>>6063331>>6062096You look at the colossal creature posing in the harsh vacuum of the void and can’t help but notice the uncanny similarities to another strange entity you’ve met. The general shape of the head could conceivably fit in an Ulveng style visor, you suppose, and those frills and strange hands… Could it be?
Before you can finish the thought however, something dark and sinuous ripples out of the space between the stars. Long segmented tendrils twine their way down towards the Void Wyrm which ceases its flashing and posing to watch them approach warily. Just as it begins to drift away cautiously, the tendrils strike! Each of the appendages lashes out aiming for the creature's neck and limbs and they quickly dig in. The Void Wyrm struggles, flaring angry red patterns through its translucent membranes, trying to break free but just as quickly goes limp, dark.
You watch in stunned dismay as the metal tentacles tighten, drawing taut the poor Wyrms upper limbs which straighten in sickening similarity to a marionette. Its lower half slackens, legs and tail floating around languorously as if an afterthought. The draconic puppet’s ‘strings’ pull it higher before seeming to enliven the figure, a crimson glow flickering into existence. The long neck is pulled upright and the wyrm’s eyes open, a baleful red that is all too familiar.
It looks like you'll have to do this the hard way.
Before the battle begins in earnest you have time to issue one order. Hopefully your team is on the ball and will react just as quickly. You call on:
>Your Ops officer to deep scan the target for clues and potential weak points. [Synergy roll with Kiro, free [LOCK] and enemy stat analysis.]>Your Nav officer to plot an optimal course of attack. [Synergy roll with Cleo, free [EVADE] for both fighters and allows you to choose their starting sectors next turn.]>Your Tactical officer to fire the first shot! [Synergy roll with Coen, free [STRAFE] and [ORD: EMP] next turn. Also, three 1d100 rolls are required to withstand the mental pressure Guard is putting on you through your command implant. Moderate Difficulty (Base chance 40) with bonus from MIND+ (+10) and Trait Part of the Crew, Part of the Ship(2) (+20). Each succes will delay GUARD’s attempt to ID your biometrics another round.
>Three 1d100 required, looking to roll under 70.