
DM Kludde |

Well, you can still roll to restore shields and all. Let's just give you the remainder of the round to patch up, and
I'll open up round 3, so you can make a piloting check
----
Round 2
Shields up BPSA (0/15/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (4 dmg, 15/0/0/0)
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph - Flying the ship
---
Round 3
---
Shar
Mnamae
Savoy
Obozaya
Iseph
----

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Sorry, for the previous round, I believe there are positions we can move that we can fire open them. For example, if we can make the maneuvre action, we could pilot the ship as I've drawn on the map. This will bring the port side of Lawblight to our forward.

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Throughout these quests, you have gained several boons that you can use in this combat: You have earned the right to reposition yourself by four hexes, with any facing.
---
Just wondering; Re-positioning sounds like 1 boon to me not serveral, what are the other ones we've gained?. I think we might want to start using any advantage we can get at this point
Assist engineering round 2: 1d20 + 6 ⇒ (16) + 6 = 22
"Let's get our ship back up and running people. Shields, repaired weapons..your pick"

Ietsuna Obozaya |

I have a -1 modifier to Int so could mess up an engineering check. I will sit tight and hop we get the repairs started. Next round I'll fire if I can.

DM Kludde |

The insight on guns was another boon. There's two more, which will kick in later
Piloting: 1d20 + 9 ⇒ (17) + 9 = 26
Iseph holds position, while the lawblight emerges from behind the asteroid field. The torpedo launcher is locking on again, but Iseph recognises the pattern from the black box recordings, and manages to make a thruster burn just in time to let the heavy bombd whizz past
Torpedo: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26 That miss is another boon
[ooc]Let's see the engineering/science rolls for Manmae and Shar for rounds 2 and 3, Savoy's action for round three, and shots for round three, and then we'll move on to round four.
----
Round 2
Shields up BPSA (0/15/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (4 dmg, 15/0/0/0)
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy - Aided engineer
---
Round 3
---
Shar
Mnamae
Savoy
Obozaya
Iseph - flying ship
----

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Round 2
Savoy, you don't need to aid, as there can be more than one engineers per round. Not sure if GM will allow you to change that aid to another divert power to restore more shields to forward. We need every bit we can get! :)
Seeing how badly the shields are damage, Mnamae-6 races across to the engineering controls and quickly transfers some of the ship's power to restore the shields.
divert power to shields, DC18: 1d20 + 9 ⇒ (18) + 9 = 27
Place all 7 SP to forward. This FAQ clarified that divert power allows engineer to put into any quardrant.
Round 3
Mnamae-6 races back to the gunnery controls, turning the forward heavy lasers onto the Lawblight who are now almost at point blank range.
heavy laser cannon, computer: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 dmg: 4d8 ⇒ (1, 8, 6, 6) = 21 Sigh, Obozaya, depending on your 4d8 missiles now. Unless he gets some encouragement...

Ietsuna Obozaya |

Obozaya aims, pulls the trigger and fires a missile.
Missile Launcher: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Damage: 4d8 ⇒ (1, 6, 1, 2) = 10
Obozaya is having very ordinary luck with the missiles

DM Kludde |

I think I'll keep the aid action - you have enough hindsight as it is
Mnamae boosts the shields, restoring some power to the forward quadrant. He then rushes to fire the heavy laser, but misses the mark. Obozaya fires a missile, but only manages to hit a rogue asteroid.
----
Round 2
Shields up BPSA (7/15/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (4 dmg, 15/0/0/0)
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy - Aided engineer
---
Round 3
---
Shar
Mnamae
Savoy
Obozaya
Iseph - flying ship
----

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"Screw this..I'm getting in on the action and blasting them too pieces"
According to the maps and handouts..we have 2 guns forward and a turret with a coil gun and a turret..I think I can fire one of the other guns right? It's a gunner per weapon and not per arc?
Savoy takes over weapon controls and fires a coil gun
To hit using piloting skill: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 4d4 ⇒ (3, 4, 3, 1) = 11

DM Kludde |

Can someone act for Shar?

