Alpha Dawn
        Crash on Volturnus
Campaign:Alpha Dawn
Adventure:Crash on Volturnus
Turn Number:1.5
Turn Start Date:600171
Turn End Date:600171
Send To:alphadawn@championsoftheempire.com
Combat Turn?Yes
Subject:Pirates on the Bridge - Turn 5-6

Name

Lethal

NL

Current

Armor

Screen

Luck Pts

Fate Pts

Alyson Worth

15

0

25/40

Military Skeinsuit


/

/

Alzarix

35

0

15/50

None

None

/

/

Carter d'Marshian

9

0

25/34

None

None

/

/

Ciara Anne Preston

0

0

60/60

None

None

/

/

George Fury

22

0

23/45

Military Skeinsuit


1/1

/0

Gorman Blake

0

0

45/45

None

None

/

/

Jim Jitsu

26

0

19/45

Civilian Skeinsuit


/

/

Mykel Dronvere

16

8

31/55

Military Skeinsuit


1/1

/0

S'lch Vatal

0

0

35/35

None

None

/

/








NameNotes
Alyson
Alzarix
Carter
Ciara Anne
GeorgeSkeinsuit (35/50)
Gorman
Jim Jitsu
Mykel
S'lch
PCDescription
AlysonSee Jim Jitsu
AlzarixALZARIX: Looking around and seeing the other pirate being over whelmed, he will kneel down and search the downed one at his feet. While there he will check this pirates chronocom and take a listen to it to see if there is anything to hear on it from the pirates communications with each other. Maybe we could get and idea or counter plan if they give us some information to work with. Other than that he feels beat up and bruised so he will hang back from the fighting for now.
CarterCARTER: will continue to pound on the (now very) damaged Pirate with his even more bloody nightstick!

CARTER: Attack pirate with nightstick.
Turn 5: Init [rolled 14], Need 45%, [rolled 44], Dmg [rolled 4 4 (+2)- Total: 10]
Turn 6: Init [rolled 9], Need 45%, [rolled 19], Dmg [rolled 7 10 (+2)- Total: 19]
CiaraCIARA: Ciara decides to follow Alyson and Jim into the bridge. "Where did that other pirate go?"
GeorgeENSIGN FURY: George is glad to see that the pirate is now badly outnumbered. The expression on the pirate's face however, indicates that he has no intention of surrendering.

Turn 5 Initiative [rolled 11], Need 33 or less [rolled 48], [rolled 78], Dmg 4
Turn 6 Initiative [rolled 12], Need 33 or less [rolled 66], [rolled 33], Dmg 4
Gorman
JimJIM: Just as Jim envisioned the pirate goes down in one punch. He sense help behind him and wonders if anyone has some biocort because he knows he could use some. But he's still playing the role of galactic hero not the half scared kid from the Rook Arcology on Gran Quivera just looking to eek out a living by theft and con games.

JIM: To the people behind him half turns and points to the downed pirate and says, "Secure him and check on the crew member they were torturing, Another pirate ducked into officer's quarters so watch for him. I'll see if if the weapons locker is locked."


JIM: Jim steps aside to let others into the space but casts a cautious glance toward the door the pirate used then cracks his knuckles and checks the weapons locker readying the Jericho device and his tech tool kit.


JIM: [rolled (4) Critical Success!] In case the weapons locker is locked- Jim uses his skill chance "45" + "15" for the Jericho device to unlock the weapons locker.

ALYSON:She will say to Jim,"You took some hits would you like a fast heal?" She holds the biocort.

ALYSON: She then watches Jim head to the weapons locker if it is marked she says,"I do hope you can get in there my Gryo jet rifle is in there."

Jim to Alyson: "Sweet! Your a doctor? Yeah a little first aid might be good, playing a galactic hero can take a toll on ya. Let me see about the weapons locker first so we can get people armed. How is that crewmen they were torturing?"
MykelMYKEL: He continues the grim work of putting down the pirate in front of him…

MYKEL: Attack with nightstick

Turn 1 Init [rolled 14], 1 attack, need 40 to hit [rolled 15], Dmg [rolled 6 9 (+3)- Total: 18]
Turn 2 Init [rolled 15], 1 attack, need 40 to hit [rolled 24], Dmg [rolled 4 2 (+3)- Total: 9]
S'lchS'LCH: The vrusk continues to try his best to line up a good shot

S'LCH: If he gets it. Turn What ever Init [rolled 73], 1 attack, need 37 to hit with careful aim [rolled 11], Dmg [rolled 8]




Carter and Mykel both strike the remaining pirate with their wicked clubs. Bones shatter and blood spurts as the pirate drops to the deck in a crumbled heap.

After Gorman snatches the sonic stunner, Alzarix searches the other pirate and finds a damaged chronocom and 37 credits.

Meanwhile, Jim steps into the bridge and looks around. The automatic door to the officer quarters has already shut behind the fleeing pirate. However, the door to the weapons locker is both opened and damaged. This is clearly the source of the smoke that is floating around on the bridge. It is clear that some sort of explosion took place in the weapons locker, whether by design or accident. Everything that the locker once contained is destroyed.

Alyson follows Jim onto the bridge and is dismayed by the state of the weapons locker. She had been looking forward to retrieving her gyrojet rifle. She shakes her head and then steps over to the crew member who was being tortured. A quick check confirms that she is already too late. The man is dead.

Ciara and S'lch also follow Jim and Alyson onto the bridge. The door behind them won't close as it is damaged. Both move over to check out the door to the Escape Bay while Alyson returns to Jim to administer first aid. S'lch gets the door opened and notes with relief that there is still one lifeboat remaining in the Escape Bay. There are no pirates visible but there are several dead crew members and passengers on the deck, killed violently with lasers and automatic weapons. Holes and melted metal in the bulkheads, overhead and deck attest to some missed shots.

With the last pirate down, George turns to the hatch leading to the Escape Bay. Suddenly, the entire ship vibrates badly. This is accompanied by three loud explosions in quick succession somewhere deep in the Serena Dawn. The ship lurches suddenly and violently. Alyson, Carter, George and Gorman all fall to the deck from the sudden movement while the others manage to keep their feet.

GM: All of the pirates are dead or unconscious. Alyson has not yet had time to start first aid on Jim. She was just getting ready to do so when the lurching ship sent her to the deck.

S'LCH: Once he had access to the bridge the vrusk started to search and secure the pirate.

S'LCH OOC: lets not leave any loot behind :)


GM: This one had a laser pistol, 20 credits and a chronocom. S'lch immediately notes that this chronocom is a high end unit compared to the other chronocoms S'lch has taken from the pirates. He makes a mental note to examine it more closely when time is not so pressing.

S'LCH: Its hard to knock a vrusk off his feet so when the explosion hit he was able to recover quickly and moved to check the bridge readings on the status of the ship.


GM: That occurred to me as well. :)

S'LCH OOC: He can be the voice of reason (or panic I guess) that encourages everyone to leave


GM: Unless someone desires otherwise, I will assume that the group makes their way into the Escape Bay and boards the final lifeboat. I will send the next turn with this assumption.
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