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Translation: Everyone shoot flamethrower guy until flamethrower guy is dead.

Game Master S |

The powerful enemy with the flamethrower indeed falls for the trick! He's slightly off for a few moments.
Round 2:
0689: Hit
Xochtl: Sol-fu
Hawkthorne: Hit
Jinsul: ATK
Buff Bot: Feint
Gunnz: Go
Medrick: Go
Grey: 12

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Gunnz continues to ply her trade, palming her pistol as she advances and then quickly shooting at the creature with the flamethrower.
"Onto it!"
trick attack, DC 20+CR: 1d20 + 17 ⇒ (1) + 17 = 18
attack vs EAC, ranged bounus: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage: 1d6 + 1 ⇒ (1) + 1 = 2
However the excitement of the fight is obviously getting to her as she telegraphs her move and then her blast is off target as well.

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Target flame thrower, got it! Medrick moves over to the other side of the ally way and aims a shot at the alien with a flame thrower. Man, I miss flying. That was handy for seeing the whole battle field.
Arc Pistol (EAC): 1d20 + 7 + 1 - 4 ⇒ (10) + 7 + 1 - 4 = 14 Plus flat footed
damage (shock, nonlethal): 1d6 + 1 ⇒ (3) + 1 = 4
Move action to move, standard action to shoot once.

Game Master S |

Gunnz is way off target, but Medrick manages a glancing blow!
Round 2:
0689: Go
Xochtl: Go
Hawkthorne: Go
Jinsul: TBD
Buff Bot: TBD
Gunnz: TBD
Medrick: TBD
Flamethrower: 4
Grey: 12

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Hawthorne moves down the hall to give others a clear line of sight to the jinsul with the flame thrower. He aims down his rifle and fires.
Pulsecaster Rifle, Xo's Buff, Get'em: 1d20 + 7 + 1 + 1 ⇒ (13) + 7 + 1 + 1 = 22 vs. Flat Footed if Max's feint worked
E, magic, NL: 1d6 + 4 ⇒ (5) + 4 = 9

Game Master S |

Hawthorne's shot is a bulls-eye, striking the jinsul, and noticeably hurting it.
Round 2:
0689: Go
Xochtl: Go
Hawkthorne: Hit
Jinsul: TBD
Buff Bot: TBD
Gunnz: TBD
Medrick: TBD
Flamethrower: 13
Grey: 12

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0689 take another step back and fires at the same target. He takes a moment to activate his targeting system before firing.
attack vs EAC + tracking: 1d20 + 8 ⇒ (13) + 8 = 21
fire damage: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (3) = 12

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With a nod, Xochilt broadcasts 'Sounds like a good idea, but I'm a bit stuck at the moment.'
Raising its arms to cover its own face, the shirren cautiously steps towards the knife weilder.
Take Total Defense as a Standard. Guarded Step towards knife wielder.
EAC 19; KAC 20 until my next turn
Graviton Mode 3/3

Overseer Tyranius |

Your comm device vibrates as Luwazi Elsebo echoes another reply. ”The Society has released a group of Starfinders whose minds were trapped in a virtual world, which released their bodies from stasis on Agillae-5. One of the survivors is Historia-6 of the Dataphiles!”
The lost Dataphiles leader disseminates information about the Scoured Stars to all teams across the fleet. Until the end of the ongoing mission, you can roll twice and take the better result each time you attempt a skill check to identify a creature or to recall information.

Game Master S |

0689 nails the Jinsul with a shot that leaves it reeling. The alien's wounds are clearly starting to take their toll. A few more shots will likely be more than it can handle.
Xochtl gets in close, feeling the universe's power reaching a crest within. The jinsul, heedless of the solarian's planning, continues to savage with its leg-blade:
ATK: 1d20 + 6 ⇒ (2) + 6 = 8, but the ready shirren easily foils the attack.
The injured leader takes a single shot with the flamethrower at Hawthorne:
ATK: 1d20 + 12 ⇒ (9) + 12 = 21 for Fire: 1d6 ⇒ 2. It then tosses it aside to engage with it's own leg blade.
Round 2:
0689: Hit
Xochtl: Close and prep
Hawkthorne: Hit
Jinsul: ATK
Buff Bot: Go
Gunnz: Go
Medrick: Go
Flamethrower: 25
Grey: 12

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Max raises his pistol and squeezes off a pair of shots at the leader.
Attack 1: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 vs Flat-Footed EAC
Dmg, E. NL: 1d6 ⇒ 6
Attack 2: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14 vs Flat-Footed EAC
Dmg, E. NL: 1d6 ⇒ 5
Is no longer flat-footed after those attacks.
PRESS ADVANTAGE. AIM FOR SWIFT RESOLUTION.