DM Kludde |

Shar works on getting some backup shield power up, and manages after what seems like an eternity - restoring shields to full.
Round 4 starts!
----
Round 4
Shields up BPSA (15/15/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (4 dmg, 15/0/0/0)
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph

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Working under the assumption that I can indeed fire one of the other guns.I'll take the forward coil gun, leaving the turret gun for someone else
Savoy pushes the button of his fire controls over and over
"Fire at will people! Hit them with everything we've got"
To hit using piloting: 1d20 + 6 ⇒ (7) + 6 = 13
Coil gun damage if hit: 4d4 ⇒ (3, 3, 1, 3) = 10

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Savoy, I just noticed that your gunnery bonus might not be correct. It should be BAB or Piloting Rank (not Piloting Skill) + Dex bonus. So your gunnery bonus would be +3, not +6.
Assuming that Zefram can get the forward to face the enemy...
Mnamae-6, disappointed at the bad targeting earlier, pushes that out of his mind and focuses at the task at hand. Once the enemy craft comes within the forward arc, he opens fire with the forward lasers. Unfortunately, his aim is still off.
heavy laser cannon: 1d20 + 4 ⇒ (3) + 4 = 7 dmg: 4d8 ⇒ (8, 3, 2, 5) = 18 Sigh...

DM Kludde |

Yes, Savoy's attack hit. I've adjusted the damage to reflect that
Engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Piloting: 1d20 + 9 ⇒ (15) + 9 = 24
Iseph gets the jump on the enemy ship, which slides sideways.
----
Round 4
Shields up BPSA (15/15/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (15 dmg, 9/0/0/0)
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae - Fires
Savoy - Fires
Obozaya
Iseph - Flies
---

Ietsuna Obozaya |

Obozaya launches another missile from the launcher.
Missile Launcher: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Damage: 4d8 ⇒ (2, 2, 3, 4) = 11

DM Kludde |

Obo's missile hits the gunnery turret of the Lawblight, and sparks fly off the swivel-mounted coilgun
Critical damage: 1d100 ⇒ 49
1d5 ⇒ 4
Shar shifts around the shield.
I'll be waiting for Isephs move instructions before I know what arc I can fire
----
Round 4
Shields up BPSA (24/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (20 dmg, 15/0/0/0)
Coilgun damages
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar - Shields
Mnamae - Fires
Savoy - Fires
Obozaya - Fires
Iseph - Flies
---

DM Kludde |

Coilgun: 1d20 + 8 ⇒ (12) + 8 = 20
Coilgun: 1d20 + 8 ⇒ (7) + 8 = 15
The turret on the pirate ship scrambles to return fire after Iseph managed to maneuvre the Odyssey into a blind spot, well away from the deadly torpedo launcher. He also manages to evade the salvo, aided by the predictable flights patterns that the crashed ship recorded.
----
Round 5
Shields up BPSA (24/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (20 dmg, 15/0/0/0)
Coilgun damaged
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph
---

Ietsuna Obozaya |

Looking through the crosshairs Obozaya pulls the trigger again.
Missile Launcher: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Damage: 4d8 ⇒ (7, 6, 1, 2) = 16

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As soon as Iseph gets the front of the ship to face the Lawblight, Manama-6 lets loose again with the heavy laser cannon, hoping to finally make a hit.
heavy laser cannon: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 dmg: 4d8 ⇒ (4, 7, 2, 2) = 15 SIGH!!!

DM Kludde |

Iseph manages to outmaneuvre the enemy ship, though Obozaya and Mnamae makes only minimal use of their advantage. Savoy manage to get in a good shot, though, nearly stripping the shield off the starboard side.
Pilot: 1d20 + 9 ⇒ (3) + 9 = 12
Shar can still take an action for round five
---
Round 6
Shields up BPSA (24/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (20 dmg, 15/13/0/0)
Coilgun damaged
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph
---

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Mnamae-6 spends some time to re-examine his internal computation system.Ah, a misconnection there. It takes him a split second to recorrect his internal reaction system, and finally manages to activate the weapon system at the right time.
heavy laser cannon: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 dmg: 4d8 ⇒ (2, 1, 2, 8) = 13

Ietsuna Obozaya |

The ship shudders slightly as Obozaya launches another missile.
Missile Launcher: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 Damage: 4d8 ⇒ (1, 2, 1, 8) = 12

DM Kludde |

Shar scans the ship, while Iseph gets hot on its tail, then tries to direct shots to disable the ship exhausts. Mnamae and Obozaya fire away, scoring some very accurate hits, badly damaging the power core.
Crit, x2: 2d100 ⇒ (99, 83) = 182
It's on the ropes! Bring it down!
---
Round 6
Shields up BPSA (24/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (48 dmg, 15/5/0/5)
Coilgun damaged
Power core heavily damaged and smoking
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph
---

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To hit with forward coil gun: 1d20 + 3 ⇒ (3) + 3 = 6
Coil gun damage if hit: 4d4 ⇒ (4, 3, 4, 1) = 12
"Keep it up people..we might just make it out of here"
Savoy mentions over the intercom system as the coil gun charges up right before he presses the big red button marked fire in front of him.

