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Coilgun: 1d20 + 1 + 4 + 1 ⇒ (17) + 1 + 4 + 1 = 23
Damage: 4d4 ⇒ (4, 3, 4, 1) = 12
Pew!Pew!Pew! Arthur thinks in his head as the ship makes another pass at the enemy.

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Beep Boop botting captain.
Makai gives a pep talk to Keskada.
Encourage (Keskada) - Aid gunner, DC15: 1d20 + 5 ⇒ (6) + 5 = 11
Whatever curse is upon her dice extends to those who help her.
Gunnery phase
The enemy backs off, but continues to pound on your forward arc.
Gunnery: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 4d4 ⇒ (2, 3, 2, 1) = 8
Gunnery: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d4 ⇒ (3, 3) = 6
The coilgun misses, but the laser strikes the shield, but not hard enough to punch through.
Arthur and Keskada may go!

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As the gunners open fire, Liftt has a quick think about what he might do next...
pilot init, node, pegasus: 1d20 + 13 + 1 + 1 ⇒ (1) + 13 + 1 + 1 = 16 Really?3,3,1
"I know it is said that a poor workman blames his tools." appologies Liftt.
"But I think we may need to get the Pegasus checked up when we return. She is handling more like the Drake today."

House GM Tyranius |

First Seeker Luwazi Elsebo continues to stay in contact as she gives updates on the situation. ”Our agents have brokered an alliance with an influential member of the AbadarCorp Board of Archdirectors. We believe this new contact will do everything within her power to positively influence her colleagues in their upcoming vote.”
Table GMs, covert mission one is now closed and action mission one is now available for selection.

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Engineering to Divert vs DC 13: 1d20 + 5 ⇒ (2) + 5 = 7
A text message from Engineering scrolls across everyone’s consoles.
Oops! Um, try not to take any more laser blasts on that shield while I locate the fire extinguisher. Don’t panic.

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Happy to finally be able to hit something Arthur excitedly pulls the trigger again as the targeting computer provides a lock.
Coilgun: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 4d4 ⇒ (4, 2, 2, 2) = 10

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Computer, balance the shields DC13: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Makai tries to balance the shields, since Krzysztofi has failed to restore them but she can't use this odd UI. For some reason, the system shows her only errors? "Did someone mess with that console? WHat is with that ship?"

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"I heard..." whispers Liftt nervously. "That one of the Pegasus ships was haunted by their dead crew. The ship had been found drifting... and towed back to Absalom station. I hope this one isn't it.."

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1d100 ⇒ 13
Arthur's attacks punch through the forward shields and damage the hull, knocking some of the Shrike's sensors out of alignment.
Cerulean Shrike (HP 31/40; Shields F 0/20 S 15/15 P 15/15 A 20/20)
Pegasus (HP 48/55; Shields F 2/10 S 10/10 P 10/10 A 10/10)
Round 4 - Helm and Engineering Phase
Enemy Rolls: 4d20 ⇒ (5, 16, 19, 8) = 48
The enemy wins initiative again, so the Pegasus must move first.
Liftt and Makai are up!

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Pilot encourage: 1d20 + 8 ⇒ (1) + 8 = 9
Makai jumps back into the captain seat and turn on the view of the battlefield
"Ok Liftt I will try to aid you now, maybe that will show some better results. They seem to be doing the barrel roll, if you will take a tight turn we will catch them. Tight turn! Not that!"
Yells not really helping the dwarf captain

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"Right, protecting the front.." notes Liftt, who gently increases thrust as the Pegasus smoothly swings around and away from the enemy. Every now and then he adds a gentle roll, to help throw off enemy weapons.
evade DC13: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
We should end up with aft, or if we are lucky, starboard weapons

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The Cerulean Shrike comes up behind you. their forward vs. your starboard.
Gunnery Phase
Gunnery: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 4d4 ⇒ (4, 3, 1, 1) = 9
Gunnery: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d4 ⇒ (4, 3) = 7
Arthur and Keskada are up!
Liftt, you can also roll next round's initiative with the +2 bonus from the aid token.

