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Hawthorne tries to keep a lock on their targeting systems (weapons).
Computers: 1d20 + 11 ⇒ (5) + 11 = 16

Game Master S |

Hawthorne pulls up the computer systems and locks on to the enemy's weapons systems.
Gunnz's flying isn't on point this time!
-----------------------------------------------
Initiative
Combat Role sheets
Engineering
Captain (Xochtl):
Science Officer (Hawthorne): Weapons lock
Engineer (0689):?
Helm
Pilot (Gunnz): Oops
Gunnery
Gunner 1 (Medrick):
Gunner 2 (Max):
Ship Purple
Captain: 1d20 + 4 ⇒ (12) + 4 = 16
Engineer: 1d20 + 7 ⇒ (18) + 7 = 25
Gunner 1: 1d20 + 6 ⇒ (18) + 6 = 24
Gunner 2: 1d20 + 6 ⇒ (5) + 6 = 11
Pilot Maneuver: 1d20 + 12 ⇒ (12) + 12 = 24
Science: 1d20 + 7 ⇒ (12) + 7 = 19
------------------------------------
Damage Sustained: 22
Ship Status:
Shields:

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Max considers the vast arsenal of the Drake and yells up at the captain. TACTICAL ASSESSMENT: ADDITIONAL ASSISTANCE IN GUNNERY MAY PROVE OPTIMAL.
If we can get them into our forward arc, we have 4 weapons that can target them. A 3rd gunner would certainly be nice.
Coilgun Attack + Node: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Coilgun Damage: 4d4 ⇒ (3, 3, 2, 4) = 12

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Medrick continues firing away, proud of how well he has been hitting so far.
High explosive missile: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 4d8 ⇒ (4, 2, 8, 3) = 17
woo, bonus crit!
I believe that is my 3rd missile this fight. Only 2 more shots.

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Looking at map, I don't believe it's currently in our forward arc. If I'm mistaken, I do apologize.
'You know? I think Max is right!' broadcast Captain Xochitl, cringing as Gunnz hits the wrong sequence of thrusters. 'Gunnz! Take a breath, we're all getting a bit riled up here. Get us in position and I'll pop off the fourth gun!'
Diplomacy Encourage Gunnz (DC 19): 1d20 + 10 ⇒ (1) + 10 = 11
Using Shirren ReRoll - I believe it's applicable here
Diplomacy Encourage Reroll: 1d20 + 10 ⇒ (8) + 10 = 18
Well...still a failure

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It is not. The piloting check went poorly, thus the turrets this round.

Game Master S |

The Starfinders communicate and shift their roles a bit. Meanwhile the battle rages on. The lone transport which you're protecting gets ever closer to the safety of the fleet.
Both gunners score tremendous hits! Their weapons systems begin glitching, though they still get their shots off:
Gunner 1: 1d20 + 6 ⇒ (10) + 6 = 16 for DMG: 1d4 ⇒ 4
Gunner 2: 1d20 + 6 ⇒ (3) + 6 = 9
A red alert sounds as the drones from its vandal rocket continue to eat at the hull. Hawthorne is confident that he can reroute and shake them off. DMG: 1d4 ⇒ 1
-----------------------------------------------
Initiative
Combat Role sheets
Jinsul: 1d20 + 12 ⇒ (6) + 12 = 18
Engineering
Captain (Xochtl):
Science Officer (Hawthorne):
Engineer (0689):
Helm
Pilot (Gunnz):
Gunnery
Gunner 1 (Medrick):
Gunner 2 (Max):
Ship Purple
Captain: 1d20 + 4 ⇒ (5) + 4 = 9
Engineer: 1d20 + 7 ⇒ (11) + 7 = 18
Gunner 1: 1d20 + 6 ⇒ (15) + 6 = 21
Gunner 2: 1d20 + 6 ⇒ (14) + 6 = 20
Pilot Maneuver: 1d20 + 12 ⇒ (9) + 12 = 21
Science: 1d20 + 7 ⇒ (11) + 7 = 18
------------------------------------
Damage Sustained: 41
Ship Status:
Shields:

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Hawthorne attempts to bypass the damage from the drones.
Computers or Engineering: 1d20 + 11 ⇒ (5) + 11 = 16 I do not recall the skill required, but they have the same modifier.

