
Botamo |

Merely a day goes by before the Sunrise Maiden unceremoniously exits the Drift with a jolt that spills your tea and an audible "POP!" as though you'd broken through some sort of sound barrier.
At this time Botamo is training in the rec suite when the ship jolts out of drift travel, knocking him off balance and faceplanting into the training mat,"Pea's and carrots, we're under attack!" he shouts out as he scrambles to his feet and begins running to the bridge.
"ALL HANDS TO THE BRIDGE!!! ALL HANDS TO THE BRIDGE!! ALL HA--" he stops yelling as he enters and sees the ring of stars on the viewscreen,"Ancestors..." he whispers in awe at the sight before him.
Kush remains speechless... Wow!
Beautiful.
"Aye... Thats one word for it, eh?" he says as he strains his eyes to understand what the computer is telling him,"Ardee... you said these symbols here mean no life on the planet," he asks has he scrolls through the first 11 planets,"Goodness! If i'm understanding this correct, one of these planets is full of life!"

Kush the Kish |
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Kush squints...
"You can see life from here?"

Botamo |

”no, but I can see the text on this screen that says there are. At least it does if I’m reading it the way I think Ardee showed me to.” he says, a slight hint of doubt in his voice this time.

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Thrym looks on, awe in his voice.
"That is... beautiful. The harmony of it is astounding..."
He then taps his cheek thoughtfully.
"I suppose the one planet that is not like the others is the one we should head to, first...?"

Robotic Droid Series-2 |

RD-S2 looks at the screen “Interesting.”
“You are reading that correctly Botamo. Do we want to wait or should we head to the planet now?”

