
Game Master S |

Gig and Hack-It work furiously to protect the ship. Unfortunately, neither Dunklezahn nor R1G5 scores a hit.
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Initiative
Booker: Piloting: 1d20 + 17 + 1 + 2 ⇒ (10) + 17 + 1 + 2 = 30
Foes: Piloting: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
Engineering
Captain (Torin): Orders?
Science Officer (Hack-it): Action?
Engineer (Gig): Action?
Helm
Pilot (Booker): Piloting check.
Gunnery
Gunner 1 (Dunklezahn): TBD
Gunner 2 (R1G5): TBD
Captain: None
Science: None
Engineer: None
Pilot: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Damage Sustained: 24
Ship Status:
Shields:

Torin Janzi |

DC 15 Diplomacy to give Dunk a +2 on Gunnery: 1d20 + 12 ⇒ (1) + 12 = 13 well, that's certainly a d20 roll.
DAMMIT JEFF
...may the luck of the Seven Fillers of Zulu be with you at all times! Wait, that's not right... why can't I remember those lines...?

Booker Broadshaw |

"Alright, you wanted closer? I can do closer." Booker brings the ship nose-to-nose with the enemy.
Evasive Maneuvers DC 19: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39 damn it
AC 21, TL 24 for this round.

Game Master S |

Piloting Maneuver: 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28
The Frightful Symmetry pulls a shockingly tight turn and circles around to open fire!
Light Plasma Canon: 1d20 + 14 + 2 - 4 ⇒ (12) + 14 + 2 - 4 = 24 for Forward Quadrant: 2d12 ⇒ (2, 4) = 6
Light Aeon Torpedo: 1d20 + 14 + 2 - 4 ⇒ (6) + 14 + 2 - 4 = 18 MISS

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Dunklezahn hears the familiar ring of the targeting computer as it locks on to the enemy ship. Missiles launch.
Gunnery, HE Missile Launcher: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 4d8 ⇒ (2, 2, 3, 3) = 10
Crit Damage Effect: 1d100 ⇒ 61
DIRECT HIT TO THE ENGINES!

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LINE 'EM UP!
Gunnery - Heavy Laser Net: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 155d6 ⇒ (2, 6, 4, 4, 1) = 17
You hear the familiar sound of a controller being thrown against the wall. #@$%@#$@#$@#$@$@#^%$^%$^
R1G5 scurries around to find a new controller.

Game Master S |

Dunklezahn's missile strikes true, and the shields hold a bit, though the missile has clearly weakened them. Hack-it reminds the crew that the enemy only has a crew of two, so if you keep the pressure up, they won't be able to right their ship.
New house rule. A crit on shields does double damage, but does not carry over to the hull.
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Initiative
Booker: Piloting: 1d20 + 17 + 1 + 2 ⇒ (14) + 17 + 1 + 2 = 34
Foes: Piloting: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39
Engineering
Captain (Torin): Orders?
Science Officer (Hack-it): Action?
Engineer (Gig): Action?
Helm
Pilot (Booker): Piloting check.
Gunnery
Gunner 1 (Dunklezahn): TBD
Gunner 2 (R1G5): TBD
Captain: None
Science: None
Engineer: None
Pilot: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
Damage Sustained: 24
Ship Status:
Shields:

Torin Janzi |

R1G5, Janzi snaps, don't make me start quoting your favorite movie. I mean, I'll just sound like a hovertruck backing up...
DC 15 Diplomacy to give Dunk a +2 on Gunnery: 1d20 + 12 ⇒ (10) + 12 = 22
Oh! It's the Seven Pillars of GULU! Right, Dunk? Janzi shouts triumphantly. Makes a lot more sense that way too...

Booker Broadshaw |

Booker pulls back on the throttle for some close maneuvers. He ducks the ship behind the enemy's engines and pulls up for a broadside.
Evasive Maneuvers DC 19: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
AC 21, TL 24.
Just in case it matters later: Gig (who has been restoring shield capacity for us) got skipped last round, as did Hack-It (who could do the same).

Gig Razorbyte |

Gig scurries around the engine room moving dials, checking meters, pulling levers and turning knobs to diverts auxiliary power to the shields.
Engineering: 1d20 + 17 ⇒ (2) + 17 = 19 DC = 15 (10 + 1.5 x 3 Starship Tier)
Even when he is not paying attention, he is still quite good at it. The Sunrise Maiden regains 10 Shield Points (5% of the PCU in shield points) distributed where the need is greatest.

Game Master S |

Gig, take a SECOND Engineer action. Hack-It, take TWO science actions. Then I'll resume.

