
GM Simmy |
Netharan engages the thrusters to try and begin an intercept course, but the ship closes the distance at a very fast speed, the ship traveling about twice as fast as the Hippocampus.
OK, Gunnery phase next - you guys can say how your shooting first, here's the new positioning after the helm phase.

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Miles pivots the turret to follow the enemy ship, firing a salvo from the coilgun at the flying coffin!
Gunnery Check with computer bonus: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Coilgun Damage: 4d4 ⇒ (4, 3, 2, 1) = 10 (1’s count as 2’s due to boost)

GM Simmy |
You attempt to activate the turrent, and as you do it shoots off a few laser rounds to try and hit the Necroglider, however it's quick movement means that it is unable to find it's target. The Necroglider opens fire with a gyrolaser, attempting to strike the Hippocampus.
Gunnery Check for Necroglider: 1d20 + 6 ⇒ (13) + 6 = 19
The necroglider opens fire and manages to hit into the front shields.
Gyrolaser damage: 1d8 ⇒ 2
The shields manage to withstand the impact this time from the laser, though they do take some damage, the ship itself makes it unscathed.
Back to the Engineering phase if there's anyting you guys want to do during this phase

Tetch |
It wasn't the best start, but that was why they were still in. "It's a faster vessel." They commented aloud with a bit of realization. "It's still four against one, though. Netharan, you're up. Lets get a good position."
While they spoke, their hands were tossing icons into the margin, taking the image of the attacking ship, and tracing a line from its rear to the firing arcs of the shuttle. Setting the system to work on something that they may not have thought about, they sent the info to Netharan's console.
Until they could slow it any, it was up to their positions.
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Encouraging Netharan for piloting. Diplomacy(16): 1d20 + 5 ⇒ (5) + 5 = 10 Fail.

GM Simmy |
Tetch tries to encourage Netharan in his abilities, but he is too focused on the piloting to be able to hear what Tetch says. Atrios then quickly diverts some of the power into the engines, giving the ship a little bit of a speed boost.
Netharan - as your pilot, speed is 8 for this round for your ship, but first let's see who's moving first.
Netharian's Piloting check: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Necroglider's Piloting check: 1d20 + 14 ⇒ (13) + 14 = 27
As The pilot of the Necroglider has two ranks in piloting, this means that you will be moving first in this case.

Netharan |

With the boost of speed given by Atrios, Netharan is going to maneuver behind the Necroglider and attempt to evade it.
Taking the evade maneuver, Piloting: 1d20 + 7 ⇒ (7) + 7 = 14, and moves to N12, facing 2.

GM Simmy |
Preparing to evade the necroglider, you move the Hippocampus to try and get behind the Necroglider, however it quickly maneuvers into position to keep you in it's gyrolaser's sights, your ship moves quickly to prepare for the next attack the maneuver is successful, so you have a +2 to the Hippocampus's AC and TL. Updated positions here.

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Frustrated at his previous miss, Miles resets the targeting system and attempts to lock onto the Necroglider with the coilgun in the turret.
”Returning Fire!” intones Miles.
Coilgun Attack with Targeting Computer: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Coilgun Damage: 4d4 ⇒ (1, 1, 1, 2) = 5

GM Simmy |
Taking shots again, the coilgun begins to shoot again, just barely missing the nimble necroglider, which opens fire on the Hippocampus again.
Necroglider gyrolaser attack: 1d20 + 6 ⇒ (9) + 6 = 15
Due to Netharan's evasive maneuveur, however, the Necroglider is also unable to hit, though does get very close.
So close to a hit with the coilgun... back to the Engineering phase.

Atrios Argentate |

Atrios was finding this skirmish less amusing by the minute. This necroglider was too quick!
More power more speed, More power more speed, More power more speed... he thought.Which one? Which is the right answer?
Atrios diverts power to weapons
Engineering: 1d20 + 8 ⇒ (7) + 8 = 15

Tetch |
Still not having stopped moving, as they continued customizing and arranging necessary readouts and graphs on the display being projected to their EyesUp, to any onlookers that did not know what was going on, Tetch's actions might have looked like they were alternately swatting away annoying insects, while dancing and playing with HoLoBloX at the same time. From their position in the Captian's chair, they were currently trying to sort out the targeting system on the shuttle.
A tap on something in the air around them was followed by a gesture to magnify something, a tap of the eyes to a passing of a flat palm over the magnified item, a pinch in the air being met by the hovering of their other hand being brought to the pinched item. Their hands were pressed together, and Miles would get the notice of an attempted target lock on the glider, attempting to lock on its engines.
The icon notice blinked a couple of times before scrambling and disappearing from their station.
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Untrained Computers(15+Glider Tier+Countermeasures): 1d20 + 2 ⇒ (4) + 2 = 6 FAIL
Science Officer Action, Target System

Netharan |

Netharan swings the ship around trying to get the Necroglider in his sights, while still trying to be evasive in his flying.
Moving to T8 facing 5
1d20+7

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This battle is not going all that well, but at least they haven't taken any serious damage. Miles notices the attempt at a target lock on the enemy ship, but it is just too fast. At least he is in the turret so it doesn't matter how the ship is facing--and the weapons are HOT!
"Captain, what are your orders?" calls Miles again, in that strange unaccented flat tone.