GM Nefreet |

As you all gaze at the screen in wonderment, a trio of ships approaches from behind the jungle planet: one large ship and a pair of escorts. As they speed towards an intercept course the comm channels screech to life, and a gaunt man leers toward the camera lens. His skin is dark but is made nearly iridescent by a swirl of glowing nanites. Long, silver dreadlocks and an unkempt charcoal-colored beard frame his face. The distortion of the lens puts a shade of menace to the man’s movements and appearance, and shadows flit behind him as he babbles verbosely:
“Are you ready for the end?” The question hisses out from a mouth of brown crooked teeth; a yellowish, soapy spittle flies forth with every syllable uttered. “I am the agent of oblivion! I am the fang of the Devourer! I am the herald of annihilation. I... RD-S2?? Is that you?? HaHA! No matter. I will sing when your bodies — and your shell — drift and twirl through the void, charred amid the tangled wreckage of your ship, and your journey to nothingness is nearly complete!”
Kush: 1d20 + 19 ⇒ (4) + 19 = 23
RD-S2: 1d20 + 15 ⇒ (20) + 15 = 35
Thrym: 1d20 + 20 ⇒ (2) + 20 = 22
vs DC: 1d20 + 21 ⇒ (13) + 21 = 34
Botamo#2: 1d20 + 1 ⇒ (1) + 1 = 2
Kush#1: 1d20 + 10 ⇒ (15) + 10 = 25
Kush#2: 1d20 + 10 ⇒ (4) + 10 = 14
RD-S2#1: 1d20 + 2 ⇒ (12) + 2 = 14
RD-S2#1: 1d20 + 2 ⇒ (8) + 2 = 10
Shandi#1: 1d20 + 4 ⇒ (14) + 4 = 18
Shandi#2: 1d20 + 4 ⇒ (15) + 4 = 19
Thrym#1: 1d20 + 14 ⇒ (4) + 14 = 18
Thrym#2: 1d20 + 14 ⇒ (13) + 14 = 27
vs DC: 1d20 + 21 ⇒ (16) + 21 = 37
Botamo#1: 1d20 + 1 ⇒ (4) + 1 = 5
Botamo#2: 1d20 + 1 ⇒ (11) + 1 = 12
Kush#1: 1d20 + 10 ⇒ (8) + 10 = 18
Kush#2: 1d20 + 10 ⇒ (6) + 10 = 16
RD-S2#1: 1d20 + 2 ⇒ (8) + 2 = 10
RD-S2#1: 1d20 + 2 ⇒ (1) + 2 = 3
Shandi#1: 1d20 + 4 ⇒ (11) + 4 = 15
Shandi#2: 1d20 + 4 ⇒ (10) + 4 = 14
Thrym#1: 1d20 + 14 ⇒ (2) + 14 = 16
Thrym#2: 1d20 + 14 ⇒ (10) + 14 = 24
vs DC: 1d20 + 21 ⇒ (13) + 21 = 34
Botamo#1: 1d20 + 1 ⇒ (3) + 1 = 4
<= ☆
Botamo#2: 1d20 + 1 ⇒ (18) + 1 = 19
Kush#1: 1d20 + 10 ⇒ (18) + 10 = 28
Kush#2: 1d20 + 10 ⇒ (16) + 10 = 26
RD-S2#1: 1d20 + 2 ⇒ (3) + 2 = 5
RD-S2#1: 1d20 + 2 ⇒ (2) + 2 = 4
Shandi#1: 1d20 + 4 ⇒ (16) + 4 = 20
Shandi#2: 1d20 + 4 ⇒ (16) + 4 = 20
Thrym#1: 1d20 + 14 ⇒ (7) + 14 = 21
Thrym#2: 1d20 + 14 ⇒ (20) + 14 = 34
vs DC: 1d20 + 21 ⇒ (6) + 21 = 27
Botamo#1: 1d20 + 1 ⇒ (16) + 1 = 17
<= ☆
Botamo#2: 1d20 + 1 ⇒ (20) + 1 = 21
Kush#1: 1d20 + 10 ⇒ (4) + 10 = 14
Kush#2: 1d20 + 10 ⇒ (9) + 10 = 19
RD-S2#1: 1d20 + 2 ⇒ (8) + 2 = 10
RD-S2#1: 1d20 + 2 ⇒ (13) + 2 = 15
Shandi#1: 1d20 + 4 ⇒ (16) + 4 = 20
Shandi#2: 1d20 + 4 ⇒ (1) + 4 = 5
Thrym#1: 1d20 + 14 ⇒ (18) + 14 = 32
Thrym#2: 1d20 + 14 ⇒ (12) + 14 = 26
Having worked alongside him you realize his gibbering contains coded orders to his crew and those flying the fighter escorts. The code is tricky and hard to decipher, and you have never been able to pick up on it. You doubt any of these Kish you are traveling with would be able to discern it, either, but you know that this code always means he's about to attack!

GM Nefreet |

The vessels take offensive postures and power up their weapons; you are about to begin your first Starship Combat!
During lower level Starship Combats it's fine to do the "everyone spoilers their actions" game, but at this point facing becomes really crucial and modifying a Pilot's rolls may adjust initiative, so I want to try doing a more traditional block Initiative for this fight.
Engineers will go first, Pilots and Science Officers second, Gunners third and Captains during whatever phase they wish; no need to spoiler your rolls. I have linked the Sunrise Maiden's stats below for reference. Let's see how this works!
• Speed +2
• Computers +2
• 1s become 2s
ROUND 1
BOLD MAY ACT!!
------------------------------
Engineer
Captain?
Pilot
Science
Gunner
Sunrise Maiden (150f, 150p, 150s, 150a, 75hp)
Singularity (−0f, −0p, −0s, −0a, −0hp)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

GM Nefreet |

the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice.
Furthermore, under Gunner Actions, it notes that "each of a starship’s weapons can be fired only once per round".
EDIT: oops, Thrym's comment disappeared...

Kush the Kish |
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Great images!
__________________
Kush's jaw snaps back closed as he sees goes from awe to fear upon seeing the three starships.
"Quick, to the life boats!"
He is ready to rush to the escape pods.
Kush only has his +4 Dex to use w. a gun.
So, if there is a weapon nobody w. any skill is using, he can do that, otherwise he can watch.