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With the enemy ship so close, Liftt checks the computer to make sure his calculations are correct before making a fine adjustment to the thrusters.
pilot,computers,pegasus,aid: 1d20 + 13 + 1 + 1 + 2 ⇒ (18) + 13 + 1 + 1 + 2 = 35
Finally the spirits of the dead crew seem to leave the console as the shirren grins to himself about his cleaver move...

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Arthur directs the coilgun turret to follow Cerulean Shrike as it gets behind the Pegasus and fires.
Coilgun: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18
damage: 4d4 ⇒ (1, 2, 2, 4) = 9

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Keskada and Arthur both hit with their weapons, shredding the hastily-reinforced shields of the Shrike and inflicting more hull damage.
1d100 ⇒ 69
Sparks begin flying from their engines.
The Pegasus takes a hit to the starboard, weakening the shields.
Round 5 - Aid Token used
All rolls this round get a +2 bonus!
Cerulean Shrike (HP 22/40; Shields F 0/20 S 15/15 P 15/15 A 20/20 sensors and engines glitching)
Pegasus (HP 48/55; Shields F 2/10 S 3/10 P 10/10 A 10/10)
Enemy Rolls: 4d20 ⇒ (3, 5, 9, 14) = 31
The Pegasus wins intiative! Enemy ship moved.
Liftt, Makai and Krzysztofli are up!

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Liftt banks the Pegasus around to port, so gently that a glass of water on the counter wouldn't spill. Gently, but tightly.
Soon the rear of the Shrike appears once again in the front windows.
"I'll try to stay in their blind spot."
evade if necessary DC13: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24

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Engineering, Aid to Divert vs DC 13: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
The lights on the bridge flicker briefly before another message scrolls across the monitors.
Good news - the power banks are not on fire.
Restoring 7 shield to the forward arc.

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Aid gunner, Keskada, DC15: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Makai changes the setting of her station nd begins to optimize the tracking software to aid Keskada.
For a moment she looks surprised to see that they have three shirrens in one team. How could she have missed that before
"Finish that ship!"

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Gunnery Phase
The enemy ship cannot fire at you as they have no aft weapons. But this is also their best-defended quadrant, so let's see what happens.
Arthur and Keskada are up! And you get +2 to your Gunnery checks from the Aid Token.

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Coilgun: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
damage: 4d4 ⇒ (3, 4, 2, 3) = 12
Arthur lines up his shot and pulls the trigger but the shots go wide.

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Arthur's shot misses, but Keskada takes out a chunk of their aft shields.
Round 6
Cerulean Shrike (HP 22/40; Shields F 0/20 S 15/15 P 15/15 A 14/20 sensors and engines glitching)
Pegasus (HP 48/55; Shields F 9/10 S 3/10 P 10/10 A 10/10)
Helm and Engineering Phase
Enemy Rolls: 4d20 ⇒ (4, 20, 19, 8) = 51
Liftt, Makai and Krzysztofli are up!

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The Starfinders win initiative! The enemy tries to get distance while putting you in a firing arc.

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Engineering to Divert vs DC 13: 1d20 + 5 ⇒ (18) + 5 = 23
Krzysztofli adjusts the dial on the screen and taps his fingers together in satisfaction as the engine hums steadily and the shield indicator percentage increases to 97.5%.
Restoring shields - 1 to the front and 6 to starboard. We could try taking them on in the front again where their shields are weakest, but we don't have much in the way of shields there ourselves.

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Liftt keeps the engines running at full power, following the fleeing(?) space craft. As it turns, he keeps the Pegasus tightly behind it, entering a steep turn to port to stay close on its tail.
"Should have front and turret firing solutions at any moment.." he says, calmly, into the intercom.
"We are kind of close so... take care."
If we stay in their rear, we will wear down their shields pretty fast and not take any damage ourselves. Any more damage I should say..

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Makai keeps the big chair warm while Krzysztofli fixes the shields and Liftt lines up a shot right up the kilt.
Gunnery Phase
Arthur and Keskada are up!

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coilgun: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 4d4 ⇒ (4, 1, 2, 3) = 10
"C'mon, a little closer...there!" Taking careful aim this time Arthur patiently waits to get a clear shot.