Game Master S |

It's not the best flying, but it's good enough! The jinsul craft does what it can to take you out, executing its signature turn and burn.
Hawthorne's engineering skills do the trick and with a quick burst of power, he knocks out the enemy drones on the hull.
-----------------------------------------------
Combat Role sheets
Engineering
Captain (Xochtl):
Science Officer (-):
Engineer (Hawthorne):Clear the drones
Helm
Pilot (Gunnz):
Gunnery
Gunner 1 (Medrick):
Gunner 2 (Max):
Gunner 3 (0689):
Ship Purple
Captain: 1d20 + 4 ⇒ (19) + 4 = 23
Engineer: 1d20 + 7 ⇒ (19) + 7 = 26
Gunner 1: 1d20 + 6 ⇒ (17) + 6 = 23
Gunner 2: 1d20 + 6 ⇒ (17) + 6 = 23
Pilot Maneuver: 1d20 + 12 ⇒ (15) + 12 = 27
Science: 1d20 + 7 ⇒ (11) + 7 = 18
------------------------------------
Damage Sustained: 41
Ship Status:
Shields:

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Seeing the enemy appear in front of them, Xochitl hops onto the remaining coil gun. 'Now...I've not done this much so bear with me.'
Clumsily, it adjusts the dials and pounds the triggering mechanism.
Fire!: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage?: 4d4 ⇒ (2, 2, 1, 3) = 8

Game Master S |

Gunnz maneuvers around as even Xochtl shifts to shooting. The coil gun is on target, blasting through what little shields they recharged!
-----------------------------------------------
Combat Role sheets
Engineering
Captain (Xochtl):
Science Officer (-):
Engineer (Hawthorne):Clear the drones
Helm
Pilot (Gunnz): Do it!
Gunnery
Gunner 1 (Medrick):
Gunner 2 (Max):
Gunner 3 (0689):
Gunner 4 (Xochtl): HIT
Ship Purple
Captain: 1d20 + 4 ⇒ (12) + 4 = 16
Engineer: 1d20 + 7 ⇒ (9) + 7 = 16
Gunner 1: 1d20 + 6 ⇒ (10) + 6 = 16
Gunner 2: 1d20 + 6 ⇒ (18) + 6 = 24
Pilot Maneuver: 1d20 + 12 ⇒ (12) + 12 = 24
Science: 1d20 + 7 ⇒ (1) + 7 = 8
------------------------------------
Damage Sustained: 46
Ship Status:
Shields:

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Medrick lines up his next shot. We better end this soon, I am running out of ammo! With that, he pulls the trigger to launch the 4th missile.
High explosive missile: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
damage: 4d8 ⇒ (8, 8, 4, 7) = 27
Wow that is a high roll!

Game Master S |

Medrick's missile destroys the Jinsul ship! There are cheers over the comms as the errant transport sends their thanks.
The celebration is short lived.
The comms are all lit up. The Jinsul and Starfinder class is coming to a crescendo. Explosions, death, and heroism fill the vacuum of space.
Cutting through the noise, it appears there are a couple of options for you. It sounds like there's a massive attack mustering against the enemy capital ship. There is also a team of jinsul boarders who have busted through to Starfinder command.
What will you do? You can switch for a fresh ship (a fresh Drake or Pegasus.) You can also land and deal with the jinsul boarders. Time is short, we have 5 days. Your move Starfinders!

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Dealing with boarders is my vote. I think we can finish land combat in 5 days, but probably not a big space combat.
Edit: In reality, my vote is for whatever combat GM S thinks will be quicker.