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My action will take place after Gunnz in hopes that it will be flat footed after her action.
Medrick holds a second knowing that Gunnz has a habit of making tricky actions that lend the enemy to be unprepared. When the opportunity arises, Medrick fires twice at it the nearest foe.
Arc Pistol (EAC): 1d20 + 5 + 1 - 4 ⇒ (14) + 5 + 1 - 4 = 16
damage (shock, nonlethal): 1d6 + 1 ⇒ (1) + 1 = 2
Arc Pistol (EAC): 1d20 + 5 + 1 - 4 ⇒ (13) + 5 + 1 - 4 = 15
damage (shock, nonlethal): 1d6 + 1 ⇒ (3) + 1 = 4
Full attack action.

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As far as I can tell, operative trick attack only makes the target flat-footed to themselves until 4th level.

Game Master S |

Max's shots both connect and nearly drop the monster. When the smoke clears, it's barely upright. Nevertheless, it continues to fight.
Medrick, despite aiming at a foe ready for it, connects and though it takes both shots, the leader goes down!
Only the lone soldier, injured, remains.
Gunnz is travelling if someone wants to bot.
Round 2:
0689: Hit
Xochtl: Close and prep
Hawkthorne: Hit
Jinsul: ATK
Buff Bot: Hits
Gunnz: Go
Medrick: Kill
Flamethrower: 37
Grey: 12

Overseer Tyranius |

A message from First Seeker Luwazi Elsebo comes in. ” Several Starfinders have located a group of survivors on Agillae-1. We’ve rescued these survivors from the creatures were attacking their outpost. Among the survivors is First Seeker Jadnura, who has now joined mission command to help us rescue other groups of survivors!”
The Starfinder Society rejoices at the return of First Seeker Jadnura. Each PC may immediately recover any one spell expended, one daily use of a class ability, or 1 resolve point!

Game Master S |

Gunnz strikes, and almost ends the final jinsul attacker. Knowing it's likely it's last charge, it slashes violently with its leg-blade
It slashes down on Xochtl: ATK: 1d20 + 6 ⇒ (7) + 6 = 13, but misses.
In short order, the combined might of the party overwhelms it. Calling it. It had 1 HP left and everyone's turn was up.
With the Jinsul threat neutralized HERE, you take a moment to appreciate the victory. You're not out of the woods yet. First Seeker Jadnura is free, but many, many threats remain.
Where to?
Evacuation Mission #3: Bastiar-8 (God's Home)
Evacuation Mission #4: Bastiar-2 (Lava River Rescue)
First Line of Defense Mission - The Jinsul are coming

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I am up for first line of defense...GM, do any of these guy got batteries on them for a rifle
0689 looks around and places a fresh batter in his rifle.

Game Master S |

0689 quickly gathers what he can, advocating for a quick flight into hte heart of the action. While speaking, he gathers: ifrit-class flamethrower with 19 petrol, and 2 tactical arc emitters with 4 batteries total (19 charges in 2, 20 in the other two)

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Breathing heavily as the inky blackness resumes the orbit about its head, Xochitl smiles. 'I must say that was fun! But...I...I could use a minute or two.'
10 minute rest to regain stamina and my acid breath, if there is time

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0689 distributes the batteries as needed. Keeping a fully charged one for himself. He will take a second if no one objects.