GM Nefreet |

Your Ship is outfitted with several Aeon Caster guns, which use ranks in Mysticism + Wisdom mod to calculate your Gunnery rolls.
Given the number of opponents, you might even get to "Fire at Will"!

Kush the Kish |
1 person marked this as a favorite. |

But Kush stops and heads towards the Gunnery station: "Oh, Talavet can guide my hand! Let us fight!"
So that is +10+6=+16 (better)

GM Nefreet |

Singularity, Lock on, DC 18: 1d20 + 13 + 2 + 1 ⇒ (20) + 13 + 2 + 1 = 36
It looks like the larger ship has a Lock on the Sunrise Maiden!
Taunt, Helm Phase, DC 28: 1d20 + 13 ⇒ (2) + 13 = 15
The Jangly captain continues sputtering spittle all over the viewscreen. It's really is gross, but has no discerning effect.
Sunrise Maiden: 1d20 + 19 ⇒ (15) + 19 = 34
Singularity, Code: 1d20 + 13 + 2 + 1 + 1 ⇒ (18) + 13 + 2 + 1 + 1 = 35
Fang Fighters, Code: 1d20 + 11 + 3 + 2 + 1 ⇒ (3) + 11 + 3 + 2 + 1 = 20
The Fang Fighter pilots seem the most inexperienced, and they move first, followed by the Maiden, and then the Singularity!
Evade, DC 16: 1d20 + 11 + 2 + 1 ⇒ (1) + 11 + 2 + 1 = 15
They just mosey their little ships closer to you.
ROUND 1
BOLD MAY ACT!!
------------------------------
Engineer
Captain?
Pilot
Science
Gunner
Sunrise Maiden (150f, 150p, 150s, 150a, 75hp)
Singularity (−0f, −0p, −0s, −0a, −0hp)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

Botamo |

"The small ones mean nothing; Stay on the leader!" Botamo orders Thrym.
Orders for gunnery phase VS DC25: 1d20 + 11 ⇒ (16) + 11 = 27
If Thrym cant fire the same gun in one round then lets just call that a encourage?

Robotic Droid Series-2 |

“let’s see what the Jangly Man’s prized possession has”
Computers check for scanning the big ship: 1d20 + 22 ⇒ (18) + 22 = 40

GM Nefreet |

Classification Large destroyer
Speed 6; Maneuverability average (turn 2); Drift 2
AC 22; TL 20
HP 170; DT —; CT 34
Shields medium 90 (forward 24, port 22, starboard 22, aft 22)
Complement minimum 6, maximum 20
Power Core Arcus Maximum (200 PCU)
Attack (Forward) particle beam (8d6)
Attack (Forward) heavy laser cannon (4d8)
Attack (Turret) high explosive missile launcher (4d8)
Additionally, RD-S2 realizes that the Singularity's comm system was subject to a factory recall because of its vulnerability to hacking.
New Science Officer Action available: HACK ARRAY
Hacking the communications array requires an additional successful scan action against the Singularity (which also reveals any information about the starship it would normally reveal). Maintaining this open channel requires no further actions and allows listening in to transmissions between the enemy vessels.

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"Ancestors, guide my aim!"
Thrym pulls the still-unfamiliar controls around, and, listening to the whispers of the Ancestors, opens fire!
Twin-Linked Persistent Particle Beam: 1d20 + 17 ⇒ (20) + 17 = 37, for 20d6 ⇒ (4, 2, 3, 3, 2, 4, 6, 1, 3, 1, 3, 1, 5, 4, 2, 6, 6, 5, 5, 1) = 67 damage.
Huh. It would appear that the Ancestors don't like these people :-P
Crit #1: 1d100 ⇒ 47.
Crit #2: 1d100 ⇒ 100.

