
Void GM |

Gyrolaser, Computer Bonus: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Sorry Dawn... I forgot to update the link to the current Calico Wanderer stats after you guys updated it. The link is now correct. The Gyrolaser has been replaced and the secondary weapons are now a Light Torpedo Launcher and a Flak Cannon. It doesn't matter this turn because that roll will be a miss.

Void GM |

Iolas launches a missile, but it streaks past the enemy ship into space. Dawn fires the flak cannon but the bursts of shrapnel are too spread out and do no damage.
The Lawblight returns fire! But Wint's flashy maneuvering keeps the enemy coilguns and lasers from scoring any hits.
The Lawblight burns forward and then goes into a corkscrew dive. It comes up out of the dive facing the Calico Wanderer!
Coilgun Turret: 1d20 + 5 ⇒ (4) + 5 = 9
Aft Gyrolaser: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Calico Wanderer Initiative: 1d20 + 11 ⇒ (8) + 11 = 19
Lawblight Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Captain: 1d20 + 8 ⇒ (18) + 8 = 26
Pilot: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Engineer Divert Wpn: 1d20 + 8 ⇒ (2) + 8 = 10
Round 3
Initiative Phase: Calico Wanderer is Ship B and moves second.
Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Flip & Burn
* Science Actions: ?
Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?
Ship B Gunnery Phase
* Attack Rolls:?
Ship A Gunnery Phase
CALICO WANDERER:
AC: 15 TL: 14
Shields F: 23/23, P 22/22, S 22/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 4/5
Lawblight:
AC: 13 TL: 13
Shields: F: 15/15, P 5/5, S 5/5, A 5/5
Hull: 70/70
HE Missiles Remaining: 5/5
Everyone is up!

Void GM |
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MISSILE/TORPEDO RULES: For Everyone but especially Iolas & Dawn:
Under the normal rules, if you roll a miss with a missile, that missile has no more effect on the combat. It detonates harmlessly in the wrong spot, or whatever. It is just gone.
I don't think that's very much fun though. So I am leaving the missiles on the map if they miss. This creates a need for a couple new Gunner Actions.
But first, to clarify:
If the gunner hits with a missile attack but the missile does not reach the target in one round, the gunner may keep making gunnery checks to have the missile keep trying. This does not take an action, though it does mean that the further the missile has to go the more likely it will miss. The gunner gets to move the missile on the map towards the target. Missiles have perfect maneuverability (they may make two turns for every hex they move forward).
If the gunner misses with a missile attack, the missile will simply travel in a straight line its full move. It will be destroyed if it hits an obstacle (like an asteroid).
If there is a missile in space without a target, and the missile could either strike an enemy ship using a normal move (as in a FLY maneuver) or has an enemy ship in its forward arc beyond that distance, then the gunner may make a REACQUIRE action. The gunner rolls gunnery to have the missile attack again. This follows the normal rules for attacks.
If the missile could not strike an enemy and has no target in its forward arc (or if the gunner does not want the missile to attack those targets) the gunner may make a REMOTE OPERATE action. In this case the gunner moves the missile however he wishes. The missile moves as a ship and the gunner selects a pilot action which applies to the missile instead of the ship. This may include stunts. The piloting DCs use the same tier as the main ship. Missiles have no inherent piloting bonus or penalty.
If a missile could reach an enemy ship by using a stunt or pilot action but could not reach that ship using a normal move, the gunner may make both a REMOTE OPERATE and a REACQUIRE action. The gunner may also do this deliberately even if it is not needed if he wants the missile to have the benefit of a pilot action (such as the EVADE action). However, since the gunner is taking two actions in one turn, the -4 penalty for firing two weapons with the "fire at will" action applies, and he may take no other actions. No matter how many actions are used, a missile still may move only once per round. Only one gunner can control a missile on any given turn.
Note: Any weapon may be used to fire at a missile that is in space before the gunnery phase begins. However, it is worth mentioning that this will be difficult for weapons that do not have the Point property.
FYI the nuclear missiles move 5 hexes per turn. The light torpedoes move 8 hexes.

Stell Zee-Linn |

Stell returns to the captain's chair to try to encourage a quick end to the battle, focusing on helping Iolas get off a better shot with the missiles.
"Com'on Iolas, let's put an end to these law breakers who took out our comrades!"
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Thuldas |

Thuldas continues preheating the missile tubes, trying to maximize their damage potential.
Engineering check to Divert (Weapons): 1d20 + 7 ⇒ (14) + 7 = 21
Success; all natural 1s on damage rolls are converted to 2s.

