draka and the Zane feel the weapon mounts pulsating with a bit of additional power as they set their sights.
Helm Phase
Vetch swings the Sunrise Maiden around wide, leaving asteroids in between them and the undead necrogliders. The comms system opens up from one of the vessels and a grave, hollow voice speaks. "You won't escape our grasp that easy. The Corpse Fleet will see to it."
The remaining necroglider seems to be a far better pilot as he predicts the Maiden's movement and moves to cut it off.
Blue Necroglider Pilot (Evade) DC 11: 1d20 + 11 ⇒ (13) + 11 = 24
Gunnery Phase
Dash sends a viral video virus into each of the enemies computer software where it sets itself to repeat. The strange and infuriating tune hums through space affecting even the Besmaran Whelp.
Draka and Zane each line up their shots. Draka let's out a single torpedo from the aft bays. The torpedo screams across the open space and explodes into the Besmaran whelp's face. The fire spreads across but dissipates in an instance as the vacuum of space devours it. Though the shrapnel did wound the beast.
Zane activates the heavy laser turret as twin beams cut one of the creature's fins right off.
CT Threshold Besmaran Whelp: 2d100 ⇒ (19, 27) = 46
Weapon: 1d5 ⇒ 4
The Besmaran whelp fires a spine from it's back.
Tracking Spine vs AC 19: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 3d6 ⇒ (2, 3, 6) = 11
The spine wrecks havoc on the aft shields but they hold firm.
******************************************
Round 2
Red Piloting: 1d20 + 11 ⇒ (2) + 11 = 13
Blue Piloting: 1d20 + 11 ⇒ (7) + 11 = 18
Yellow Piloting: 1d20 + 11 ⇒ (2) + 11 = 13
Purple Piloting: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Red Piloting (Evade) DC 11: 1d20 + 11 ⇒ (7) + 11 = 18
Blue Piloting (Flip and Burn) DC 16: 1d20 + 11 ⇒ (5) + 11 = 16
Yellow Piloting (Evade) DC 11: 1d20 + 11 ⇒ (13) + 11 = 24
Purple Piloting (Evade) DC 11: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Dash is a bit quicker on the controls as one necroglider flips and burns his thrusters to slow his momentum. The other three are playing a bit cautious, especially the wounded whelp.
Everyone is up and all enemies have moved.
=========================================================================== =================================================
Sunrise Maiden-( 65/65 | F:30 P:30 S:30 A:19 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Red Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Blue Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Flip and Burn)
Yellow Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Purple Whelp-( -28/- | F:- P:- S:- A:- | Weapons Array: Glitching (Tail)| Propulsion: Glitching| Heart: Normal | Brain: Normal | Status: +2 AC)
Round 2
Captain (Dash)-May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Draka)

Aerav Brack Elijea |

It was still a hit, but our AC was 21 last round thanks to Vetch’s maneuvering.
Abe swears as the rear shields are ravaged by the spines. He quickly draws down power from the weapon systems and diverts it to the shields.
Divert - Engineering: 1d20 + 15 ⇒ (9) + 15 = 24 vs DC 19 (Restoring 10pts of shields)
”Vetch, they’re closing in!”
Vetch uses the exceptional maneuverability of the ship to arc around and dive back the other way, leading the Necros on a wild goose chase. He continues to take evasive maneuvers as he flies (DC 19).
Piloting: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22 (ship bonus) for a +2 circumstance bonus to its AC and TL until the start of next round.
He ends with a turn, giving Draka the ability to try another weapon system as he’s worried we’ll run out of torpedoes before the fight’s over. (Draka, you can now shoot the port arc’s light laser cannon (2d4 damage). Unfortunately Vetch pulled the ship a bit too far away and you’ve a -2 range increment penalty. Sorry ‘bout that. Clearly we need better port and starboard weapons.)

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Or some more turret mounts. :)

The Zane |

Seeing the fin get sheered off the oncoming SpaceShark, Zane gets excited.
Oh boy, Bubba might just get two new chalk marks. That swirley eyed creature and now this thing. Four Big Beast chalk marks coming right up!
He anticipated Vetch’s starship turn. Leaning into it in his seat. Keeping the heavy duty cannon tracked.
attack: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
damage: 4d8 ⇒ (4, 5, 7, 4) = 20
Seeing that shot land, Zane exclaims, You are witness to inevitability!!!!
He lets loose his volley. Also looking for opportunity to throw some shots at the GraveWaveRunners to give Draka some exposed targets.