GM Nefreet |

ouch, OUCH, OUCH!!
Damage: 8d6 ⇒ (3, 1, 6, 1, 3, 5, 1, 5) = 25 (1s become 2s)
Singularity Gunner#2, Heavy Laser Canon, Code, Range, Broadside: 1d20 + 13 + 2 + 1 - 2 - 2 ⇒ (8) + 13 + 2 + 1 - 2 - 2 = 20
Singularity Gunner#2, High Explosive Missile Launcher, Code, Broadside: 1d20 + 13 + 2 + 1 - 2 ⇒ (12) + 13 + 2 + 1 - 2 = 26 (4 Remaining)
Damage: 4d8 ⇒ (8, 5, 8, 7) = 28 1s become 2s
Green, Gunner, High Explosive Missile Launcher, Code: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (4 Remaining)
Damage: 4d8 ⇒ (6, 5, 6, 5) = 22
Yellow, Gunner, High Explosive Missile Launcher, Code: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 (4 Remaining)
Damage: 4d8 ⇒ (6, 4, 8, 2) = 20
One missile goes flying off away from the combat, one missile is mere yards away from your ship, one plows into your shields with a very loud explosion before a particle beam follows suit and tears an equally big hole; but your shields hold.
Literally worst time to roll two crits >.>
ROUND 2
BOLD MAY ACT!!
------------------------------
Engineer
Captain?
Pilot
Science
Gunner
Sunrise Maiden (94f, 150p, 150s, 150a, 75hp)
Singularity (−24f, −0p, −0s, −0a, −43hp, Aft Weapons Glitching, Power Core Glitching)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)
which arc was affected?: 1d4 ⇒ 4 = Aft

Kush the Kish |

Kush goes back to sit on his escape pod.

Botamo |

WELL WHERE DO YOU THINK YOUR GOING KUSH!?? GET ON THAT AEON CASTER AND FIRE!!" Botamo yells as Kush once again abandons his post.
Botamo can't fail to encourage Kush to shoot the Aeon caster, so +2 if Kush returns to the bridge.

Kush the Kish |

"We are not abandoning the ship? Oh?!
We could just get in the escape pods..."
Shrugging, Kush trudges back to the gunnery array.
"So, by Talavet, how does this work...?"
Kush uses the mystical aspect of the weapons to align the port-side gun with the big ship, and although it is far away, he is bolstered by Botamo's words.
Kush fires!
Aeon Caster w. Mysticism, Wisdom, Range penalty, Encouraged: 1d20 + 10 + 6 - 2 + 2 ⇒ (5) + 10 + 6 - 2 + 2 = 21
Boom?: 3d4 ⇒ (1, 3, 3) = 7
Kush looks around: "Did I hit something?"

GM Nefreet |

Try as he might, Kush just barely misses the main ship.
The Jangly Captain screams at the Pilot to do better, but just ends up scaring everyone on board instead.
The Singularity's weapons appear to be functioning again!
And the aft shields get redirected to the forward arc!
Sunrise Maiden: 1d20 + 19 ⇒ (17) + 19 = 36
Singularity, Code: 1d20 + 13 + 2 + 1 + 1 ⇒ (7) + 13 + 2 + 1 + 1 = 24
Fang Fighters, Code: 1d20 + 11 + 3 + 2 + 1 ⇒ (13) + 11 + 3 + 2 + 1 = 30
All enemy ships move first!
Fang Fighter Pilots, Evade, DC 16: 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 29
After seeing the Maiden's star-destroying capabilities, none of the pilots are taking any chances; they all activate evasive maneuvers!
ROUND 2 - Helm Phase
BOLD MAY ACT!!
------------------------------
Engineer
Captain
Pilot
Science
Gunners
Sunrise Maiden (94/150f, 150/150p, 150/150s, 150/150a, 75/75hp)
Singularity (15/24f, 22/22p, 22/22s, 7/22a, 127/170hp, Aft Weapons Glitching Patched, Power Core Glitching)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

Kush the Kish |

"Oh, drats! But... this is FUN!"
Kush concentrates for his next shot.