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Keskada fires, and while her shot does not hit, it drives the enemy into perfect position for Arthur to nail them.
Round 7
Cerulean Shrike (HP 22/40; Shields F 0/20 S 15/15 P 15/15 A 4/20 sensors and engines glitching)
Pegasus (HP 48/55; Shields F 9/10 S 9/10 P 10/10 A 10/10)
Helm and Engineering Phase
Enemy Rolls: 4d20 ⇒ (10, 10, 3, 9) = 32
Liftt, Makai and Krzysztofli are up!

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Engineering to Divert vs DC 13: 1d20 + 5 ⇒ (1) + 5 = 6
<<Whoops!>> Krzysztofli starts searching for the fire extinguisher again.

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Aid Keskada to fire, DC15: 1d20 + 6 ⇒ (6) + 6 = 12
Makai tried to aid Keskada, by optimizing his gunner software, but she is distracted by explosions to come from the engine room

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Sorry, though I posted last night.
Liftt tries to stay one step ahead, or is that, behind, the enemy ship.
pilot: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
However thoughts of dancing ghostly figures cause a significant distraction to him.

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Once again, Liftt tries to slip past the enemy ship, giving his crew the chance to blast it in its unprotected forward quadrant as they scramble to react to his audacious move...
flyby DC18: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
After passing, he gently banks the Pegasus to port, coming around as if to do a second pass across the stricken foe.
"Gently... gently...." he mutters to himself as he checks the rear-view scanner screen.

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The Shrike circles around for what it hopes will be a decisive attack.
Gunnery Phase
Gunnery: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 4d4 ⇒ (4, 4, 2, 3) = 13
Gunnery: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d4 ⇒ (2, 3) = 5
It is not decisive - in their favor, at least.
Arthur and Keskada are up for multiple shots!

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Encouraged by seeing the sparks fly as his shot hit Arthur gets a little excited and pulls the trigger without waiting for the lock.
Coilgun: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 4d4 ⇒ (1, 2, 1, 2) = 6
Coilgun: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 4d4 ⇒ (1, 2, 1, 1) = 5

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With the other ship surrendered, Liftt rocks back and forward gently in his chair. His antennae twitch uncontrollably.
Ahh, again... combat again... No jinsul. Thats good. No jinsul. Oh, for the calmness of teaching students again. Oh...
I suggested this mission, so someone else suggest the next.

cmlobue |

Wrong thread.
Arthur brackets the Shrike and Keskada fires two shots from the laser down its throat. Lulari’s exasperated voice crackles through the your comms: “Take it easy, we surrender! My precious ship can’t take any more.” He insists that his shipment is legitimate.
Where to next?

House GM Tyranius |

A voice message comes onto your comm unit. ”A brave and compassionate team of Starfinders visited a space station in dire need of assistance. They gathered important scientific data and determined the source of the distress. Dr Monsylkis’s team is already developing a solution.”
Table GMs, covert mission three is now closed and action mission three is now available for selection.

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Intimidate: 1d20 + 5 ⇒ (18) + 5 = 23
Threatening Lulari with another shot the other captain agrees to turn over his cargo and the information on the delivery coordinates.
"Shall we head to Absalom Station?" The operative asked.
The Golden Caper?

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Celita briefs her team inside a small gymnasium. When her visitors enter, she’s completing a frenzied sparring drill against a punching bag. “Since my encounter with Historia Prime, I find this activity to be therapeutic. A friend set this room up for me,” Celita explains, her voice clearly strained from some form of exertion.
Without skipping a beat, she launches into a mission briefing in her typical direct manner, “I respect our outgoing First Seeker and support her plans. Luwazi is wise not to target Datch outright at this juncture. Such an intelligent adversary, however, surely has countermeasures in place for any attack against her, however indirect. We need more information about Datch’s plans before we can strike.” Celita delivers a powerful blow to the weighted bag.
“According to the interdepartmental memos I’ve retrieved, Datch is away on a business trip. I’ve taken the liberty of pulling some strings to temporarily lessen the security of the Golden Vault, AbadarCorp’s main office on this station. I want you to gain access to any files stored in Datch’s private office. Discretion is key. Leaving digital or physical evidence of our involvement is more harmful to us than simply failing to meet the objective.” Celita hits her target with a final, spinning kick. “Do not allow greed to cloud your judgment. If you attempt to steal anything other than information from the Golden Vault or access high security areas beyond your target, neither the Society nor I can help you.”