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"He's backing off! Hedd! Try to get us behind it! They probably don't have any defenses to aft!"
It looks to me like we can get into the space immediately behind it without any fancy maneuvering, since our ship has a turn of 1. And we can fire the same number of weapons forward, port, or starboard, so our facing doesn't matter as long as it isn't behind us.
"Arratoi! Can you give us more shields?"
The Divert to Shields action will give us 7 more shield points if you succeed.
Argon tries to shunt power from one shield face to another.
computers Balance Shields action DC 13: 1d20 + 11 ⇒ (2) + 11 = 13
Just made it! Heh. This happens after the engineering roll so I will equalize all the shields giving us 9/7/7/7 if the engineer fails or 10/9/9/9 if the engineer succeeds.

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Arratoi listens to Argon's report and replies incredulously, "What? You mean it only has one single forward weapon? So as long as we're not in front of it, it can't shoot us? Hedd, you've got this! I'll try to get the fore shields back up!"
Failed
"Dammit! I couldn't get front shields back up. Argon? You might want to balance the shields a bit..."

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Cora listens for the part of Argon’s scan report that is relevant to her role. “Do they really have no shields at all?” The truth of this is borne out when even her pitiful shot manages to knock off a small piece of the opposing ship. The Loreseeker lurches slightly when they’re hit with a powerful blast of their own. Leaving the others to deal with the ship’s defenses, Cora focuses on lining up her next shot.
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 2d4 ⇒ (2, 4) = 6
Just when she’s about to press the firing button, Cora’s hand suffers an inexplicable spasm and the laser beam shoots off harmlessly into space. She hopes nobody was watching too closely.

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"The ghoul did say that the ship was damaged. I only detected one weapon on my scan but there may be more. However, it stands to reason that if the enemy is falling back, it probably doesn't want to expose its aft to us."
I wanted to restore shields rather than scan this turn. If we don't take any hits next time I can scan some more.

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We know what we have to do! Domaya says, raising the volume of her voice The FIRST priority is to outmaneuver that beast. We stay out of the range of its single weapon and it won't be able to touch us. We target its weapon systems until it's defanged!
Encourage Pilot Initiative DC 15: 1d20 + 10 ⇒ (20) + 10 = 30
I know it's not optimal considering Hedd already won initiative. But it makes sense. for what Domaya would want to do. How about I roll for Round Three right now?
Encourage Pilot Initiative DC 15 Round 3: 1d20 + 10 ⇒ (4) + 10 = 14

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Round 2!
Engineering Phase
Arratoi works the controls of the primary computer, attempting to boost the shields and recover from the large blast. However, unfamiliar with this new ship, he ends up blasting the newest Strawberry Machine Cake record across the ship's speakers.
Divert to Weapons, DC 11: 1d20 + 11 ⇒ (16) + 11 = 27
Helm Phase
Domaya gives some good advice, which inspires Hedd to greater feats. Hedd pulls the ship up alongside the skeletal vessel's side. Meanwhile, Argon manages to shift some power around to protect the front of the small Starfinder ship.
Target Weapons, DC 16: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Taunt: 1d20 + 8 ⇒ (10) + 8 = 18
A raspy voice comes over the intercom. ”This is Corpse Fleet captain Alto speaking. Please kill yourselves. Thank you.” Somehow, this just wasn't as threatening as he had meant it.
Gunnery Phase
Though the enemy's transmission was not effective in scaring the crew, it just didn't tune very well with the song blasting over the speakers. This cacophony distracted the gunners, whose lasers flew off into the rainbow maelstrom of the Drift.
Fire Side: 1d20 + 7 ⇒ (18) + 7 = 25
Damage!: 2d4 ⇒ (2, 1) = 3 Boosted to a 4 thanks to their Engineer.
The Eoxian gunner returns fire, hitting the Starfinder ship with a fusillade of small lasers coming out of the broadside of the Separatist ship. These lasers are puny in comparison to the massive front gun, barely damaging the ship's shields.
Next Round's Initiative
Hedd: 1d20 + 9 + 1 + 2 ⇒ (8) + 9 + 1 + 2 = 20
Foe: 1d20 + 6 ⇒ (7) + 6 = 13
You win, so the Eoxian ship moves again!
Flip and Burn, DC 19: 1d20 + 8 ⇒ (5) + 8 = 13
You have to give it to them, that Corpse Fleet pilot has some pretty big balls attached to his corpse. Somehow the enemy pilot thinks that it is a good idea to flip the enormous freighter in a complete 180 degree turn. Needless to say, that was a poor decision. The Freighter moves forward in space, slowly spinning, and eventually ends up in the exact same facing that it began in.
You're up!
Status:
Enemy: 83/100 HP
Starfinders: 9/3/7/7 SP ; 53/55 HP
Living Crew: Zero
Ship Class: Heavy Freighter
Size: Large
Speed: 6
Maneuverability: Average
Defenses
AC 11
TL 11
HP 100/100
Shields None
PCU 150
Weapons
Forward Weapon: HEAVY LASER CANNON
4d8 Damage

