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Spider looks at the movement of the enemy ship and smiles under his bandana. "Now I've got you."
He makes a tight U-turn pulling everything out of the drake to position the ship a bit behind the enemy one.
As he flies before the enemy ship he makes a set of evasive movements to make sure the ship will not get hit.
Evade DC=13: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
"Mustachio orders one of the shooters to fire two guns now. The previous ship was easier to be hit with torpedoes. With your screaming and the small distance they could make it."
If you use intimidate on one of our gunners that person can shoot 2 guns in this round without any penalty (your +4 and -4 evens out). And if this ship also has TL 13 we have two weapons that target that. Alternatively Fixit you can skip next engineering round and man (I meant ysoki:P) the 3rd weapon.

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[ooc]The Captaining bonus is for one specific check, not for the whole turn. So it would negate the penalty for one attack. Still a viable option. I'm just going to fire the spore launcher this round; leave it up to Gordy to decide if he wants to fire both remaining weapons on his turn, as he is a slightly better gunner.[/dice]
"I'm coming fer ya!"
Gunnery, Spore Launcher: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 3d6 ⇒ (4, 4, 4) = 12
System effected: 1d100 ⇒ 18
"Ka-freakin-plow!"

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"Are you telling me what to do, Spider? ARE YOU telling ME what to DO? Captain Mustachio is in charge. CAPTAIN Mustachio calls the shots. And I know, because I am the CAPTAIN, that Gordy is worthless sack of scum who would CERTAINLY miss both of his shots, if he happened to take TWO SHOTS, because he is that WORTHLESS! So I will instruct him not to take TWO SHOTS."
demanding from Gordy using a little reverse psychology, intimidation roll: 1d20 + 9 ⇒ (10) + 9 = 19

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"Do you want more missiles mr moustachio sir!" Firing set number 1
missile with +1: 1d20 + 6 + 1 + 4 - 4 ⇒ (8) + 6 + 1 + 4 - 4 = 15
missile damage: 4d8 ⇒ (5, 2, 7, 4) = 18
Adding the last +1 to the missile check
"Second barrage of missiles. Wait that buttons for the Coil gun!?"
coil gun: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
coil gun damage: 4d4 ⇒ (3, 1, 1, 2) = 7

GM Skeemo |

The ship technically has 4 HP left, but there is no realistic way it can stop you. I'm calling this fight now.
The Drake pulls around behind the second fighter and lands two devastating missile shots into its aft quadrant. Spores quickly overtake the ship, leaving it derelict. There may have been some new ships following them, but you never find out; you power up your Drift engine and flee back to Absalom Station.
Historia-7 eagerly awaits your return, having already prepared a team of Dataphile data operatives to decode and record the contents of the stolen files. “The mission is a success, and you are to be commended. All of you deserve some time to rest before your likely return to a more typical Society assignment.” Historia-7 speaks, momentarily pausing after making her declaration. The android’s eyes stare off past her data visor, as though she were contemplating some additional information. “Interesting… This data you’ve uncovered is… very… interesting. For now, I’ll ask you to depart. I need to summon Zigvigix of the Exo-Guardians. It appears one of his recent offers now aligns with what this data may require
us to do. How… unfortunate.”
Her team eventually follows up with what Fixit extracted from the computer, specifically some burgeoning technology for solar-powered starship weapons. You also eventually receive e-cards inviting your to Envar's 24th birthday party, described as an all-inclusive trip to a pleasure yacht in high orbit over Verces, with a note: Join me for an encore performance of our glorious victory!
That's all folks! Chronicles are here. Let me know if anything needs changing; otherwise I'll take all the stuff down and close the game in 1 week or when I get the nod from all of you, whichever comes first. Thanks for playing!

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Chronicle printed great game all