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I second Max's vote on the what ever the GM thinks would be faster. Clearly this group kicks butt in both space and on land.

Game Master S |

Space combat (clearly) gets tricky for me to do right now. I'm normally pretty good, but I'm teaching 7 classes plus an "independent" study with 5 students. Building a post piecemeal when I can doesn't work well. It's definitely impacting my GM kung-fu. To make up for it, I plan on offering anyone at this table a clean and well executed Starfinder game after the special is done.
Heeding the call, the Starfinders fly the Drake at breakneck speed to the capital ship. As you land, a relieved sigh comes over the com, “Starfinders, our sensors show your carrier is in the midst of a jinsul boarding action. There’s likely to be fighting in every part of the ship, but it is important that you defend Deck 13. That area contains the ship’s bridge and all the most critical systems. Do not let them take over the bridge! Defend it at all costs!”
You hustle down to the deck and open it just as First Seeker Jadnura comes back on, "Forward and left. They're aboard and coming your way!"
Map updated Starfinders. This is it, can you save the ship?
Hostiles: 1d20 + 2 ⇒ (3) + 2 = 5
Buff Bot: 1d20 + 2 ⇒ (7) + 2 = 9
Gunnz: 1d20 + 6 ⇒ (18) + 6 = 24
Hawthorne: 1d20 + 5 ⇒ (5) + 5 = 10
Medrick: 1d20 + 3 ⇒ (5) + 3 = 8
Xochitl: 1d20 + 1 ⇒ (12) + 1 = 13
0689: 1d20 + 5 ⇒ (7) + 5 = 12

Game Master S |

Round 1:
Gunnz: Go
Xochtl: Go
0689: Go
Max: Go
Medrick: Go
Jinsul: TBD

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'YES! We will do our best.' exclaims Xochitl. Scurrying ahead, it thinks over and over 'forward...left...forward....left...'
The inky black orb engulfs it as the creature moves, looking around. 'I don't see anything. Are we sure this is the right deck?'
Double Move (Blue arrow if path is important). Graviton Mode: 1/3.

Game Master S |

Over the comms, "You've got a fire team coming your way. Three regulars, one new type of Jinsul!"
Round 1:
Gunnz: Go
Xochtl: Move
0689: Go
Max: Go
Medrick: Go
Jinsul: TBD

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Medrick moves as fast as he can to get into the action.
Double move.

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As the party docks, Max makes a bee-line for the weapons locker and punches in the code noted as 'in case of emergency.' He grabs a small stash of weaponry for his compatriots, keeping a grenade for himself.
Activating the Weapon Requisition boon, everyone gets a weapon of their level +1 and a consumable. Max is grabbing a Thunderstrike Sonic pistol and Screamer grenade for himself.
He then rushes into the fray, taking a rear position with a reasonable vantage. Double Move

Game Master S |

Max calls in a favor as he gets the code to punch in! Everyone grabs what they want and begins to filter into the hall, ready for the jinsul breaching action.
Round 1:
Gunnz: Move
Xochtl: Move
0689: Move
[Hawthorne:
Max: Move
Medrick: Move
Jinsul: TBD

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Hawthorne follows after the others towards the closest Jinsul boarding party.
Double Move @ 25 ft Speed

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Everyone, remember you have a free weapon of your level +1 and a consumable. I've got me a grenade and I fully intend to throw it. I also plan to burn the aid token along with the bonus from the boon we earned earlier to compliment it. Final fight, all in!