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"Oh I see, Argon - didn't know that multiple scans are needed to reveal weapons. Guess that's why I'm not the science officer!! Now let's see about those shields...again!"
"Woo! Just barely getting the hang of this ship!!"
Success. Restores 7 points total to be distributed so that our shields now appear as: 9/8/8/8
And here's a roll to bot Domaya's Round 4 encourage:
I dunno what Domaya said but it sure was inspirational!!

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Cora finds her tail starting to twitch in time to the catchy song playing over the speakers. “I don’t know who hit the tunes button, but I like it!” she calls out, and then aims the closest weapon again as the Eoxian ship swings into range.
Laser cannon attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 2d4 ⇒ (4, 4) = 8

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The Eoxian gunner returns fire, hitting the Starfinder ship with a fusillade of small lasers coming out of the broadside of the Separatist ship. These lasers are puny in comparison to the massive front gun, barely damaging the ship's shields.
"Impact on the shields. They still have weapons to starboard. Hedd, perhaps you can ease in right behind the Eoxian vessel?"
“I don’t know who hit the tunes button, but I like it!”
"Well, somebody had to," Argon-42 mutters.
"Initiating Supplementary scan. Data coming up now."
computers +2 sensors: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
DC = 5 + (1.5 * Enemy ship tier) + Enemy TL mod.

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This time Ash is in perfect position to shoot.
Taking his time to aim he waits for right time to fire with the turret's weapons.
Damages: 4d4 ⇒ (2, 2, 2, 4) = 10
I agree I like the sound of this! he says to Cora

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Round 3
Engineering Phase
Arratoi slides over on his chair to the shields control panel. Getting the hang of the ship, he figures out the controls but does not turn off the fabulous song. With a few taps, he siphons off some extra heat from the guns and sends it to the wounded shield generator.
Divert to Weapons, DC 11: 1d20 + 11 ⇒ (14) + 11 = 25
Helm Phase
Argon-14 returns to the scanner and send some more information on the broadside weapons to the crew. See below Meanwhile, Domaya breaks into an incredible speech which continues to inspire Hedd to greater feats of space-dancing. ”We are assembled here today to pay final respects to our honored dead, those Starfinders. And yet it should be noted that in the midst of our sorrow, their death takes place in the shadow of new life, the sunrise of a new world; a world that these Eoxians will give their lives to protect and nourish. The Starfinders did not feel this sacrifice a vain or empty one, and we will not debate this profound wisdom at these proceedings. Of my Starfinder friends, I can only say this: of all the souls I have encountered in my travels, theirs are the most… human. “
Target Life Support, DC 16: 1d20 + 7 ⇒ (5) + 7 = 12
Gunnery Phase
Ash fires her turret into the weak spot in the enemy's rear, her laser distracting from the fact that Cora's weapon seems to have not fired.
Critical Threshold: 1d100 ⇒ 76
The human spotted an excellent target, shooting a laser between the twisted wreckage of the enemy's weapon mount into their secondary engine. It begins to smoke and give the Eoxians trouble. In return, the Corpse Fleet vessel launches another broadside, weakening the side shields of the Starfinder vessel.
Fire Side: 1d20 + 7 ⇒ (14) + 7 = 21
Damage!: 2d4 ⇒ (4, 2) = 6
Next Round's Initiative
Hedd: 1d20 + 7 + 1 + 9 ⇒ (19) + 7 + 1 + 9 = 36
Foe: 1d20 + 6 ⇒ (3) + 6 = 9
Back Off, DC 12: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
You win, so the Eoxian ship moves again!
In a risky move, the Eoxian ship reverses thrusters and heads straight past the Loreseeker! A raspy voice comes over the com. ”You're in my sights! Give up now, Breathers!”
You're up!
Status:
Enemy: 73/100 HP -2 to all Piloting checks
Starfinders: 9/2/8/8 SP ; 53/55 HP
Living Crew: Zero
Ship Class: Heavy Freighter
Size: Large
Speed: 6
Maneuverability: Average
Defenses
AC 11
TL 11
HP 100/100
Shields None
PCU 150
Weapons
Forward Weapon: HEAVY LASER CANNON
4d8 Damage
Side Weapons: Light Laser Cannon
2d4 Damage