Hack-It |

Hack-It keeps balancing the shields, not wanting to risk an exposed area yet.
Computers (Balance): 1d20 + 16 ⇒ (19) + 16 = 35
Computers (Balance): 1d20 + 16 ⇒ (11) + 16 = 27

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Gunnery, HE Missile: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 4d8 ⇒ (1, 5, 4, 3) = 13
Dunklezahn's targeting computer flashes a lock as the two ships close and scream past each other. He gives a laugh at Janzi.
Hah! I love that movie!, as he triggers a missile launch into the enemy's broadside.

Game Master S |

The missiles slam into the Fearful Symmetry. Immediately the ship changes tactics entirely.
Pilot: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27
The ship pulls up shockingly close to the Sunrise Maiden
Grappling: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
The ship fires a large scale grappling hook into your hull. Almost instantly you hear the sounds of other metallic devices deploying.
That's when it sinks in. They can't beat you in space, so they'll board you and fight by hand!
You estimate that it'll take them a few seconds to hack through the door if they're good. Longer if they're only average.
Place yourselves on the map! Assume TWO ROUNDS of actions before they break in.

Hack-It |

"Well well, a proper boarding. Guess those idiots really have a death wish. Good news is that when they die, we get to salvage their ship. It's a day of profit, boys!"
Hack-It is quick to lock and load. He holds his new laser pistol, the word "CORONA" etched on the barrel, loaded with a fresh battery. Just as the Azlanti are about to break through, he places a hand on Sputter. An electro-static charge infuses the drone, causing Sputter's rifle attachment to glow powerfully. Supercharge Weapon on Sputter

Torin Janzi |

Janzi springs from the captain's seat, grabbing his used corona laser pistol as he races to the hatch. He checks and rechecks the sight, then narrows his eyes at he breach opens, leveling the gun and ready to fire.
Will probably start with a spell, though.

Booker Broadshaw |

Booker growls, more annoyed than angry that these outlandish cretins have decided to resort to such a pedestrian mode of engagement. "Alright, if they wanna tumble, we can tumble."
He let the others pass, then takes up a position at the door to the cargo bay. He is not about to let anyone deeper into the ship. He checks that his new pilfered rifle is loaded.

Game Master S |

To place themselves:
Gig
R1G5
Dunklezahn

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Hearing the clang of the grapple attaching to the hull, Dunklezahn jumps from his chair.
Oh, hells no! These guys picked the wrong Vesk to take on today.
Dunklezahn rushes to the hatch and takes up position, ready to repel any idiot stupid enough to set foot on the Maiden.

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R1G5 dashes over to where the dumbasses Azlanti are docking, draws a disintegration pistol, and waits behind the crate ready to ambush.

Gig Razorbyte |

Gig takes cover behind a crate and pulls out his pistol preparing to fire when the Azlanti come through the doors.
"Man, I once saw a group of screaming fans try to break down Thrull Magnar's door to his dressing room once, but even that doesn't compare to this!"

Game Master S |

Gig's story is punctuated by a screech and his as the Azlanti soldiers breach the airlock!
A pair of heavily armored warriors immediately prepare to engage! As soon as they stop moving they practically vanish. They must have cloaking abilities! It doesn't stop them from firing though.
Hostiles: 1d20 + 9 ⇒ (10) + 9 = 19
Booker: 1d20 + 5 ⇒ (8) + 5 = 13
Dunklezahn: 1d20 + 9 ⇒ (3) + 9 = 12
Gig: 1d20 + 3 ⇒ (5) + 3 = 8
Hack-it: 1d20 + 0 ⇒ (6) + 0 = 6
R.1.G.5.: 1d20 + 6 ⇒ (10) + 6 = 16
Torin: 1d20 + 1 ⇒ (10) + 1 = 11

Game Master S |

Two shots from assault rifles ring out towards Booker:
Stealth: 1d20 + 20 ⇒ (14) + 20 = 34
ATL: 1d20 + 11 ⇒ (13) + 11 = 24 for DMG: 1d8 + 3 + 4d8 ⇒ (8) + 3 + (6, 5, 6, 3) = 31 The shot knocks Booker off target!
Stealth: 1d20 + 20 ⇒ (8) + 20 = 28
ATL: 1d20 + 11 ⇒ (1) + 11 = 12 MISS
Round 1:
Azlanti: ATK
R1G5: Go
Booker: Go
Dunklezahn: GO
Janzi: Go
Gig: Go
Hack-It: Go
The foes aren't on the map yet unless you pass a DC 28 Perception check. You can assume they're in the "squares" just beyond the airlock doors though.

Torin Janzi |

Janzi's mind acts faster than his hands, and he sends a force burst spell toward the doorway from where he saw the laser blasts emerge!
force damage (DC 16 Refl for half dmg): 2d6 ⇒ (5, 2) = 7
bull rush #1 vs. opponent KAC+8: 1d20 + 9 ⇒ (9) + 9 = 18
bull rush #2 vs. opponent KAC+8: 1d20 + 9 ⇒ (19) + 9 = 28

Torin Janzi |

Someone get some flour from the galley! Janzi shouts. Or set off the sprinklers!