Game Master S |

Gunnz and Hawthorne close too as the Jinsul bring it.
Three of the jinsul rush forward to form a line while the one in the back weaves a spell! A pair of missiles, made of pure magic come streaking towards Max DMG: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Round 2:
Gunnz: Go
Xochtl: Go
0689: Go
Hawthorne: Go
Max: Go
Medrick: Go
Jinsul: TBD

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Thank you for the reminder, Max. I concur with activating the Aid Token. Note (and I only know this because I've GMed this special twice) the weapon cannot be borrowed during Part 4, only the consumable.
Hawthorne will withdraw an Adaptive Serum Mk I for this encounter.
Hawthorne draws his pulsecaster rifle from its holster on his back as he moves into the corner. He then takes a small vial from his belt and drinks the contents.
Move + Draw Weapon (which I should have done last time but I'm a doofus)
Use adaptive serum mk I for Electric Resistance 5

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Grenades are consumables right?
Max tosses moves forward and rolls a grenade into the room, hoping to catch all 3 of the frontliners in the blast.
Attack vs square (AC 5): 1d20 + 2 ⇒ (3) + 2 = 5 Hits... barely Should catch red, black, and blue
Sonic Damage: 1d10 ⇒ 7
Deafened Duration: 1d4 ⇒ 1 minutes
Reflex save DC 14
I take it allied offensive can't be used on a grenade blast?

Game Master S |

Hawhtorne gets ready for the showdown as Max opens with a grenade that hits the target, despite a poor throw! Yeah I don't think Allied works on area effects :-)
Red REF: 1d20 + 5 ⇒ (16) + 5 = 21
Black REF: 1d20 + 5 ⇒ (17) + 5 = 22
Blue REF: 1d20 + 5 ⇒ (3) + 5 = 8
One of the jinsul takes it in the face!
Round 2:
Gunnz: Go
Xochtl: Go
0689: Go
Hawthorne: Buff
Max: Boom!
Medrick: Go
Jinsul: TBD
Red: 3
Black: 3
Blue: 7 (Deaf)

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0689 steps in front of Buffbot and activates his targeting module on red and fires a round.
attack vs EAC: 1d20 + 8 ⇒ (1) + 8 = 9
fire damage: 1d8 + 4 ⇒ (1) + 4 = 5

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Medrick follows suit as Max, just picking the shock grenade instead of the screamer. He pulls out his grenade he got as part of the care package and tosses it in, hoping to hit the same area as Max.
Shock Grenade II (ac5): 1d20 + 6 ⇒ (18) + 6 = 24
Damage (shock): 1d12 ⇒ 7
dc 15 reflex save for half
Move action to draw the grenade, standard action to toss it.

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Eyeing the caster with burning desires, the series of explosions catch the host's eyes. 'Oh! Pretty!' Looking towards the care package it sees a few more grenades and reaches for one, but hesitates.
After a split second, it snags a vial of red liquid and downs it; cringing at the taste. 'ACK! Ya know they should really do something about that taste!' gripes Xochitl, stepping forward.
Mark 1 Healing Serum Taken
Healing: 1d8 ⇒ 6

Game Master S |

Grenade blasts continue to rock the deck as Gunnz tosses one too:
Red: 1d20 + 5 ⇒ (1) + 5 = 6
Black: 1d20 + 5 ⇒ (2) + 5 = 7
Blue: 1d20 + 5 ⇒ (19) + 5 = 24
This time it's the oppose result from the first grenade!
Xochtl quickly moves to heal some wounds, as 0689 is WAY off target with a shot.
Medrick throws a third grenade into the line:
Red: 1d20 + 5 ⇒ (7) + 5 = 12
Black: 1d20 + 5 ⇒ (18) + 5 = 23
Blue: 1d20 + 5 ⇒ (18) + 5 = 23
The jinsul continue to advance, atrail of viscous and off-color blood in their wake. One closes with Xochtl while the others rush past. AoO from Xochtl if applicable.
They eschew guns for more primal weapons, leg blades. black double moved.
Leg blade v. 0689: 1d20 + 6 ⇒ (4) + 6 = 10
The spellcasting alien stands still this time, weaving a more potent spell, and striking Xochtl thrice MM: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10
Round 3:
Gunnz: Go
Xochtl: Go
0689: Go
Hawthorne: Go
Max: Go
Medrick: Go
Jinsul: TBD
Red: 15
Black: 11
Blue: 12 (Deaf)