Draka Durotan |

Round 2:
Draka moves to the port arc’s light laser cannon and fires the weapon. (I believe it's only changing ship roles that costs a round?)
Gunner Check (BAB or Pilot Ranks) + (Dex Mod) + (Comps Bonus) + (Sci Off Bonus) + (Ship Bonus): 1d20 + 5 + 2 + 0 + 0 + 2 ⇒ (5) + 5 + 2 + 0 + 0 + 2 = 14
port arc’s light laser cannon: 2d4 ⇒ (1, 1) = 2 D:

Vetch No-Toes |

Will post tomorrow after I've had a chance to chat with Abe or Dash or my cat about the best options for what Vetch should do. Apologies for the delay, got back from Chicago today and will suck less in the near future.

Dash Arcbright |

Dash notes the range and angle of their course and gives a sharp order. ”Enough foreplay Zane! You have the best shot, so f@#% them up!”
Gunnery phase - Orders action
Orders - Gunnery + computer vs DC 24: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 Fail

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@Vetch- Looks like ABe got you this round with evasive maneuvering.
Round 2
Engineering Phase.
Abe draws power down from the weapons systems making them a bit less potent but is able to restore some portion of the shields.
Helm Phase
Seeing the necrogliders circling around them from all sides Vetch spins the Sunrise Maiden around so stay evasive.
Gunner Phase
Dash begins barking orders which, has little effect on The Zane, who seems to be in his own zone. Both Draka and Zane keep their sights set on the Besmaran Whelp.
Whelp CT: 2d100 ⇒ (56, 41) = 97
Both laser cannons wreck the Whelps flesh as it cries out in pain. Draka's laser sears right through the left eyes, leaving it blinded on one side. Zane's laser nearly burns the tail right off as it hangs on by shreds of flesh and muscle.
Vetch's superior maneuvering leaves the enemy forces without a shot.
******************************************
Round 3
Red Piloting: 1d20 + 11 ⇒ (9) + 11 = 20
Blue Piloting: 1d20 + 11 ⇒ (2) + 11 = 13
Yellow Piloting: 1d20 + 11 ⇒ (18) + 11 = 29
Purple Piloting; Propulsion Wrecked: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
Vetch Piloting: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Red Piloting (Evade) DC 11: 1d20 + 11 ⇒ (16) + 11 = 27
Blue Piloting (Evade) DC 11: 1d20 + 11 ⇒ (17) + 11 = 28
Yellow Piloting (Evade) DC 11: 1d20 + 11 ⇒ (13) + 11 = 24
Purple Piloting (Evade) DC 11: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
The Necrogliders use the asteroids to their advantage, though the Whelp looks worse for wear as it has a hard time turning around.
Everyone is up, all enemies have moved.
=========================================================================== =================================================
Sunrise Maiden-( 65/65 | F:30 P:30 S:30 A:29 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Red Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Blue Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Yellow Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Purple Whelp-( -50/- | F:- P:- S:- A:- | Weapons Array: Glitching (Tail)| Propulsion: Wrecked| Heart: Normal | Brain: Normal | Status: Nil)
Round 3
Captain (Dash)-May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Draka)

Dash Arcbright |
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Dash cranks up the crew comms and tries to speak Zane’s language. ”Hey Turret-gunner! The enemy’s got flags on the play and the goal is wide-f@$#%ing-open! Pitcher’s on base with 3 yards to punt and the whelp is in the penalty cage. Fire, g@ddammit, fire!!”
Gunnery phase
Gunnery Orders + Computer bonus vs DC 24: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
As far as I can tell, successful Orders grants a second action, but you can’t make two of the same actions. So my suggestion would be a regular shot, then fire at will.

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And each gun can only be fired once per round so you would have to line the ship up for multiple targets.

Aerav Brack Elijea |

”Look at them all, spinning in circles! We’ve got them on the run - and they’re attacking!” he chuckles and focuses on his station.
The shields having been bolstered sufficiently for now, Abe focuses again on the weapon systems, giving them the benefit of a little extra power.
Divert - Engineering: 1d20 + 15 ⇒ (19) + 15 = 34 vs DC 19 (Damage dice that roll a 1 are treated as if you rolled a 2.)
We have multiple guns, but it depends on where Vetch puts us as to how many can be angled against any given target. I've had us playing cat and mouse while we take pot shots and try to reduce their numbers. Remember too our Gyrolaser (forward weapon) can fire in a broad arc, which means it can fire in the starboard and port arcs, but at a -2 penalty - and still only once per round.

