Rolled 9, 3 = 12 (2d10)
Welcome back, swashbucklers, to part two of Mecha Space Pirate Quest's 18th installment! As always, you are Roarke S. Starwind, Admiral of the Iron Kestrels space pirate fleet, master of the starship Rhinehawk, and pilot of the Knuckle Kaiser.
Previous Threads: suptg.thisisnotatrueending.com
Master Pastebin: pastebin.com
Upgrade Menu: pastebin.com
List of Moves: pastebin.com
Rogues' Gallery: pastebin.com
Last time, we left off in mid-combat. You've already rendered two Bluegills unable to fight, and have just ripped the sword arm off a third. Red Siren, behind you, is still facing down two after slicing open a third with her wrist-mounted continuous-beam guns. Although she's outnumbered, she has two holographic shadows flickering around her in an elaborate martial dance that make it look as though the opposite is the case.
Your opponent considers his options. His Bluegill, one-armed and no longer holding a weapon capable of penetrating the armor Karen has put her heart into perfecting for you, standing against the Knuckle Kaiser, which towers over it like a monster out of ancient legend, its triangular-toothed, sharklike grin mere meters from the blank faceplate of the UJCIDF mech, flexing its gigantic armor-rending claws.
The Bluegill throws down its beam gun, which bounces off and floats away into space, holds its remaining hand up, and goes to sit down quietly at the base of one of the transport ship's fins, somehow looking very, very ashamed of itself.
[Continued, rolling initiative for two new challengers, both have +3]