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0689 takes a guarded step back and switches his targeting module to black and fires.
attack vs eac: 1d20 + 8 ⇒ (12) + 8 = 20
fire damage: 1d8 + 4 ⇒ (2) + 4 = 6

Game Master S |

0689 clears himself of the jinsuk's reach and responds with a wicked blast to thorax. The creature doesn't drop, but it's close!
Round 3:
Gunnz: Go
Xochtl: Go
0689: Hit
Hawthorne: Go
Max: Go
Medrick: Go
Jinsul: TBD
Red: 15
Black: 17
Blue: 12 (Deaf)

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Hawthorne moves away from the advancing Jinsul marines, carefully. He aims down the sites of his pulsecaster rifle and fires at one that 0689 just wounded.
Pulsecaster Rifle: 1d20 + 7 ⇒ (17) + 7 = 24
E, magic, NL: 1d6 + 4 ⇒ (3) + 4 = 7

Game Master S |

Hawthorne's shot knocks the jinsul's head back. The body drops, dead on the deck.
The other jinsul don't so much as even turn their heads. There is only the mission...
Round 3:
Gunnz: Go
Xochtl: Go
0689: Hit
Hawthorne: Kill
Max: Go
Medrick: Go
Jinsul: TBD
Red: 15
Blue: 12 (Deaf)

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Max will pop the aid token for allied offensive and the bonus to give everyone aid another this round.
Max levels his weapon at the nearest foe (blue) and marks it before firing. GET THEM.
Attack: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26
Damage: 1d6 ⇒ 5
Offensive: 1d8 ⇒ 7

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Medrick takes two quick shorts at the blue enemy, hoping to drop it. That spellcaster is going to be trouble...
Arc Pistol (blue, EAC): 1d20 + 7 - 4 + 1 + 2 ⇒ (13) + 7 - 4 + 1 + 2 = 19
damage (shock, nonlethal): 1d6 + 1 ⇒ (3) + 1 = 4
Arc Pistol (blue, EAC): 1d20 + 7 - 4 + 1 + 2 ⇒ (11) + 7 - 4 + 1 + 2 = 17
damage (shock, nonlethal): 1d6 + 1 ⇒ (6) + 1 = 7
Full action to attack twice.

Game Master S |

Max scores a hit, and an errant shot from a nearby Starfinder in another hall finishes the target off!
Medrick's quick shots finishes off the third! Only the spellcaster remains, and you sense no fear or doubt in your foe.
Round 3:
Gunnz: Go
Xochtl: Go
0689: Hit
Hawthorne: Kill
Max: Kill
Medrick: Kill
Jinsul: TBD

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Surprised by the creatures rushing past, Xochitl fails to lash out. Setting eyes on the caster again, it smiles. 'Be ready to shoot it!' broadcasts the shirren.
Without another word, it surges forward, swinging out with the gauntlet it's come to favor.
Charging Attack
Aid, Charging, Thunderstrike Gauntlet: 1d20 + 4 + 2 - 2 ⇒ (6) + 4 + 2 - 2 = 10
B & So Damage?: 1d6 + 4 ⇒ (3) + 4 = 7
Graviton Mode 3/3. AC -2 for this round. +1 to ranged attacks vs caster

Game Master S |

Xochtl misses on the surprise charge, but Gunnz levels a clean shot! The jinsul's foreleg crackles with electricity as it tries to jab Xochtl! ATK: 1d20 + 5 ⇒ (17) + 5 = 22. The blast of electricity courses through his body Elec DMG: 4d6 ⇒ (3, 3, 2, 4) = 12
Round 4:
Gunnz: Go
Xochtl: Go
0689: Go
Hawthorne: Go
Max: Go
Medrick: Go
Jinsul: TBD
Jinsul Mage: 12

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Max rushes in and calls out the last target.
FINISH HIM!
Get 'em for +1 to attack.