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Tamerriv lines up her shot and fires.
Coilgun, Targeting Computer: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 Damage: 4d4 ⇒ (4, 2, 1, 3) = 10

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"Well done, Engineering. Get some more energy to our weapons"
Giving up on recollecting the seeds, Rik focuses all in on the engineering panel.
"Copy that! Just remember to put those weapons to good use, those bastards spoiled my seeds!"
Divert (Weapons) DC 9+Tierx2 (14) 1d20 + 9 ⇒ (15) + 9 = 24

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"Okay. Looks like we got 'em locked in this time. Give it all you got, gunners. We're taking their ship down."
Stunt, Evade: 1d20 + 11 ⇒ (5) + 11 = 16

GM Garrett |

FYI, you need to keep it in your side arc to get your side laser cannon on it, so I tweaked your move a bit. If it's in front I'm pretty sure you can't bring it to bear, and you really want both of them firing every round or this is going to take forever ;-)
Mobius swings the ship right in behind the Endless Threnody, giving you a great shot, the various laser shots blowe a considerable chunk of the Threnody's superstructure away.
Crit: 1d100 ⇒ 65
You're pretty sure that did some damage to their engines.
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage
On to the next round!
Threnody Init: 1d20 + 8 ⇒ (20) + 8 = 28
Looks like you'll probably be moving first this time ;-)

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Mobius is amazed at how the Eoxian starship seems to fly with ease.
Piloting Initiative: 1d20 + 11 ⇒ (20) + 11 = 31 Phew! That's one big break that we need. Thanks for adjusting our ship. Really new to this starship combat thing so I tend to not notice who's firing what.
"They are really good. But we can do a better job than them. Just keep sending flight plans into the memory module M.I.C.H. We need to keep up with the way they're flying that undead ship."
Keep it together Mobius. Stay focused. Do not lose sight of that ship.

GM Garrett |

Actually, apparently I was wrong. You've also got a forward light laser cannon. The Starfinder Society spared no expense! Also, wow that's a heck of an initiative check!
The Threnody moves forward in a desperate attempt to get away from you!
Feel free to send in eng and gunnery actions along with piloting and I'll resolve it all once everything is in.

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Engaging duonode targeting algorithms!
Using one of the duonode bonuses.
Coilgun, Targeting Computer, Duonode bonus: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17 Damage: 4d4 ⇒ (1, 2, 1, 3) = 7
Gotcha!

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Oraeth taps his way through the touch screen directing the sensors to delve deeper into the Endless Threnody. He mutters to himself while he works, "Now you aren't hiding anything from us are you?"
Computers: Scan: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

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Kadlos breathes a bit easier as Mobius keeps the Loreseeker behind the Threnody. He keys the comms, and calls out, "Engineering, keep putting power into our weapons until I say otherwise! All other stations, you know what we need by now. Keep pressing our advantage!"
Using the second Duonode bonus
Light Laser Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Light Laser Damage: 2d4 ⇒ (2, 3) = 5

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Sorry guys, bank holidays here today.
Rik is getting excited by the fact they're winning. Or it seems they are, but you never know. Once, a gunship was hammering... oh, well...
Divert (Weapons) DC 10+(Tierx2) (14) 1d20 + 9 ⇒ (14) + 9 = 23
Remember that you get to treat all 1s on damage as 2s!

GM Garrett |

Ok, so Mobius brings you in right behind the Threnody again and you're able to unload into them with both laser cannons, doing a total (after boosting the damage) of 14 hull points worth of damage and blowing substantial chunks out of their superstructure again. That's another crit on them:
What Crit This Time?: 1d100 ⇒ 56 = Weapons
Which Weapon?: 1d3 ⇒ 2 = Starboard Light Laser Canon
You appear to have damaged their Starboard Light Laser Canon.
Oraeth's scanning reveals the following information about the Endless Threnody's weapons: They have a heavy laser canon in the forward arc (4d8 damage) and light laser canons in the port and starboard arcs (2d4 damage).
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage
That brings us back around to engineering and helm again.
The Threnody's init is here, if it enables Mobius to move first:
Threnody Init: 1d20 + 8 ⇒ (11) + 8 = 19

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"Solid work, everyone! Continue the assault. Science Officer, see if you can help us target their power core more directly. It might help us slow them down even further. Gunnery will keep using the extra computing power (duonode) to make sure we're making every shot count."
Light Laser Attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Light Laser Damage: 2d4 ⇒ (2, 4) = 6

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Roger, Cap'n! Let me see if I can slice off a bit of their ship.
Using duonode bonus.
Coilgun, Targeting Computer, Duonode bonus: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20 Damage: 4d4 ⇒ (1, 3, 4, 3) = 11

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Piloting Initiative: 1d20 + 11 ⇒ (18) + 11 = 29
"So far, so good everyone. Just keep shooting that thing. I'll do my best to evade their cannons.
Stunt, Evade: 1d20 + 11 ⇒ (16) + 11 = 27

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Oreath works on the enhanced targeting system to help knock out the the weaponry on the Endless Threnody.
Computers: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
My mistake. I thought I had already rolled this round.
No one has a crit this round in any case, so they can't take advantage of the roll.

GM Garrett |

Ok, so Mobius keeps you right behind the Endless Threnody, and the weapon boost combined with your two gunners do a total of 18 damage! This produces another crit:
Crit: 1d100 ⇒ 59
Weapon?: 1d3 ⇒ 3
Which damages the port laser canon. Their engineers are going to be busy right about now!
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage
One or two more rounds like this and you're pretty sure they'll be crippled.
On to the next round! Helm and Piloting actions please!
Here's the Threnody's init, if that lets Mobius make his piloting move sooner...
Threnody Init: 1d20 + 8 ⇒ (8) + 8 = 16

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Using duonode bonus.
Coilgun, Targeting Computer, Duonode bonus: 1d20 + 2 + 2 + 1 ⇒ (19) + 2 + 2 + 1 = 24 Damage: 4d4 ⇒ (3, 3, 4, 2) = 12
Boo-yah! Hope Mobius can get us in position again.