Robotic Droid Series-2 |

computers check: 1d20 + 22 ⇒ (6) + 22 = 28
“Trying to hack in to their comms.”

GM Nefreet |

RD-S2 successfully hacks the enemy comms, discovering that the Singularity is in constant contact with the two Fang Fighters. These transmissions are not coded, and in them, the Jangly Man gives orders to his fighter escorts.
As a result, Gunnery checks against the Devourer ships gain a +1 bonus as long as the comm remains open, and Piloting checks gain a +1 bonus to perform the Evade stunt.
In the first transmission you also overhear, “We must destroy them. The boss says none can be allowed to interfere with the plan.”
Attack (Aft) coilgun (4d4)
Expansion Bays cargo holds (4)
Cargo each cargo bay is packed full with spare starship guns, engine components and hull materials (equating to 40 build points worth of upgrades)
**Scan complete**

Botamo |
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"Just lead them a bit more eh Kush?" Botamo says.
Auto succeed DC 15 Diplomacy to encourage. Kush has a +2 to hit this round.

GM Nefreet |

Damage: 4d8 ⇒ (3, 6, 6, 3) = 18
The missile fired just a few moments ago continues on its original heading, its guidance system clearly as faulty as the enemy comm systems.
Damage: 8d6 ⇒ (1, 5, 5, 3, 5, 1, 4, 5) = 29
Singularity Gunner#2, Heavy Laser Canon, Code, Broadside: 1d20 + 13 + 2 + 1 - 2 ⇒ (19) + 13 + 2 + 1 - 2 = 33
Damage: 4d8 ⇒ (8, 5, 1, 6) = 20
Singularity Gunner#2, High Explosive Missile Launcher, Code, Broadside: 1d20 + 13 + 2 + 1 - 2 ⇒ (1) + 13 + 2 + 1 - 2 = 15 (3 Remaining)
Damage: 4d8 ⇒ (8, 4, 2, 1) = 15
Green, Gunner, High Explosive Missile Launcher, Code: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 (3 Remaining)
Damage: 4d8 ⇒ (4, 1, 5, 1) = 11
Yellow, Gunner, High Explosive Missile Launcher, Code: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (3 Remaining)
Damage: 4d8 ⇒ (6, 7, 7, 5) = 25
The Maiden takes a barrage of hits, while another couple missiles go flying past, but her shields hold!
ROUND 2 - Gunnery Phase
BOLD MAY ACT!!
------------------------------
Engineer
Captain
Pilot
Science
Gunners
ACTIVE CONDITIONS: Gunnery checks against the Devourer ships gain a +1 bonus
Sunrise Maiden (34/150f, 150/150p, 150/150s, 150/150a, 75/75hp)
Singularity (15/24f, 22/22p, 22/22s, 7/22a, 127/170hp, Aft Weapons Glitching Patched, Power Core Glitching)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

Kush the Kish |
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Seeing that the big enemy ship is in range, Kush heeds Botamo's words:
"Lead them... to where, I do not know, but lead them I will."
He fires...
Aeon Caster w. bonus w. Encourage: 1d20 + 10 + 6 + 1 + 2 ⇒ (15) + 10 + 6 + 1 + 2 = 34
Aeon Caster: 3d4 ⇒ (3, 1, 1) = 5

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"Ancestors guide my hand!"
Thrym unleashes another withering burst upon the Singularity...
Twin-Linked Persistent Particle Beam: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38, for 20d6 ⇒ (1, 4, 6, 5, 2, 3, 3, 4, 4, 6, 1, 5, 3, 2, 3, 2, 5, 3, 4, 6) = 72 damage.
Crit #1: 1d100 ⇒ 86.
Crit #2: 1d100 ⇒ 83.
Crit #3: 1d100 ⇒ 38.
...slagging its power core, and damaging a weapons array!
The third crit happens because thanks to Kush's attack, I *just* clear another CT.