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ASSESSMENT: JINSUL DEFENSE MANDATORY, HOWEVER PRESENCE OF ZIGVIGX'S PREDECESSOR HAS NOT BEEN ESTABLISHED. OBSERVATION: ZIGVIX'S PERFORMANCE HAMPERED BY PERCEIVED LACK OF COMPANIONS. RECOMMENDATION: COMPLETE EVACUATION. DESTINATION GOD'S HOME.

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"I say that we take the fight to these Jinsul," Hawthorne says as he takes a seat and retracts his elaborate environmental helmet. He takes a short rest and recharges his rifle en route.
1 RP spent to take a 10 minute breather to regain Stamina.

Game Master S |

First Line of Defense is a space combat. Before we start let me know if you have the First Skirmish boon from Scenario #1–13: On the Trail of History.

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I do not.

Game Master S |

You jump into the ship and head out to hold the line. You catch your breath as you gather data. It appears that a of vanguard of jinsul attack ships
exited the Drift and enter into orbit around Bastiar-7. The ships began spreading out across the system,
seeking to establish a foothold. The comm chatter is clear, there are too many jinsul ships to stop them all, but a quick sortie can throw the enemy into disarray before they’ve fully established their presence.
You spy a single jinsul assault craft which has pulled away from the greater force of the massing jinsul fleet. They're just outside the heavy gravity zone. With the rings between you and them (not to mention the graveyard of derelict ships) they haven't seemed to notice you yet!
You've got 1 round of opportunity to move and scan. Surely they'll see you soon. The rings are also a bit tricky...

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En route, Hawthorne installs a solar powered weapon system on the forward light laser. +1 damage; prior to rolling to hit, the gunner can spend 1 RP to boost the damage bonus to +4
Upon arrival at the ringed gas giant, the Triunite scans the lone enemy vessel. "Let's see how these spacefaring ticks build their starships," he comments as the data collates.
Computers (Scan): 1d20 + 11 ⇒ (13) + 11 = 24

Game Master S |

Hawthorne scans the enemy ship, and gets a full load out of what you're up against. At the same time, the enemy ship is alerted to the situation. You can still take your helm and gunnery actions (as well as action from everyone else.
It's a medium transport with a crew of 6. It's got a speed of 4, and while it only has good maneuverability starship’s overall shape and positioning of its thrusters make it very easy for it to reverse its heading.
The readout continues: AC 14; TL 12, HP 60; DT -. Shields basic 40 (forward 10, starboard 10, port 10, aft 10). The unknown starship’s forward tracking weapon functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage.

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Looks like Gunnz slotted First Skirmish according to the discussion thread.
Max begins running a quick system check on the Pegasus's weapons, then looks over at Medrik. MAN THE TURRET. I SHALL ENDEAVOR TO FOCUS LASER CANNON FIRE ON YOUR TARGET FOR MAXIMUM EFFECT.
He calls back to Hawthorne as he begins to lock on. INTEL ON THE RINGS?
Will fire the relevant laser cannon at whatever target Medrik aims for.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 2d4 ⇒ (2, 2) = 4

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0689 heads down to engineering and diverts power to the engines, hoping to give them a boost to get into a good starting positions.
engineering, divert power: 1d20 + 12 ⇒ (20) + 12 = 32 DC is 16 I believe

Game Master S |

Too late for me to edit. That's what I get for making a post from my phone (which is abysmal. I miss Wayfinder.) Enemy shields are 6 on all facings and hull points 36 as part of the effort to get back on time.

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Hawthorne tries to target the Jinsul vessel's weapon systems.
'If we get eaten in space, it is your fault,' his AI chides him.
We run the risk of being eaten in space all the time.
Computers: 1d20 + 11 ⇒ (8) + 11 = 19 DC 5 + 1-1/2 times the tier of the enemy starship + its bonus from defensive countermeasures.