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A warm glow fills the captain's heart, and Kadlos taps comms to Oraeth, then the whole crew:"Science Officer, I have a good feeling about the work you're doing - keep pulling up those targeting solutions for maximum effect! Everyone else, keep us hammering at them!"
Light Laser Cannon ATK: 1d20 + 3 ⇒ (18) + 3 = 21
Light Laser Cannon DAM: 2d4 ⇒ (4, 3) = 7
Nice - Oraeth, I saved you the other duonode bonus to help with targeting a system!

GM Garrett |

So your combined damage of 19 has put the Endless Threnody on the verge of collapse.
Crit?: 1d100 ⇒ 33
Weapon?: 1d3 ⇒ 3
The critical hit damages their Port Laser Canon again, angering their engineer who has just finished repairing it.
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage
Back to the top of the order again! With luck you should be able to take it down this round.
Threnody Init: 1d20 + 8 ⇒ (18) + 8 = 26

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Rik is too excited to wait for the orders. He's in for destruction, and puts full energy to the weapons once more.
Divert (Weapons) DC 10+(Tierx2) (14) 1d20 + 9 ⇒ (3) + 9 = 12
This time, though, he forgets one of the energy conduits due to his overexcitement.

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Likewise, Tamerriv takes the first opportunity for a good shot.
Using duonode bonus.
Coilgun, Targeting Computer, Duonode bonus: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20 Damage: 4d4 ⇒ (1, 2, 1, 2) = 6
Her aim is true, but it's more of a glancing shot than the previous one.

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Light Laser Cannon ATK: 1d20 + 3 ⇒ (4) + 3 = 7
Light Laser Cannon DAM: 2d4 ⇒ (4, 4) = 8
Sensing the near completion of the fight, Kadlos relaxes just a bit, trusts his crew to do the right thing, and pays for it with a sloppy shot from the small laser cannon!

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Well, now you tell us!

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Piloting Initiative: 1d20 + 11 ⇒ (20) + 11 = 31
Alright Mobius. This is done. We can't fail. What could possibly go wrong?
"Yaraesa's star! That's one tough starship.

GM Garrett |

Ok, you do a total of 6 hull damage to the Endless Threnody, edging it even closer to collapse.
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage
Moving on to the next round:
Threnody Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
I swear, this endless slog of a fight is almost over ;-)

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Piloting Initiative: 1d20 + 11 ⇒ (4) + 11 = 15
"Uh, crew? I can't infer their next move. I think we did it. I'm gonna try to fly us close. I'm gonna try to shake 'em off if they start firing at us."
Stunt, Evade: 1d20 + 11 ⇒ (10) + 11 = 21

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Not having any order saying the contrary, Rik keeps diverting energy to the weapons.
Divert (Weapons) DC 10+(Tierx2) (14) 1d20 + 9 ⇒ (14) + 9 = 23

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"The shields will hold! Engineering, get ready for damage control. Pilot, continue evasive maneuvers. Science Officer, target their gunnery systems again, just in case. Gunnery, do your worst!"
Light Laser Cannon ATK: 1d20 + 3 ⇒ (9) + 3 = 12
Light Laser Cannon DAM: 2d4 ⇒ (3, 2) = 5

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Using duonode bonus.
Coilgun, Targeting Computer, Duonode bonus: 1d20 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11 Damage: 4d4 ⇒ (4, 1, 1, 3) = 9
Well, it doesn't get much worse than that shot. Sorry, Captain, I was distracted by the giant cannons pointed at us.

GM Garrett |

The Endless Threnody turns to face you and unleashes it's main gun once more.
Main Gun: 1d20 + 7 ⇒ (2) + 7 = 9
Damage?: 4d8 ⇒ (7, 2, 8, 6) = 23
Fortunately, it misses. At the same time, Tamerriv manages to connect with the turret, disabling the Endless Threnody!
After some brief rejoicing...
The Endless Threnody drifts just outside the forward viewport. The enormous Corpse Fleet starship bristles with bone spurs, and a baleful red lens at its fore resembles a swollen and bloody eye. Crackles of dark energy leap across the bone spurs, discharging from the ruined ship’s necromantic power source.
With a burst of static and a flash, a blue-hued hologram of Venture-Captain Arvin appears at the Loreseeker’s communications station. “Excellent work. The Endless Threnody is incapacitated, but not pulverized. I need you to board that vessel, access the main computers at the bridge, and recover the coordinates of the missing Starfinder vessel’s crash site. “That energy signature looks dangerous, and those
discharges can damage your hull. Dock at the cargo bay at the rear of the ship and make your way forward to the bridge. Wear space suits if your armor can’t protect you from vacuum—there are a few suits in a storage locker aboard your ship. Eoxian ships do not have life support and are often exposed to space.
Any questions?”
Yay, we're on to quest 3!

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"You got it Venture-Captain. Alright M.I.C.H., you heard the man. Give me directions to the cargo bay." He follows the directions given by the exocortex and safely parks the Loreseeker. "That was one hell of a ride. If you all could please excuse me, I have to make a log of this unforgettable occassion. Oh, and I'm going to take one of the space suits if nobody minds. None? Okay..." He drifts off towards the storage locker.