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"Shields took a hit but are holding. Will see about boosting power to them again!"
Success. Restores 7 points total distributed so that shields now appear at: 9/9/8/8
Success! +2 to Hedd's piloting initiative

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“Okay, for real this time, now I’m getting warmed up,” Cora mutters a small pep talk to herself under her breath. She takes a moment to appreciate Hedd’s impressive piloting that literally has them flying circles around the other ship. Then they pull up close behind it and Cora squeezes the trigger once more.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 2d4 ⇒ (4, 3) = 7
It’s a conspiracy I tell you! Somebody tampered with this weapons station, it’s the only explanation

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You will learn my friend, Absalom doesn't have been created in one day!
Says Ash to encourage Cora to continue to fire on the enemy vessel as he himself tries to continue to shoot it.
Coil Gun: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damages: 4d4 ⇒ (1, 1, 4, 2) = 8

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Round 4
Engineering Phase
Arratoi kicks the shield console, which somehow works. The damaged shields flicker back to life on the port side.
Divert to Weapons, DC 11: 1d20 + 11 ⇒ (18) + 11 = 29
Helm Phase
Domaya continues to preach about the death of those poor lost Starfinders and how their search for knowledge must be continued, driving Hedd ever forward. Hedd is inspired, driving straight behind the poor Eoxian ship. Meanwhile, Argon-42 uses her scanners in a creative way, pointing out the engines of the enemy ship.
Target Engines, DC 16: 1d20 + 11 ⇒ (4) + 11 = 15
Target Life Support, DC 16: 1d20 + 7 ⇒ (2) + 7 = 9
Gunnery Phase
Cora's large cheek pouches fill with vomit as Hedd whips the ship around in a violent arc. The foul taste has her bent over a garbage can when she should have been aiming. Ash however, is used to evasive maneuvers and sends a large burst of energy into the rear of the Eoxians. They offer no reply, as their twisted rear gun mount is inoperable.
Next Round's Initiative
Hedd: 1d20 + 7 + 1 + 9 ⇒ (20) + 7 + 1 + 9 = 37
Foe: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
You win, so the Eoxian ship moves again!
Back Off, DC 12: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
The Eoxian captain's voice comes over the coms. ”BATTER THEM! SMASH THOSE BREATHERS! … Wait. Are the coms on?” As soon as the transmission cuts off, the Eoxian thrusters reverse. The massive freighter comes straight towards you! Luckily, Hedd manages to dodge the Loreseeker out of the way just in time. As the Eoxian's bone spurs travel just yards away from the Starfinder vessel, both gunners see a moment of opportunity.
Free Attack of Opportunity because they moved through your space!
You're up!
Status:
Enemy: 65/100 HP -2 to Pilot
Starfinders: 9/9/8/8 SP ; 53/55 HP
Living Crew: Zero
Ship Class: Heavy Freighter
Size: Large
Speed: 6
Maneuverability: Average
Defenses
AC 11
TL 11
HP 100
Shields None
PCU 150
Weapons
Forward Weapon: HEAVY LASER CANNON
4d8 Damage
Side Weapons: Light Laser Cannon
2d4 Damage

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"Shields are looking good. I'll see about getting you gunners more power!"
Success. This round, all damage die that roll a 1 will count as 2 instead.
Success. +2 to Hedd's piloting initiative. This will be the last time I roll to bot Domaya as I believe she'll be back for the next round

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In spite of still feeling a little wobbly, Cora listens to Ash’s encouragement and tries to take a calming breath. She quivers a little when the Eoxian ship charges right through their path, but she spots an opening as they sweep past.
Attack of opportunity: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 2d4 ⇒ (2, 4) = 6
“That’s what you get for trying to ram us, so there!” she cries out in excitement, and then prepares for another shot right away.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 2d4 ⇒ (2, 2) = 4

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Meanwhile, Argon-42 uses her scanners in a creative way, pointing out the engines of the enemy ship.
Target Engines, DC 16: 1d20 + 11 ⇒ (4) + 11 = 15
FYI you forgot to include the +2 bonus for the ship's sensors, so this would have been a success.
Argon continues to lock on to the enemy's exhaust signature.
"If we stay behind them they seem to be blind in that quadrant, and you can continue to disable their engines."