Draka Durotan |

Will post tomorrow after I've had a chance to chat with Abe or Dash or my cat about the best options for what Vetch should do.
Talk to your cat. Cats always know what's best.
Draka- You are now 6th level, so your BAB should now be 6. Plus you get a +2 to your assigned bonus from the captain. That should add an additional +3 to your attack... sorry I can't do anything about that crazy awful cannon damage.
Oops! I forgot to level Draka up XD Haha
Round 3:
Gunner Check (BAB or Pilot Ranks) + (Dex Mod) + (Comps Bonus) + (Sci Off Bonus) + (Ship Bonus): 1d20 + 6 + 2 + 0 + 0 + 2 ⇒ (13) + 6 + 2 + 0 + 0 + 2 = 23
Damage: 2d4 ⇒ (4, 1) = 5 No Capt bonus this round?

Vetch No-Toes |

Vetch, who *totally* knows what he is doing, spin the ship to the right, looping around a long asteroid and facing the purple ship. He evades like a swallow seeing the shadow of the raptor.
Evade: 1d20 + 15 ⇒ (13) + 15 = 28 vs. DC19
"Let them have it. OPEN FIRE! ALL WEAPONS! NOW!!" Vetch urges the brute squad.
Dash, Abe tells me that there is a floating +2 around, use it well.

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@Draka-Correct, no Captain bonus this round as Dash spent a Resolve point for a gunner to take an extra action.

The Zane |

Zane listens to coach! But not exactly listening to the words... because the words weren't pinpoint right for the games he played. Dash's words were close, but.... different. Instead, he listened to the intent of Coach. This was something The Zane was used to. He'd had lots of coaches in his life so far. One mumbled all the time but you knew what he wanted by the temperature of his rage. Another coach would click and gleet a lot and chew on his mandibles while calling plays.
So Zane does what coach wants. UNLOAD on this thing.
attack with Heavy Turret Laser: 1d20 + 10 ⇒ (17) + 10 = 27
4d8 ⇒ (1, 5, 3, 1) = 10 This counts as 12 damage because of ABE.
He pops off a couple shots on the turret and quickly unbuckles and makes his way to the Forward guns. The Gyro laser. With that gun, he knows to just keep the triggers down. This thing spits volley after volley right on top of each other.
unleash Gyrolaser fury: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
damage: 1d8 ⇒ 4
unleash gyrolaser fury: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
damage: 1d8 ⇒ 2

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Round 3
Engineering Phase
With the shields holding strong Abe pushes power back inot the weapons systems as Vetch begins to line them up for a frontal assault.
Helm Phase
Vetch swings around the longer asteroid to keep the undead necrogliders at bay long enough. "Running will get you nowhere mortal."
Gunnery Phase
Dash begins to coach The Zane and gets his head back in the game. The Zane sets forward on the turret and unleashes the entire forward arc into the Besmaran Whelp. The heavy laser and gyrolaser rip right through the creature's body, killing it in an instant, though not before another spine releases from it's back.
Tracking Spine vs AC 21: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 3d6 ⇒ (1, 6, 4) = 11
The spine skitters across the shields before breaking apart. With The Zane on the forward weapons system it only leaves Draka with the starboard necroglider. Looks like you have LoS on yellow. Even with -4 to hit you still hit.
Draka fires the light laser cannon across the distance and it burns right through the necrogliders shields and scours the bony carapace.
The necroglider fires back.
Gyro Laser vs AC 21; distance: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
The gyro laser strikes an asteroid.
******************************************
Round 4
Red Piloting: 1d20 + 11 ⇒ (19) + 11 = 30
Blue Piloting: 1d20 + 11 ⇒ (17) + 11 = 28
Yellow Piloting: 1d20 + 11 ⇒ (17) + 11 = 28
Vetch Piloting: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
With the Besmaran Whelp killed the Necrogliders quickly adapt and show their devastating prowess.
Vetch moves before all enemies. No enemies have moved at this point.
=========================================================================== =================================================
Sunrise Maiden-( 65/65 | F:19 P:30 S:30 A:29 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Red Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Blue Necroglider-( -/- | F:- P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Yellow Necroglider-( -2/- | F:0 P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Round 4
Captain (Dash)-May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Draka)
Vetch (SP 28/35; HP 24/32; RP 4/6; Elec Res 5)
Dash (SP 26/36; HP 30/30; RP 5/6)
Zane (SP 18/50; HP 39/39; RP 5/6; DR/5-Cold/Fire; DR/6 Kinetic)
Abe (SP 35/35; HP 31/34; RP 3/6) (Messalina -2; 15 feet up.)
Draka (SP 35/50; HP 41/41; RP 7/7)