Overseer Tyranius |

Rapid Team Extraction Protocol quickly goes into effect as transport ships arrive picking up any remaining Starfinders on mission.
As more and more jinsul ships enter the Scoured Stars, First Seeker Luwazi Elsebo addresses the Starfinder fleet via all communication devices: “Starfinders, we have already rescued many of our comrades, but we can’t afford to stay here any longer. While our carriers prepare to transition into the Drift, we must ensure that all our transports get back to the carriers. I need all our best starship crews to fight the jinsul ships and buy our fleet some time. The rest of you should help organize a defense of our transports and carriers against jinsul boarding parties. Do not lose heart, Starfinders—there is hope for us if we all work together to get through this!”
Table GMs, all of your current encounters are now ended. Starfinders, you must decide which of these dangerous missions you shall undertake. Remember, we’ll need groups performing both missions if we want to make it out safely. we’ll need to have coverage in space and onboard our ships s the Jinsul will be boarding.
Luwazi Elsebo once again addresses the fleet, “Starfinders, our choices are made. Whether you’re fighting onboard our ships against these invaders or taking the battle to their starships, may luck be on your side. Hold to your selected missions and play to your strengths; we shall make it out of this!”
Table GMs, you can now begin the Part 4 missions.

Game Master S |

The pot shot strikes the jinsul vessel, but the comm announcement interrupts the ensuing duel.
You'll have to decide, and quickly, if you'd rather fight ship to ship, or as a marine-style party.
This special is FLYING. I'm sorry that it feels like we're always one step behind.

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Agreed

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fine with me. Show me how it's done you ship inclined people. :-P

Game Master S |

As the Starfinder fleet begins extracting all remaining rescue teams back to the carriers, all starship crews receive the following message from First Seeker Luwazi Elsebo. “Attention, all starship crews! Jinsul ships are aggressively attacking our retreating transports. Deploy immediately and stop the attackers. There is a heavily armed capital ship nearby—do not engage! I repeat, do not engage the capital ship.” Indeed, even ending a turn near one is likely to draw its attention.
Arrive Vector: 3d6 + 5 ⇒ (6, 2, 1) + 5 = 14 You can choose your facing before we start.
-----------------------------------------------
Initiative
Combat Role sheets
Foes: Piloting: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
If you don't beat this number, take your turn.
Engineering
Captain: Orders?
Science Officer: Action?
Engineer: Action?
Helm
Pilot: Piloting check.
Gunnery
Gunner 1: TBD
Gunner 2: TBD
Ship A
Damage Sustained:
Ship Status:
Shields:
Ship B
Damage Sustained:
Ship Status:
Shields:

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Hawthorne rapidly scans the Jinsul fighters harrying the transport.
Computers (Scan): 1d20 + 11 ⇒ (20) + 11 = 31

Game Master S |

Ready for this, all of Hawthorne's preparation meets opportunity as he locks on to the jinsul craft.
It's a medium transport with a crew of 6. It's got a speed of 4, and while it only has good maneuverability starship’s overall shape and positioning of its thrusters make it very easy for it to reverse its heading.
The readout continues: AC 14; TL 12, HP 60; DT -. Shields basic 40 (forward 10, starboard 10, port 10, aft 10). The Jinsul starship’s forward tracking weapon functions identically to a high explosive missile launcher, except that pieces of the rocket’s shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. It also has a forward facing heavy laser.
No change this time ;-)
Engineering
Captain: Orders?
Science Officer: Scan
Engineer: Action?
Helm
Pilot: Piloting check
Gunnery
Gunner 1: TBD
Gunner 2: TBD
Ship A
Damage Sustained:
Ship Status:
Shields:
Ship B
Damage Sustained:
Ship Status:
Shields:

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Do we have any idea what is considered 'close' for ending near an enemy NPC or capitol ship? Also, the NPC starfinder ship... is that armed ? Do all of these questions really actually need a scan to answer?
PREPARING TO ENGAGE HOSTILES. FOLLOWING MEDRIK'S MARK.
Max focuses fire on one target with his compatriots.
Laser Cannon Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 2d4 ⇒ (3, 2) = 5
General Botting Instructions: Unless stated otherwise, Max will grab a laser cannon facing the target and fire a single shot at whatever enemy/face Medrik attacks (assuming Medrik is on the turret). If Max is one of the last to act in any given round, just go ahead and bot his action.

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Right. I'll err towards firing at whatever Medrik fires at. If that doesn't work, eg he is firing from our aft, I'll err towards firing the forward laser for +1 dmg. If that attack turns out to be from the forward laser, add 1 damage to it.