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That's my boy! Says Ash when Cora's laser hit the eoxian ship.
He aims again at the enemy's ship hoping to finish it.
Coil Gun: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damages: 4d4 ⇒ (3, 2, 2, 2) = 9

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We know your weakness. Domaya sends her message to the enemy ship If you were at full strength then this would not be a contest. As is we can stay behind you and keep damaging your already wounded ship. We have also intercepted your agent on Absalom Station. She will not be coming back with the skulls you require. We do not wish to destroy you. I would suggest you surrender!

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...We do not wish to destroy you.
"We don't?"
FYI if you reduce a ship to 0 HP it is not destroyed, merely crippled.
If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed.

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Thanks to Argon, Cora's crit hits the engines automatically, sending them to Malfunctioning status.
Ash's AoO: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Ash's AoO Dmg: 4d4 ⇒ (4, 2, 4, 3) = 13
Yupp, a casual 32 damage in one turn will do the trick!
Critical Threshold: 1d100 ⇒ 16 Scanners Glitching
Critical Threshold: 1d100 ⇒ 18 Scanners Malfunctioning
Two malfunctioning systems, 1/3 health and you've figured out that you can literally fly circles around them. Yepp, time for a timely explosion.
END COMBAT
The Eoxian pilot did his best, but the space freighter was not prepared for the barrage of plasma fired by Ash and Cora. The lasers blow off the major communication satellites and critically injure the main engine. As Cora's lasers strike the engine, a deep black explosion erupts, appearing even darker against the rainbow backdrop of the Drift. Crackles of dark energy leap across the bone spurs and reach out to the Loreseeker, getting close but not quite touching. The Corpse Fleet ship lists to one side and its power core overloads, covering the ship with explosions of negative energy.
Well done, all! Nice teamwork!
Part 2 complete!

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Part 3!
The Endless Threnody drifts just outside the forward viewport. 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.”
The Lashunta checks his datapad then continues. “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?”
Does everyone have armor? [If you don't, you might want to try a different organization. ;) ] All armors provide basic protection against vacuum, which should be plenty for this Part. (Page 198 of the Starfinder Core Rulebook).
Also, Hedd, give me a piloting check when you attempt to approach the Endless Threnody. Domaya, you may assist with this.
All, give me an Engineering or Mysticism check for more information about Eoxian ships.

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“Yahoo!” Cora calls out as her shot strikes a crippling blow to the ship’s engine. Practically quivering with excitement, she goes over to shake Ash’s hand in congratulations, and then continues around to do the same with each of the other crew members. Her very first ship-to-ship combat, and they all carried it off splendidly. I was even able to help, once I figured out which way was up on that weapons control.
She calms down a little when the Venture-captain appears holographically to give them all further instructions. “Do we know if the computer system of the Endless Threnody has any particular defenses in place?”
Mysticism: 1d20 + 8 ⇒ (11) + 8 = 19

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engineering: 1d20 + 8 ⇒ (1) + 8 = 9
mysticism: 1d20 + 4 ⇒ (18) + 4 = 22
"Breaching the hull alone will not incapacitate the crew as it would on one of our ships," Argon-42 remarks.

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Well fought everyone! Never a doubt in my mind that we'd prevail over a sinister Coors... err... Corpse Fleet ship!
Engineering: 1d20 + 8 ⇒ (17) + 8 = 25

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Ash congrats Cora for her good work.
That's one less of these Eoxian's bastard!
Engineeering: 1d20 + 5 ⇒ (2) + 5 = 7
Despite having fight lots of Eoxian, Ash doesn't remember much about there whereabouts.

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Pilot Aid: 1d20 + 1 ⇒ (1) + 1 = 2
Engineering: 1d20 + 5 ⇒ (11) + 5 = 16
Life Science check on Eoxians: 1d20 + 7 ⇒ (13) + 7 = 20
Well done! Well done All of you! Domaya beams at the crew of the ship for their very thorough dismantling of the much larger vessel. Even though it had been crippled to begin with the monstrous weapon on it's fore could have ripped through them if it hadn't been for their team's skill and smarts.
Now let's put up our life support systems and see what we can find out. Now let's put our heads together and share what we know of Eoxians and their vessels before we make our entrance.
Hopefully the Life Science check can give Domaya some sense of what's waiting for them?