GM Nefreet |

Which weapons array?: 1d4 ⇒ 2 ⇒ Port
The Singularity is riddled with explosions, jettisoning parts and crew members into space. It's up to their sole engineer to hold it together...
...with no help from the ranting and raving Captain...
...and through some miracle, the ship indeed continues to fight on.
ROUND 3 - Engineering Phase
BOLD MAY ACT!!
------------------------------
Engineer
Captain?
Pilot
Science
Gunners
Sunrise Maiden (34/150f, 150/150p, 150/150s, 150/150a, 75/75hp)
Singularity (0/24f, 22/22p, 22/22s, 7/22a, 65/170hp, Port Weapons Glitching, Aft Weapons Glitching Patched, Power Core Wrecked Glitching)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

Robotic Droid Series-2 |

engineering check to divert: 1d20 + 22 ⇒ (9) + 22 = 31
“Diverting power to shields.”

Kush the Kish |

"Why don't they to go to their life boats?"

Botamo |

Botamo rolls his 3 eyes,"Forget about the lifeboats and just keep firing in the same spot that Thyrm does!!
Auto encourage Kush.

GM Nefreet |

The comms continue to crackle, but this communication doesn't appear directed at the two Fang Fighters, "Our ship’s gettin’ pushed through the Blood Door, boss! The interlopers are tougher than I thought! I'm sendin' out for more choirs to aid us. Slit their throats! Feast on their remains! Devourer consume them!”
New Science Officer Action available: JAM SIGNAL
The Singularity is sending out a narrow spectrum distress call. Science Officers can attempt a Computers check to intercept the message and make it seem as though it was received by the intended recipient.
Singularity, Lock on, DC 18: 1d20 + 13 + 2 + 1 ⇒ (13) + 13 + 2 + 1 = 29
Realizing how futile balancing shields is, the Singularity's Science Officer establishes another lock on the Maiden!
Sunrise Maiden: 1d20 + 19 ⇒ (1) + 19 = 20
Singularity: 1d20 + 13 + 1 + 1 ⇒ (19) + 13 + 1 + 1 = 34
Fang Fighters: 1d20 + 11 + 3 + 1 ⇒ (3) + 11 + 3 + 1 = 18
Fang Fighters First, Maiden second, Singularity third.
The Fang Fighers back off, giving their forward long-range weapons more ability to aim at the Maiden.
ROUND 3 - Helm Phase
BOLD MAY ACT!!
------------------------------
Engineer
Captain
Pilot
Science
Gunners
ACTIVE CONDITIONS: Piloting checks to Evade against the Devourer ships gain a +1 bonus
Sunrise Maiden (49/150f, 150/150p, 150/150s, 150/150a, 75/75hp)
Singularity (0/24f, 22/22p, 22/22s, 7/22a, 65/170hp, Port Weapons Glitching, Aft Weapons Glitching Patched, Power Core Wrecked Glitching)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