Dash Arcbright |

”Vetch, see if you can’t give Draka a clear shot. Draka, how about you show the viewers that Zane isn’t the only crew member of the Sunrise Maiden who can f@#%ing shoot!”
Gunnery phase
Demand action Intimidate vs DC 24: 1d20 + 12 ⇒ (19) + 12 = 31 Draka gets +4 on her next gunnery roll!

Vetch No-Toes |

Vetch, who is piloting like he used to when he bulls-eyed womp rats and goblins back home, looks at Dash then goes back to his piloting.
"Yes, sir, CaptainSpacePants."
I think Dash is playing Space Evaders on his console. Is that it?
Vetch nips, tucks, and twirls into another keen firing position.
1d20 + 15 ⇒ (5) + 15 = 20 Evade vs. DC 19
"Dead on, straight ahead, Draka. Make it count."

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Red Piloting (Evade) DC 11: 1d20 + 11 ⇒ (4) + 11 = 15
Blue Piloting (Evade) DC 11: 1d20 + 11 ⇒ (17) + 11 = 28
Yellow Piloting (Evade) DC 11: 1d20 + 11 ⇒ (4) + 11 = 15
All three of the necrogliders swoop around, ending up on the starboard side.
All enemies have now moved.

Aerav Brack Elijea |

Abe slides into the science officer chair (I don't believe this takes a turn), concerned that the enemy is lining up painfully on them. He rebalances the shields, trying to bring greater force on their starboard side in anticipation of incoming damage.
Balance - Computers: 1d20 + 15 ⇒ (11) + 15 = 26 vs DC 19 (Adjust shields in all quadrants to bolster starboard side)

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Starboard side is full Abe.

Aerav Brack Elijea |

Shields can be any size, so long as 10% remains on the other quadrants - and they don't have to be even. I'm essentially boosting our shields in one spot so their fire doesn't get through, and weakening them everywhere else.
Look under the Balance action here (link). It says, "you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP)"
However, I see now it says 'one' quadrant, not all. So I need t readjust a bit, but I'm still doing the action.

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K, thought i read somewhere that each quadrant can't be over its maximum but I can't seem to find it right now. Which quadrant are you shifting and how much of it?

The Zane |

Seeing the heavy laser cannon do it’s designed work, Zane exults
CHALK MARK!
Then speaking through the gunners com,
Draka, when you said that the food happened to come to you – you were right! Next to that asteroid is SpaceSushi. Abe’s gonna have to move some things in the cargo hold and we better get to a port in a couple days – because “guests, like fish, begin to smell after three days.” *
Vetch moves the spaceship like he was born into the controls. They get into a perfect position to zero in on multiple targets. Normally, Zane is of the mind to focus on one target.. it’s just harder to work multiple guns and get off clean enough shots with swooping and swerving enemies.
This is a bit different. The shields look strong on The Sunrise, and these things seem to have flimsy shields. So he decides to try something different. Hopeful that the results exceed expectations…. Kind of like The Zane always does.
Broadside- using resolve point to fire both turret guns and the Forward gun. One gun at each opponent!
attack heavy laser CPU bonus BS penalty: 1d20 + 10 + 2 - 2 ⇒ (5) + 10 + 2 - 2 = 15 – Target Yellow
damage: 4d8 ⇒ (1, 7, 5, 3) = 16
attack Gyrolaser CPU bonus BS penalty: 1d20 + 10 + 2 - 2 ⇒ (18) + 10 + 2 - 2 = 28 – Target Red
damage: 1d8 ⇒ 6
attack Flak Thrower CPU bonus BS penalty: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 – Target Blue
damage: 3d4 ⇒ (1, 4, 4) = 9
*- quoting Benjamin Franklin. Draka can fire from the Starboard weapon. Zane is only firing the turret guns (Flak and Heavy) and the gyro -which can hit starboard opponents. Also, Zanes Resolve -4/7

Aerav Brack Elijea |

Abe winces as the enemies gather up on one side. Hold together he finds himself wishing even though nothing has yet happened. He diverts some power to the weapon systems, hoping maybe we can take ‘em out before they shoot.
Divert - Engineering: 1d20 + 15 ⇒ (18) + 15 = 33 vs DC 19 (Damage dice that roll a 1 are treated as if you rolled a 2.)