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The blue Venture-Captain looks down to Cora. ”Good question. Our intel says that Eoxian computers have grown immensely since joining the Pact. Meaning that the Corpse Fleet computers are a few decades behind. Hopefully this ship hasn't retrofitted since then.” The hologram figure sees that there are no questions and gives a final word. ”Best of luck. I would expect that any surviving—or should I say, remaining—crew members might try to make a last stand, and they might have rigged some traps. Be ready for anything.” The Venture-Captain snaps out.
As the transmission ends, Domaya shares what she knows about Eoxians. Eoxians are undead, but come in various levels of power. The lowest on the totem pole is a humble skeleton. Contrary to popular belief, Eoxian skeletons do have consciousness, just very little intelligence. Slightly higher up in the social hierarchy are the ghouls, one of whom you've met. They are similar to most other intelligent species. A ship like this probably has a few ghouls handling the more complicated tasks, with skeletons handling the more menial ones.
Hedd takes the wheel on the shuttle and waits for everyone to strap in. The basic AI speaks out as the doors close. ”WELCOME. ENSURE YOUR ARMOR IS SEALED IN CASE OF LOSS OF AIR. ENJOY YOUR TRIP.”
Still in the shuttle, Arratoi and Domaya look out the viewports and share some knowledge about the Eoxian ship's workings. They comments on the engines, discussing how Eoxian vessels are often powered by magic as well as technology. This interests Argon-42 and Cora who augment this information by telling tales of how these necromantic energies, in addition to powering the ship, have been known to freeze men's souls.
Maneuvering the Loreseeker to align with the Endless Threnody’s rear cargo bay is tricky. Thankfully Hedd is an expert pilot, ignoring every word of Domaya's terrible advice. With a deep breath, he flies the ship through the bone spikes without incident. A flash of black energy leaps out at the ship and everyone is thankful for the seatbelts as the ship goes sideways. However, the bruises are far better than the necromantic energy would have been, you are sure. With a deft hand, Hedd guides the ship into the open cargo door of the Corpse Fleet ship.
As the shuttle doors open, the ship AI speaks up again. ”THANK YOU FOR YOUR RIDE TODAY. PLEASE ENSURE YOUR ARMOR IS SEALED BECAUSE THE SHIP DOORS ARE ABOUT TO OPEN ... NOW.” As the doors open, the group gets a view of the inside of the enemy ship for the first time. The cargo bay is mostly empty, but for a few boxes and a small computer mounted into the wall. Three wide openings lead to the ship’s central passages .
Two people can use this computer and each on can make one roll. The skills rolled cannot be the same. The options are: Computers, Engineering or Mysticism. Also, people can take a look around.

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Even though she's no slouch when it comes to technology, Domaya realizes that there are people on the crew who are much better at it. So instead she chooses to take a look around the cargo bay.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

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"Well, whomever programmed those shuttle protocols certainly injected a healthy amount of politeness into its AI announcements... Which is oddly contradictory to our present situation, one where we're about to board a hostile undead ship with no functioning life support."
Arratoi will try to discern what he can from the computer from an engineering perspective.
Engineering: 1d20 + 8 ⇒ (18) + 8 = 26

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Argon looks around the cargo bay and her eyes come to rest on the computer.
"Maybe we can get some schematics here, and access system commands."
She waves her hand over the console. "You are mine. Show me your password, machine."
If it is allowed I will cast identify to get the password for the system, which would give me a +10 on attempts to hack the machine.
Computers +10 Identify: 1d20 + 11 + 10 ⇒ (18) + 11 + 10 = 39
If that doesn't do it we are in big trouble.

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Cora watches Arratoi and Argon in admiration as they do their magic (literally, in Argon's case) with the computer system, but after a few moments she joins Domaya in looking around. She pokes her nose into the few boxes that are sitting around and then tries to look behind everything to see if they hide anything other than dust.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