GM Nefreet |

The pilot recklessly charges the Maiden, keeping you in their front arc!
Damage: 8d6 ⇒ (3, 4, 1, 1, 2, 6, 6, 6) = 29
Singularity Gunner#2, Heavy Laser Canon, Broadside: 1d20 + 13 + 1 - 2 ⇒ (3) + 13 + 1 - 2 = 15
Damage: 4d8 ⇒ (6, 8, 2, 2) = 18
Singularity Gunner#2, High Explosive Missile Launcher, Broadside: 1d20 + 13 + 1 - 2 ⇒ (9) + 13 + 1 - 2 = 21 (2 Remaining)
Damage: 4d8 ⇒ (4, 5, 3, 1) = 13
Green, Gunner, High Explosive Missile Launcher, Code: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 (2 Remaining)
Damage: 4d8 ⇒ (2, 5, 2, 1) = 10
Yellow, Gunner, High Explosive Missile Launcher, Code: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 (2 Remaining)
Damage: 4d8 ⇒ (6, 8, 4, 6) = 24
Thanks to Shandi's deft piloting skills, the Maiden's shields hold!
ROUND 3 - Gunnery Phase
BOLD MAY ACT!!
------------------------------
Engineer
Captain
Pilot
Science
Gunners
ACTIVE CONDITIONS: Gunnery checks against the Devourer ships gain a +1 bonus
Sunrise Maiden (20/150f, 150/150p, 150/150s, 150/150a, 75/75hp)
Singularity (0/24f, 22/22p, 22/22s, 7/22a, 65/170hp, Port Weapons Glitching, Aft Weapons Glitching Patched, Power Core Wrecked Glitching)
Green Fighter (−0f, −0p, −0s, −0a, −0hp)
Yellow Fighter (−0f, −0p, −0s, −0a, −0hp)

Kush the Kish |
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Kush keeps on firing away--
Aeon Caster w. bonus w. Encourage: 1d20 + 10 + 6 + 1 + 2 ⇒ (20) + 10 + 6 + 1 + 2 = 39
Aeon Caster: 3d4 ⇒ (2, 3, 4) = 9
Crit: 1d100 ⇒ 45
--and he seems to be getting better at aiming the weaponry.
"That was a weak spot I hit, right?"

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"Like a wounded animal..."
Shaking his head, Thrym does his best to put the Devourer vessel out of its misery.
Twin-Linked Persistent Particle Beam: 1d20 + 17 + 1 + 1 ⇒ (18) + 17 + 1 + 1 = 37, for 20d6 ⇒ (4, 1, 2, 4, 5, 5, 1, 1, 6, 2, 4, 2, 2, 2, 2, 5, 3, 2, 5, 5) = 63 damage.
Not that it matters, but...
Crit #1: 1d100 ⇒ 59.
Crit #2: 1d100 ⇒ 64.

GM Nefreet |

With two well-placed shots the Singularity is summarily decommissioned!
Balancing the Maiden's shields gives you the time you need to deal with the two remaining fighters, who despite their size and small armaments are no less fanatical, but it's simply mopping the floor at this point.
STARSHIP COMBAT OVER!!
You realize your dilemma now is the signal that the Singularity sent before it lost power. There are at least a dozen Devourer ships somewhere out there, and it's no telling how long until they'll arrive or how much firepower they'll bring.

Robotic Droid Series-2 |

“We need to get to that ship now. I need to turn off that distress signal and put up an all clear.” RD-S2 quickly disconnects from the from their station and starts getting their combat gear in order.

Kush the Kish |

»Let us not take my escape pod to go over there... »

Botamo |

»Let us not take my escape pod to go over there... »
"Oh that's a hum dinger there Kush, boarding on an escape pod hehe; Shandi, take us alongside her and extend the boarding tube. The rest of you lot, Gear up! Then meet me at the airlock." Botamo barks, some excitement in his eye at the thought of meeting the cultist in combat face to face.

Kush the Kish |

Kush wonders what will be sent down the tube, as he goes over to the airlock.

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Thrym nods.
"I will accompany you - there may still be some of the Devils left alive on what remains of their Iron Cloud, and they will need to be sent to meet *their* ancestors..."

GM Nefreet |

Stops covering the map with a "fog of war" realizing that you can simply scan their ship to obtain a layout...
RD-S2 brings up a layout of the Singularity, but due to multiple mid-level radiation leaks you cannot pinpoint any lifesigns.
Essentially your options are cargo bay airlock (the minimap on the left), or starboard airlock (on the right).
Does anybody have armor of 7th level or lower? Asking for a friend...

Botamo |

"Take 'er in at the Cargo bay airlock Mister Shandi, we'll load out there and get our bearings, eh?"

Shandi Zelz'ah |

- We hope some of this demons are still alive there. We want personal contact.
Any pilot checks?