DM Kludde |

Savoy fires the gun, but unfortunately does not manage the same kind of damage as his companions. The pirate ship returns fire from its aft gyrolaser, a shot that makes the front shields light up brightly. They are holding, though.
Coilgun: 1d20 + 8 ⇒ (15) + 8 = 231d8 ⇒ 8
Start of round 7
Pilot: 1d20 + 9 ⇒ (8) + 9 = 17
---
Round 7
Shields up BPSA (16/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (48 dmg, 15/5/0/5)
Coilgun damaged
Power core heavily damaged and smoking
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph
---

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"...charging...charging...charging...." Savoy thinks to himself as he watches the bars on his display of the current power level of his forward coil gun light up one after the other.
When it finally reaches the top bar he grins and presses the big red button marked fire once more
To hit with forward coil gun: 1d20 + 3 ⇒ (17) + 3 = 20
Coil gun damage if hit: 4d4 ⇒ (1, 3, 3, 4) = 11

DM Kludde |

The pirate ship tries out trick Iseph, but the ace pilot is too sharp to be fooled. The large pirate ship then makes a sharp turn, and almost runs into an asteroid field.
---
Round 7
Shields up BPSA (16/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (48 dmg, 15/5/0/5)
Coilgun damaged
Power core heavily damaged and smoking
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy - Guns
Obozaya
Iseph - Please enter coords
---

DM Kludde |

Iseph gets hot on the tail of the pirate ship, and Savoy uses the opening open fire on the exposed aft. damaging the ships engines.
Crit: 1d100 ⇒ 69
---
Round 7
Shields up BPSA (16/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (59 dmg, 15/5/0/5)
Coilgun damaged
Power core heavily damaged and smoking
Engines damaged
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy - Guns
Obozaya
Iseph - Please enter coords
---

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"That is good flying, Iseph" Mnamae-6 quickly aims the heavy laser cannon and fires away. Unfortunately, the beam goes wide. "I apologise, however. I wish my gunnery was better."
heavy laser cannon: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 dmg: 4d8 ⇒ (1, 4, 1, 2) = 8

Ietsuna Obozaya |

Obozaya is visibly getting irritated by the toughness of the pirate ship. She takes careful aim and pulls the trigger again, hoping to end the fight.
Missile Launcher: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Damage: 4d8 ⇒ (7, 7, 7, 6) = 27
Well dammit

DM Kludde |

Aft gyrolaser: 1d20 + 8 ⇒ (17) + 8 = 251d8 ⇒ 7
Obozaya and Mnamae fail to finish off their target, while the pirate vessel cheekily tries to bore another exhaust vent into the Oddysey.
The pirate ship seems very unstable, but still manage a good burn from the engine
Piloting: 1d20 + 9 ⇒ (15) + 9 = 24
---
Round 8
Shields up BPSA (9/6/15/15)
Hull damage (21)
Heavy laser cannon damaged
Turret coilgun damaged
---
Enemy:
Taunted (gunnery, 1) (59 dmg, 15/5/0/5)
Coilgun damaged
Power core heavily damaged and smoking
Engines damaged
---
Engineering phase: ___
Helm phase: ___
Gunnery phase: ___
---
Shar
Mnamae
Savoy
Obozaya
Iseph
---

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Shar works on restoring a few shields,
1d20 + 9 ⇒ (5) + 9 = 14
"I think a few people need practice. Luckily for us, there is a target nearby waiting for us to practice on it. Unless sonekne wants to teleport aboard. We could try that. It'd more fun." she laughs, trying to lighten the mood.

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Mnamae-6 feels the Odyssey shaking badly and he knows they have to take out the Lawblight soon or it would tear apart their ship. He waits for Iseph to line up the ship properly, then taking a deep breath (a habit he picked up hanging around humans), and fires another shot of laser at the pirate ship.
heavy laser cannon: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 dmg: 4d8 ⇒ (7, 2, 5, 7) = 21

DM Kludde |

Iseph stays hot on the tail of the Pirate shift, and when Mnamae fires the laser cannon a sharp double-flash can be seen emerging from the hull of the black vessel, just before an on-board detonation rips the ship apart.
Pirates: defeated!
With the pirates out of the way, the Odyssey is safe to return to Absalom station. Venture-Captain Arvin greets the party with a warm smile as they disembark. “You can undergo the tedium of a complete debrief later. First, I’ve arranged for you all to enjoy a few days’ downtime in Kemanis, at the high-end clubs, theaters, and VR parlors. You’ve earned it. But,” he warns, with a sly twinkle in his eye, “after that, it’ll be time to put you back to work.”

DM Kludde |

That's it! Please roll day jobs if you haven't done so already, and I'll report the game