Void GM |

Stell gives some words of encouragement to Iolas, while Thuldas charges up the weapons.
Round 3
Initiative Phase: Calico Wanderer is Ship B and moves second.
Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Flip & Burn
* Science Actions: ?
Ship B Helm Phase
* Captain Action: Encourage Iolas (success)
* Engineer Actions: Divert Power to Weapons (success)
* Pilot Action: ?
* Science Actions: ?
Ship B Gunnery Phase
* Attack Rolls:?
Ship A Gunnery Phase
CALICO WANDERER:
AC: 15 TL: 14
Shields F: 23/23, P 22/22, S 22/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 4/5
Lawblight:
AC: 13 TL: 13
Shields: F: 15/15, P 5/5, S 5/5, A 5/5
Hull: 70/70
HE Missiles Remaining: 5/5
Wint, Dawn, and Iolas are up.
Guys: It's been a couple days so I'm prepared to begin botting people if necessary but I'd prefer a player character actually move the ship. So if Wint isn't the next one to post another player could take his action for him and move the ship, if you're comfortable doing that.

Iolas |

Iolas begins furiously typing into the console, trying to wrest control of the wayward missle and steer it toward the craft's side, the missle crashing into the ship with a tremendous explosion.
Reacquire Nuclear Missle, Computer Bonus: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 5d8 ⇒ (4, 2, 6, 8, 8) = 28

Stell Zee-Linn |

I considered moving the starship for Wint, but it quickly became apparent that I'd have to spend a lot of time reviewing the core rules and the house rules for movement to consider all the relevant options, and I don't really have the time tonight. I would suggest using the flyby stunt, which, if I understand it correctly, would allow us to use one of our forward arc guns and still attack with the turret gun as well, possibly ending in the enemy's aft arc.

Wint |

Sorry, I saw the torpedo changes but missed that it was actually our turn to move the ship. Mea Culpa
Wint quickly moves the ship so it is again hitting the Pirate ship in its side, ducking and weaving the ship as it goes (auto succeed on Evade Stunt)
"Come on, lets HIT this thing and blow it out of the sky!! I mean Aether. Space. Whatever!! Blow it up!!!!"

Void GM |

Guys, I can biew the Paizo site fine but I am having connection issues with google slides. Maybe it will get better when I get home so I will post in a few hours.

Void GM |

Wint pulls the ship around to once again come alongside the Lawblight. Dawn fires but the ship is turning too quickly and her aim was thrown off.
Meanwhile, Iolas takes control of the stray missile, and turns it back around on a new heading. At the same time, he fires another nuclear missile at the Lawblight, which strikes the enemy ship! The devastating blast shakes the enemy ship. First blood! Iolas can see explosions occurring within the Lawblight's Hull!
Iolas: The stray missile did not have enough speed to actually reach the Lawblight this turn, so using that missile to attack was impossible. But since you actually made a roll and I had said you could combine remote operate with an attack, I am saying that you did both things: pilot the missile and fire a new missile using your roll. The -4 penalty for full attacks applies here, but you hit anyway. I have corrected the missile's path. There is a good chance it will be in range next round.
You did enough damage to beat the critical threshold but won't be able to tell which system you damaged without a scan. Also, from now on you can't be certain of the actual damage Lawblight can sustain without making a scan, because she could balance shields or divert to shields. So only the most recent information will be listed.
The Lawblight returns fire! But once again both it's coilgun and its gyrolaser fire uselessly into space!
Coilgun Turret: 1d20 + 5 ⇒ (8) + 5 = 13
Coilgun Turret: 1d20 + 5 ⇒ (13) + 5 = 18
Aft Gyrolaser: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Crit?: 1d10 ⇒ 8 Engines Glitching
Calico Wanderer Initiative: 1d20 + 11 ⇒ (5) + 11 = 16
Lawblight Initiative: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Round 4
Initiative Phase: Calico Wanderer is Ship A and moves first.
Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?
Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?
Ship B Gunnery Phase
Ship A Gunnery Phase
* Attack Rolls:?
CALICO WANDERER:
AC: 15 TL: 14
Shields F: 23/23, P 22/22, S 22/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 3/5
Lawblight:
AC: 13 TL: 13
Most recent Info:
Shields: F: 15/15, P 0/0, S 5/5, A 5/5
Hull: 47/70
HE Missiles Remaining: 5/5
Pilot, Captain, Engineer, & Science Officers are up!

Void GM |

Wint: FYI if you pass through an enemy ship's space you don't have to use the flyby stunt. The flyby stunt basically prevents the enemy ship from getting an "attack of opportunity" against your ship as it flies by, and allows you to make an attack ignoring facing. So it's up to you.
I do find though that Flyby is a good way to get an attack with forward weapons on rounds where you didn't win initiative, like this one.