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It is kind of hard to tell the facing of the ships by looking at the picture, but I think facing 5 from Netharan will not put the enemy ship in our forward arc, so that limits our options.
Hearing no response from the captain, Miles takes matters into his own hands and spins the turret to point aft, firing a single volley from the coilgun at the fighter on their six.
Coilgun attack with Computer Targeting: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Coilgun damage, 1's become 2's: 4d4 ⇒ (3, 1, 1, 4) = 9
(damage becomes 11 with the weapons boost from engineering)

GM Simmy |
To help, I have selected your ship on each one - the area on the dot that isn't part of the square, that's the way your facing, I'll make a note on each one as well to let you know the position and facing of the other ship
This time, the Hippocampus is able to make contact with the fighter using the coilgun. As Miles opens fire, the coilgun makes impact, disabling the pursuers foreward shields and beginning to do damage to the hull of the sarcophagus.
The Necroglider attempts to return fire
Necroglider gyrolaser attack: 1d20 + 6 ⇒ (9) + 6 = 15
The gyrolaser makes contact with the back of the hippocampus, though it is now dealing with fresh shields
Necroglider gyrolaser damage: 1d8 ⇒ 4
The ship registers that your aft shields fell to 20% on that attack, but still hold.
Back to the top

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With the enemy ship coming straight at their stern, Miles is able to draw a bead on it and make contact, blowing through their shields. Instead of a cheer or exclamation, you hear Miles say, "Confirmed hit" in a rather formal tone.
In case that hit was enough to equal or exceed the enemy's critical threshold, here is a d100 roll...
Critical Roll, if needed: 1d100 ⇒ 11

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So, I am trying to play Miles like a laid back, blue collar kind of guy with a thick accent, but he is all business when it comes to combat. The whole ship to ship combat seems a little uncoordinated to him without an assertive captain, or at least someone calling the shots even if they aren't filling the "captain" role in the ship. If that is a problem for people, I can have him just be a bit more off-the-cuff with his actions instead of waiting for orders...

Tetch |
"Kill their engines if you can. I'm fixing the shields."
Their hands were busy, pulling the readout of their shields, and pulling the excess to the rear to make up for the difference in their quadrants. Tetch's hands seemed to be stacking things, a levelling motion following the stacking motions, much like one building a brick wall might.
____________________________
Science Officer Actions: Rebalance Shields

GM Simmy |
you've only taken shield damage, so right now your fine, the other ship has taken hull damage however
Having a struggle, Atrios attempts to overpower the various systems of the ship, successfully boosting the Engines, Weapons and Shields.
Netharian's piloting check: 1d20 + 7 ⇒ (8) + 7 = 15
Necroglider's piloting check: 1d20 + 14 ⇒ (11) + 14 = 25
This ship is fast and has a very good pilot for it, so Neth is up first on the piloting once again, the Necroglider is currently facing 4 in its current position at the start of this phase. Tetch, also need you to make a DC 17 Computers check for the rebalancing of shields. Your current shield are Forward: 3/5, Port/Starboard: 5/5, Aft: 1/5

Netharan |

Netharan grabs for the thrust control and throwing the ship in reverse while shouting, "Everyone hang on! I'm going to try to put a little distance between us!"
Piloting: 1d20 + 7 ⇒ (14) + 7 = 21
Backoff maneuver, DC=11?

GM Simmy |
The DC is 12, based on it being 10 + 2 x Starship tier, which is one, but you make it anyway.
Netharan tries to pull the ship back a bit, as the Necroglider comes flying back around to the front of the Hippocampus.
The Necroglider is facing 2, so directly in front of you and facing you right now. Image is here.

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Miles swings the turret around to bear on the necroglider again, considering trying to engage the light laser cannon as well, but decides against it—that ship is just too fast.
Concentrating on hitting with the turret coilgun, Miles shoots again at the enemy ship.
Gunnery Attack with +1 from the computer: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Coilgun Damage: 4d4 ⇒ (2, 2, 3, 3) = 10

GM Simmy |
Yep, CT is 6 so that you know for the future for that
Once again, the turrent makes impact with the Necroglider once more, impacting it's weapons array for the Gyrolaser, which starts causing malfunctions as the necroglider fires it's gyrolaser at the Hippocampus.
Necroglider attack roll: 1d20 + 6 ⇒ (3) + 6 = 9
As the gyrolaser is fired, it misses the Hippocampus by a few hundred kilometers, not making impact with the ship.
As weapons are fired simultaneously, the -2 penalty will apply from the next round

Netharan |

"Hold it together Atrios, we aren't out of the woods yet!" Netharan shouts over the comm.
I'm going to be out of town for the weekend, so I may not be able to post again till Monday sometime.