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Domaya and Cora, moving towards the corridors, hear nothing and see nothing but feel an overwhelming sense of dread as they get closer to the center of the ship. It seems as if it is an actual ghost ship. At the computer, Arratoi works with the wires and Argon-42 works the code. Within seconds, it is unlocked and willing to give up everything it knows. Unfortunately, this small computer appears to be predominantly used to store manifests and access basic ship systems and there is no connection to the main bridge computer. However, Argon, hacking deep into the operating system, notices that the computer is connected to the Power Core. With a few clicks of the keys, she is singlehandedly able to power down the Necromantic core. The effect of this is immediate on the two explorers, who feels the ENTIRETY of the gloom lifted from their hearts. As if a dark presence had been touching their shoulders then been called away.
Argon, you just made the next scene SO much easier for the group.
After a bit more exploring, the group finds nothing of use and decides to move on. Most of the ships lights have gone out after you turned down the generators. Every suit of armor has a Com, and every Com has a 15 foot light. Let me know if you are using something better. I know Ysoki have darkvision, so Arratoi and Cora can see 60 feet. We'll assume they communicate everything they see.
The dark, branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist where the brilliant rainbow painting of the drift can be seen. The passages split and recombine in a manner eerily reminiscent of being inside a giant rib cage. Rounding a corner, the party comes to a generator room. In the center is a computer, glowing eerily in the dark hallway. Slowly moving in front of the screen is a skeleton! Two skeletal crew members can be seen in the hallway. They don't appear to notice you...yet.
The map is up! And why not, let's try a little Fog of War. The gray boxes are the fog of war. If you want to move into one, that is totally fine. Just shift it 3 squares ahead of where your character will end up.
COMBAT INITIATED
Hedd Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Argon Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Ash Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Arratoi Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Cora Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Domaya Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Foe Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Arratoi is the only person who got the jump on the skeletons, but they haven't noticed you yet. SO... this is the surprise round, and Arratoi gets his first round of combat as well.
The PCs in bold may act. Anyone, in bold, who does not act within 24 hours will be botted, for sake of time.
Arratoi X2
Ash
Argon
Hedd
Cora
Domaya
Foes
I'm not saying you'll fight them but... they are skeletons and you are Starfinders. It's just a logical guess. ;)

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Arratoi spots the skeletons and whispers "I see them, taking a shot..."
He raises his rifle and fires!
Surprise round, standard action: Attack flat-footed yellow skeleton with laser rifle
Laser rifle vs EAC: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 5
Normal round, move action: Put Get 'Em on yellow skeleton
Normal round, standard action: Attack flat-footed (?) yellow skeleton with laser rifle
Laser rifle +1 morale vs EAC: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage: 1d8 ⇒ 2

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I am moving my token now, but Argon-42 will wait for Ash to go so as not to provide cover penalties to Ash for standing in front of him.
Argon-42 steps forward, taking aim with one of the captured laser pistols. She fires at the nearest skeleton.
Laser Pistol vs. Yellow EAC (flat-footed) +1 Get 'Em: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
mysticism (re: skeletons): 1d20 + 5 ⇒ (1) + 5 = 6
"Skeletons should be susceptible to laser fire... probably," she states blandly.

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If the yellow skeleton is still standing then Domaya decides to go for a full laser barrage.
Full round attack action on yellow
Laser Pistol plus get em yellow full: 1d20 + 2 + 1 - 4 ⇒ (6) + 2 + 1 - 4 = 5
Laser Pistol plus get em yellow full: 1d20 + 2 + 1 - 4 ⇒ (6) + 2 + 1 - 4 = 5

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Cora steps forward to get a clear shot and then focuses on the skeleton that Arratoi has pointed out to them all.
Laser rifle + get em vs yellow EAC: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Fire damage: 1d8 ⇒ 7

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The group's comm unit's lights allow the beginning of the hallways to be seen. Arratoi shoots through the crowd of his companions, and hits the skeleton square in the chest. The laser burns a hole where it's heart should be. His reflexes are fast enough to let off another shot, but his gun gets pushed aside by a companion and the laser burns into the skeletal wall. Argon, tactical as always, steps forwards to get a clean shot.
Argon Damage: 1d4 ⇒ 4
A good thing she does, because she barely clips the skeleton's skull. Luckily, that was enough to bring the monster down. The bones crumble to the floor. Ash follows suit, bringing his large artillery laser to bear. It burns a hole right through the second skeleton's spinal column and the rib cage smashes to bits on the metal grating of the floor.
Since the first three did fantastic, I'll let the rest of you re-do your turns. Hedd, Domaya and Cora are up.

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Domaya puts her own encouragement forward to exhort the group to attack the next one.
Move action get em on red. Standard to fire.
Let's keep it up! There is one more of them!
Laser pistol get em red: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6

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Argon Damage: 1d4 ⇒ 4
Wow, I hit on a 9?