Draka Durotan |

Round 4:
"Dead on, straight ahead, Draka. Make it count."
The large vesk grimaces. She was much more comfortable being up close and personal with her opponent. This spaceship combat was a whole new battlefield.
"Draka, when you said that the food happened to come to you – you were right! Next to that asteroid is SpaceSushi."
Draka squvels in her chair to look over at the others, "Draka prefer brute force but Draka try best. Quality spacesushi not cheap."
Gunner Check (BAB or Pilot Ranks) + (Dex Mod) + (Comps Bonus) + (Sci Off Bonus) + (Ship Bonus) + (Captain Bonus): 1d20 + 6 + 2 + 0 + 0 + 2 + 4 ⇒ (6) + 6 + 2 + 0 + 0 + 2 + 4 = 20
Damage: 2d4 ⇒ (4, 1) = 5 6 not 5 damage from bonus

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Round 4
Engineering Phase
Abe keeps power diverted to the weapons systems, hoping to focus fire these fighters out of the sky as quickly as possible.
Helm Phase
Vetch barely is able to stay evasive as he finds every one of the necrogliders swinging around to his starboard side.
Gunnery Phase
Abe demands more of Draka as he sees several shots line up for the bloodthirsty Vesk. The Zane and Draka all open fire! The Zane releases every weapon as he broadsides the undead.
Firing everything at once the Necroglider's scatter and only one manages to get struck by Zane's gyrolaser.
Draka fires her light laser cannon at point blank range into the blue tinted bony vessel.
An EMP array from the blue necroglider radiates into the Sunrise Maiden, playing havoc on the electronics subsystems.
Blue Light EMP vs AC 21: 1d20 + 5 ⇒ (16) + 5 = 21
Rounds: 1d4 ⇒ 1
System: 1d5 ⇒ 1
The life support systems instantly begin to glitch. Life supports glitching for 1 round.
The other two fighters fire their own gyrolasers.
Red Gyrolaser vs AC 21: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 2
Yellow Gyrolaser vs AC 21: 1d20 + 5 ⇒ (9) + 5 = 14
******************************************
Round 5
Red Piloting: 1d20 + 11 ⇒ (6) + 11 = 17
Blue Piloting: 1d20 + 11 ⇒ (18) + 11 = 29
Yellow Piloting: 1d20 + 11 ⇒ (7) + 11 = 18
Vetch Piloting: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
Red Piloting (Evade) DC 11: 1d20 + 11 ⇒ (12) + 11 = 23
Blue Piloting (Fly-By) DC 11: 1d20 + 11 ⇒ (18) + 11 = 29
Yellow Piloting (Evade) DC 11: 1d20 + 11 ⇒ (13) + 11 = 24
The necrogliders lose their advantage and try to keep the Sunrise Maiden contained as one of the necrogliders locks itself directly in front of the Sunrise Maiden.
=========================================================================== =================================================
Sunrise Maiden-( 65/65 | F:19 P:30 S:28 A:29 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Red Necroglider-( -3/- | F:0 P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Blue Necroglider-( -3/- | F:0 P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Fly-By)
Yellow Necroglider-( -2/- | F:0 P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Round 5
Captain (Dash)-May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Draka)
Vetch (SP 28/42; HP 30/38; RP 4/7; Elec Res 5)
Dash (SP 26/36; HP 30/30; RP 5/6)
Zane (SP 18/60; HP 46/46; RP 4/7; DR/5-Cold/Fire; DR/6 Kinetic)
Abe (SP 42/42; HP 38/40; RP 3/7) (Messalina -2; 15 feet up.)
Draka (SP 35/51; HP 46/46; RP 7/7)

Vetch No-Toes |
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Vetch can't believe his luck, both the ships were sitting point-blank in front of their most powerful guns (but with their 2nd and 3rd best gunners in places for the shots, with marksrat Vetch all aces all the time).
He doesn't move the ship.
He doesn't spin the ship.
He doesn't evade, loop-de-loop, or soar.
He doesn't panic, nor hit the self-destruct button with his mighty paw.
He just waits.
Draka and *The* Zane are set up for some killer shots. He was just going to sit back and enjoy the light show. Vetch puts his toeless feet up on the dash, his arms behind his neck, relaxing and waiting for the explosions.
No pressure Draka, *The* Zane, just the entire space world watching. ;)