GM Simmy |
Atrios focuses her attention to the systems again, trying to overpower the Engines, weapons and shields once more as each of those systems see a power boost.
Necroglider Piloting check: 1d20 + 14 ⇒ (9) + 14 = 23
Netharian Piloting check: 1d20 + 7 ⇒ (20) + 7 = 27
The Necroglider flies out and around looking like it's about to come in for another pass.
The Necroglider makes it's movement first this time to L6, facing 3 (south) and you can see the map here

Netharan |

Over the comms, Netharan shouts out, "Miles, I'm gonna try to line up a good shot for you, but make us difficult to hit at the same time! Everyone hang on!"
Piloting,Evade: 1d20 + 7 ⇒ (18) + 7 = 25
Moving to P6, facing directly at the Necroglider

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”Understood Netharan,” replies Miles, lining up the enemy fighter in the sights of his targeting computer, once again triggering the massive coilgun’s attack!
Coilgun Attack with Computer Guidance: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 4d4 ⇒ (2, 4, 3, 2) = 11
Critical if needed: 1d100 ⇒ 79

GM Simmy |
The Hippocampus's coilgun hits the Necroglider as it begins to smoke, the ship is really badly damaged, but the ship continues to return fire.
Necroglider Attack Roll (-2 penalty from glitching weapons): 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Even though the weapons seem to be slightly damaged, they are still operational and the Necroglider's gyrolaser does manage to hit.
Necroglider Damage roll: 1d8 ⇒ 8
Atrios back to Engineering Phase, the Necroglider is REALLY badly damaged, so the next hit will probably be the last round ;)

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The Hippocampus's coilgun hits the Necroglider as it begins to smoke, the ship is really badly damaged, but the ship continues to return fire.
[dice=Necroglider Attack Roll (-2 penalty from glitching weapons)]1d20+6-2
Even though the weapons seem to be slightly damaged, they are still operational and the Necroglider's gyrolaser does manage to hit.
[dice=Necroglider Damage roll]1d8
Atrios back to Engineering Phase, the Necroglider is REALLY badly damaged, so the next hit will probably be the last round ;)
Assuming Netharan’s evasion piloting was successful, shouldn’t the ship’s AC be improved to 16 for this turn?

Tetch |
Trusting the ship to the crew, Tetch finally got some fiddling done that they were attempting, and the sound of their voice over the comm was probably disconcerting, which was their intent. Modulated slightly to that hint of absence that they were fond of, and pitched just enough to be just above a volume to ignore, subtle, insidious... their words were aimed at the other pilot.
"Life's- a cast of the die, folks. Fifty-fifty on the odds, and don't let the house sucker- you in. Right now, it- could be a fair wager that the target at the helm is- thinking that this- engagement was in their favor-, and well, except that little hint of uncertainty- they have is- showing in their flying, in the short window of hesitation- in their turns, that quarter-second delay- that grows- with every intersecting vector... 'Can I do this?', they're thinking."
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Taunt(Bluff)+Expertise: 1d20 + 1d6 + 5 ⇒ (16) + (6) + 5 = 27
The piloting phase has past, so their next action against us, which is likely to be firing at us? If they keep missing, we stand a chance of winning.

Netharan |

"Hang on a little longer everyone!"
Netharan jams the thruster forward, continuing to trying to stay out of the Necrogliders sights.
Piloting,Evade: 1d20 + 7 ⇒ (19) + 7 = 26
J6, Facing 6

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Miles continues to fire the coilgun, spinning the turret around as necessary to keep a bead on the damaged fighter.
Coilgun Attack: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Coilgun Damage: 4d4 ⇒ (3, 1, 3, 4) = 11 (1 becomes 2, so 12 damage)
Critical: 1d100 ⇒ 39

GM Simmy |
The Necroglider, which has smoke pouring out of the back of it, turns and begins to flee as Miles takes a shot, disabling the ship. The ship smokes and spins, and crashes onto an asteroid nearby, which also happens to be the Drift Rock that was brought into the system. Your mission currently is to find out what happened on the Acreon, which is next to the large misshapen asteroid connected to the ship with long tow cables.
A message comes through the comms that states "The Acreon is under Quarantine by order of Absalom Sation. Do not approach. The Acreon is under Quarantine by order of Absalom Station. Do not approach. The Acreon is under Quarantine..." which repeats over and over from the ship's transponder.

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"Looks like the dumb sot who messed wit' us ain't gonna be telling no tales after that landin'," remarks Miles, his customary twang back in full force after the battle subsides. "Reckon the 'Glider was working fer the Corporate types? Bah, I suppose it don't matter none now. Let's get on that rock and see what's what," he concludes.