E413 Try to Escape Scout (takes 1 hour)
As you try to escape, the scout fires once with each gun, hitting with each. The standard guns inflict one hit (R217) on the
starship. The unusual nose gun fires a magneto-plasma that penetrates the hull without doing any physical damage. However,
induced neural currents kill all individuals in one compartment, determined by a 1d6 roll:
- 1: pilot’s compartment
- 2: crew quarters
- 3: engineering
- 4: gun turret
- 5: main cargo hold
- 6: boat hold and ship’s boat.
Your starship then successfully escapes the scout, which does not pursue. The encounter ends.