The Zane |

seeing the lights dim slightly as the EMP hits.
Hey, Why did the air stop circulating? He takes a smell- to see if it's got a stale taste .. which it wouldn't as it's just been a couple seconds and the Life Support is only on the fritz.
He was not all too happy with the last results, but he tries it again, as it seems to be the best option for the scenario.
Broadside- using resolve point to fire both turret guns and the Forward gun. One gun at each opponent!
Attack Heavy Laser: 1d20 + 10 + 2 - 2 ⇒ (6) + 10 + 2 - 2 = 16 Target Yellow
damage: 4d8 ⇒ (1, 6, 5, 3) = 15
attack Gyro: 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 30
damage: 1d8 ⇒ 3 Target Yellow
Attack Flak: 1d20 + 10 + 2 - 2 ⇒ (10) + 10 + 2 - 2 = 20 Target Red
damage: 3d4 ⇒ (1, 3, 4) = 8
Gyro - Possible Crit?

Vetch No-Toes |
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Vetch switches over to the game channel, ASPN (Absalom Sportsball Planetary Network) to see if his favorite team is playing. He flips back from El Ocho to La Nueve hoping that the Ratfancisco Goblinsmashers are playing, but fails to find a game. He turns it off, annoyed to have no games to watch.
ENGINE'S BABY! How does Vetch like that with the whole SpaceWorld watching?
Grimacing, he returns too late to see anything of note.

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Round 5
Engineering Phase
Abe restores the forward shields before anymore are lost. Without his expertise on the controls the hull would have had several holes in it by this point.
Helm Phase
Vetch hits the brakes? Stopping the ship in it's spot, before he rams through the necrogliders. Not sure about a sudden stop but I can't find anything on it so will call it good for now. I would think your momentum would keep you constantly moving. But then again each of these hexes are something like 2 kilometers distance.
Gunnery phase
Dash continues to demand more from Draka. He had after all seen her prowess with her hammer and knows she can do better.
Demand action Intimidate vs DC 24: 1d20 + 12 ⇒ (12) + 12 = 24 Draka gets +4 on her next gunnery roll!
The Zane unleashes all forward weapons into two of the ships. Each weapon hits a critical system on the tiny fighters.
Red Critical threshold: 1d100 ⇒ 98 Power Core
One cripples the engines and the other fighter suffers as the power core begins glitching.
Draka's light laser cannon sends a flurry of sparks into the necroglider as a large chunk of the bone flings off into space, The bone carapace acted as the canopy, leaving the skeletal pilot fully exposed to the vacuum of space and no shots lined up for the undead.
Red Critical threshold: 1d100 ⇒ 66 Engines
******************************************
Round 6
Red Piloting: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Blue Piloting: 1d20 + 11 ⇒ (7) + 11 = 18
Yellow Piloting: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Vetch Piloting: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Red Piloting (Evade) DC 11: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Blue Piloting (Evade) DC 11: 1d20 + 11 ⇒ (1) + 11 = 12
Yellow Piloting (Evade) DC 11: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
The necrogliders buzz about, splashing away from their nearly fatal attack.
Everyone is up. All enemies have moved.
=========================================================================== =================================================
Sunrise Maiden-( 65/65 | F:29 P:30 S:28 A:29 | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: Nil)
Red Necroglider-( -17/- | F:0 P:- S:0 A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Glitching| Power: Glitching| Status: +2 AC)
Blue Necroglider-( -3/- | F:0 P:- S:- A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Normal | Power: Normal | Status: +2 AC)
Yellow Necroglider-( -3/- | F:0 P:- S:0 A:- | Life Support: Normal| Sensors: Normal| Weapons: Normal | Engine: Glitching| Power: Normal | Status: +2 AC)
Round 6
Captain (Dash)-May act on any Phase
Engineering Phase (Abe)
Helm Phase (Vetch- pilot)
Helm Phase (- Science Officer)
Gunnery Phase (Zane / Draka)
Vetch (SP 28/42; HP 30/38; RP 4/7; Elec Res 5)
Dash (SP 26/36; HP 30/30; RP 5/6)
Zane (SP 18/60; HP 46/46; RP 3/7; DR/5-Cold/Fire; DR/6 Kinetic)
Abe (SP 42/42; HP 38/40; RP 3/7) (Messalina -2; 15 feet up.)
Draka (SP 35/51; HP 46/46; RP 7/7)