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R1G5 chimes in over the headset. Two can play at that game. I'm pulling off that same trick.
Move action: activate Cloaking Field (pg. 96)
Standard action: R1G5 will fire a shot into the open doorway.
Disintegration Pistol vs EAC: 1d20 + 10 ⇒ (9) + 10 = 191d10 + 3 ⇒ (4) + 3 = 7

Game Master S |

Grey: 1d20 + 3 ⇒ (12) + 3 = 15
Green: 1d20 + 3 ⇒ (6) + 3 = 9
Janzi blasts the corridor with force, but doesn't hear anyone go down. R1G5 fights fire with fire. R1G5 strikes the solider on the left! It's a minor hit at best though.
Round 1:
Azlanti: ATK
R1G5: Hit
Booker: Go
Dunklezahn: GO
Janzi: Magic!
Gig: Go
Hack-It: Go
Green: 14
Grey: 7

Booker Broadshaw |

The Azlanti's shot elicits a heavy grunt from Booker. His armor is dented and the bruise will likely last a few weeks. He holds his ground and returns fire.
The sniper rifle twice cracks with rapid, crisp notes.
Sniper Rifle @ Green: 1d20 + 12 - 2 - 3 ⇒ (4) + 12 - 2 - 3 = 11
Damage: 2d10 + 8 + 3 ⇒ (4, 9) + 8 + 3 = 24
Sniper Rifle @ Green: 1d20 + 12 - 2 - 3 ⇒ (15) + 12 - 2 - 3 = 22
Damage: 2d10 + 8 + 3 ⇒ (5, 8) + 8 + 3 = 24

Game Master S |

Booker misses the first shot, but catches the Azlanti on the other. These marines are tough, as the hit doesn't seem to affect him all that much.
Round 1:
Azlanti: ATK
R1G5: Hit
Booker: Hit
Dunklezahn: GO
Janzi: Magic!
Gig: Go
Hack-It: Go
Green: 38
Grey: 7

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Dunklezahn moves to bar their way.
You go no further.
He then swings his tactical pike at Grey.
Tactical Pike: 1d20 + 12 ⇒ (7) + 12 = 19
Piercing Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Game Master S |

"You're a mouthy lizard." The disdain and racism drips from the enemy's words as he angles his armor to make Dunk miss, though it's apparent to both that Dunk wasn't that far off the mark.
Round 1:
Azlanti: ATK
R1G5: Hit
Booker: Hit
Dunklezahn: Miss
Janzi: Magic!
Gig: Go
Hack-It: Go
Green: 38
Grey: 7

Hack-It |

Assuming that I can target them (even if they are not on the map)
Hack-It punches commands into his wrist console, causing Sputter to swivel and aim at the closest Azlanti. The two then open fire!
Attack w/Corona Laser Pistol: 1d20 + 9 ⇒ (18) + 9 = 27
Fire Damage: 2d4 + 3 ⇒ (2, 2) + 3 = 7
Attack w/Zero Rifle (Supercharged): 1d20 + 9 ⇒ (14) + 9 = 23
Cold Damage: 1d8 + 6 + 4d6 ⇒ (4) + 6 + (1, 1, 5, 2) = 19

Game Master S |

Hack-It and Sputter both take advantage of a momentary distraction. Both guns slam into the other Azlanti.
Round 1:
Azlanti: ATK
R1G5: Hit
Booker: Hit
Dunklezahn: Miss
Janzi: Magic!
Gig: Go
Hack-It: Hits
Green: 38
Grey: 33

Gig Razorbyte |

Gig quickly moves his hands drawing his arcane strength and casts a full round of magic missiles at the green Azlant.
Magic Missile: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11

Game Master S |

Gig's missiles slams into the Azlanti Guard. Only now is the hostile showing signs of weakness. Their cloaks make them difficult to see, but since they keep attacking, it's easy to pinpoint them.
Working in perfect tandem, one tosses a grenade into the heavily occupied corner of the bay: GRENADE!: 1d20 + 11 ⇒ (9) + 11 = 20 It detonates over the cargo! Gig, R1G5, and Janzi turn away as best they can! FRAG: 2d6 ⇒ (1, 1) = 2 REF DC 14 for half.
The other drops his rifle and powers up a thunderstrike pulse gauntlet as he steps in to hit Dunklezahn. ATK: 1d20 + 8 ⇒ (5) + 8 = 13. He connects with the vesk, and his arm crumples a bit from the blow. Dunk seems to barely notice the attempt, even looking at the hand, then the face, and back and the hand again with a huff.
Round 2:
Azlanti: ATK
R1G5: Go
Booker: Go
Dunklezahn: Go
Janzi: Go
Gig: Go
Hack-It: Go
Green: 49
Grey: 33

Hack-It |

Hack-It and Sputter keep up the pressure, but this time they aim at the Azlanti in the green armor. "Don't damage the armor! I just invested in it!"
Attack w/Corona Laser Pistol: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d4 + 3 ⇒ (4, 3) + 3 = 10
Attack w/Zero Rifle: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Gig Razorbyte |

Reflex Save: 1d20 + 6 ⇒ (14) + 6 = 20
Gig recasts Magic Missile focusing his arcane firepower at the green intruder.
Magic Missile: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10

Game Master S |

Unable to follow up on their opening salvo, Hack-it and Sputter miss by a meter. Gig's option never misses though as he again hits the Azlanti with a trio of missiles. Unfortunately, the roadie thinks it'll take a dozen more to bring down this hostile without some help.
Round 2:
Azlanti: ATK
R1G5: Go
Booker: Go
Dunklezahn: Go
Janzi: Go
Gig: MM
Hack-It: Miss
Green: 59
Grey: 33

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Dunklezahn looks down at the Azlanti with a sneer. He curls his hand into a fist and throws a right cross into the troopers helmet. He follows that with an uppercut; each blow lands with the might only a vesk could bring to a fist fight.
Unarmed strike: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damage: 1d3 + 16 ⇒ (1) + 16 = 17
Unarmed strike: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Damage: 1d3 + 16 ⇒ (2) + 16 = 18

Booker Broadshaw |

Two more rifle shots snap the air. One bullet slams into Booker's target Azlanti; the other buries itself deep in the hull just over his shoulder.
Sniper Rifle @ Green: 1d20 + 12 - 2 - 3 + 1 ⇒ (14) + 12 - 2 - 3 + 1 = 22
Damage: 2d10 + 8 + 3 ⇒ (7, 3) + 8 + 3 = 21
Sniper Rifle @ Green: 1d20 + 12 - 2 - 3 + 1 ⇒ (1) + 12 - 2 - 3 + 1 = 9
Damage: 2d10 + 8 + 3 ⇒ (7, 9) + 8 + 3 = 27
The old soldier cannot help but smirk as Dunklezahn lays the smack down on the Azlanti. He remembers the weight behind those fists from his own encounter with the vesk in this very cargo bay.

Game Master S |

The two punches land with sickening force. The soldier reels a bit, and almost drops from the onslaught.
Round 2:
Azlanti: ATK
R1G5: Go
Booker: Go
Dunklezahn: Big hits
Janzi: Go
Gig: MM
Hack-It: Miss
Green: 94
Grey: 33

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R1G5 peers around the corner of the cargo crate, notices the two dents that Dunk made in the Azlanti punk, and aims to fire a shot in a dent.
Stealth vs DC 20 + CR: 1d20 + 18 ⇒ (10) + 18 = 28 If successful, target is Flat-Footed (-2 AC) for R1G5' attack only.
Disintegrator Pistol: 1d20 + 10 ⇒ (9) + 10 = 191d10 + 2 ⇒ (5) + 2 = 73d8 ⇒ (8, 1, 5) = 14 If the Stealth check was successful and the attack hits, target is Flat-Footed (-2 AC) until R1G5' next turn.

Game Master S |

R1G5 plays the situation perfectly, and blasts the soldier in the dent. The wound is obvious even through the armor as the Azlanti drops!
Round 2:
Azlanti: ATK
Booker: Go
Dunklezahn: Big hits
R1G5: Kill
Janzi: Go
Gig: MM
Hack-It: Miss
Grey: 33

Game Master S |

Narrating in most advantageous combination for the party.
Booker watches the Azlanti drop the instant before he squeezes the trigger. He turns on the remaining soldier and nails him in the armor!
Round 2:
Azlanti: ATK
Booker: Hit
Dunklezahn: Big hits
R1G5: Kill
Janzi: Go
Gig: MM
Hack-It: Miss
Grey: 54

Torin Janzi |

Janzi reaches out with his mind and attempts to addle the Azlanti soldier's. DC 15 Will or target is confused for 1 round.

Game Master S |

Will: 1d20 ⇒ 5 Janzi gets into the man's mind and rapidly reorganizes his synapses! 1d100 ⇒ 26 The man lowers his weapon and starts speaking in gibberish!
Round 3:
Azlanti: ATK
Booker: Go
Dunklezahn: Go
R1G5: Go
Janzi: Go
Gig: Go
Hack-It: Go
Grey: 54

Torin Janzi |

Take them out! Janzi shouts. It won't last long!

Game Master S |

Booker responds with a dead on shot to the chest. Armor smokes and steams from the hit.
Round 3:
Azlanti: ATK
Booker: Hit
Dunklezahn: Go
R1G5: Go
Janzi: Go
Gig: Go
Hack-It: Go
Grey: 72