Thuldas |

"Nice hit! Let's keep 'em coming!"
Thuldas switches from engineering to the science officer's station, focusing the Wanderer's targeting system on the Lawblight's power core.
Computers check to Target System (Power Core): 1d20 + 7 ⇒ (7) + 7 = 14

Wint |

"Right, I'm going to take us RIGHT into their cannons. So close that they can't even lock in on us!"
[ooc]Wint will try a flyby attacj
pilot: 1d20 + 10 ⇒ (11) + 10 = 21
"Woo hoo!! Fire! Fire!"

Stell Zee-Linn |

Stell watches with admiration how well Wint and Thuldas are handling the pilot and engineering and science officer duties. "Holler if you need help in the bridge. I'm going to see if I can get off a shot with that torpedo launcher. Wish me luck!"
Stell hustles through the Wanderer to the torpedo launcher, straps herself in and loads a torpedo into the launch tube.
Assuming both Iolas and Stell can fire on the enemy, we should probably take the computer bonus to maximize chances of doing damage with our most damaging weapons.

Void GM |

Assuming both Iolas and Stell can fire on the enemy, we should probably take the computer bonus to maximize chances of doing damage with our most damaging weapons.
If Iolas pilots the existing missile then having you operating the main launcher means that nobody gets a -4 penalty for making a full attack. If you like you can roll now since your attack will be part of the flyby.

Void GM |

Captain: 1d20 + 8 ⇒ (20) + 8 = 28 Demand Pilot
Engineer: 1d20 + 8 ⇒ (16) + 8 = 24 Fix Engine Glitch
Pilot: 1d20 + 8 ⇒ (17) + 8 = 25 Flip & Burn
Science: 1d20 + 8 ⇒ (13) + 8 = 21 Balance
Missile: 1d20 + 5 ⇒ (9) + 5 = 14
Coilgun 1 -4 full: 1d20 + 5 - 4 - 2 ⇒ (11) + 5 - 4 - 2 = 10
Coilgun 1 -4 full: 1d20 + 5 - 4 - 2 ⇒ (1) + 5 - 4 - 2 = 0
Coilgun 2 -4 full: 1d20 + 5 - 4 - 2 ⇒ (10) + 5 - 4 - 2 = 9
Coilgun 2 -4 full: 1d20 + 5 - 4 - 2 ⇒ (8) + 5 - 4 - 2 = 7
Once again the Lawblight guns forward and then flips end over end, turning to face the Calico Wanderer. Its guns open up, and it fires a missile! But through a combination of Wint's fancy flying and sheer luck, the Calico Wanderer escapes unscathed!
Round 4
Initiative Phase: Calico Wanderer is Ship A and moves first.
Ship A Helm Phase
* Captain Action: none
* Engineer Actions: none
* Pilot Action: Flyby (Success)
* Science Actions: Target System (failed)
Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Flip & Burn (success)
* Science Actions: ?
Ship B Gunnery Phase
* Attack Rolls: 2 coilguns and 1 missile all miss
Ship A Gunnery Phase
* Attack Rolls: ?
CALICO WANDERER:
AC: 15 TL: 14
Shields F: 23/23, P 22/22, S 22/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 3/5
Lawblight:
AC: 13 TL: 13
Shields: F: 15/15, P 0/5, S 5/5, A 5/5
Hull: 47/70
HE Missiles Remaining: 4/5
Stell, Dawn, and Iolas are up. Time to return fire! And yes, the stray missile is in range and can reacquire this turn. If the missile reacquires it just goes straight for the enemy, unless you want to both remote operate and reacquire to hit a different facing. But that gives you a -4 to hit.

Rising Dawn |

Leaving the others to direct the missiles with the computer's guidance systems, Dawn tries her luck with the flak cannon again.
Flak Cannon: 1d20 + 2 ⇒ (1) + 2 = 3
Somewhere in the Great Beyond, Desna weeps at the android's rotten luck.
Since I didn't use the computer bonus, both Stell and Iolas may take the +2 to hit with their attacks.

Iolas |

Iolas starts typing into the computer console once more. He manages to get control of the missle and it explodes into the Lawblight.
Attack, Computer Bonus: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 5d8 ⇒ (8, 2, 4, 4, 7) = 25
Just reacquiring. I do enough damage to easily get through their shields.

Void GM |

Just reacquiring. I do enough damage to easily get through their shields.
You certainly do. Another good damage roll!
Just waiting for Stell's roll. I'll give her a bit longer

Stell Zee-Linn |

Stell runs down the steps to send a torpedo at the pirates and as Wint flies past, she gets the target lock alert and punches the fire button.
torpedo, computer bonus: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
damage: 2d8 ⇒ (3, 3) = 6

Void GM |

As the Calico Wanderer flies past the Lawblihgt, Stell, not wanting to waste Nuclear missiles and fearful of being too close to the blast, instead fires a torpedo at the pirate vessel. The torpedo pierces the enemy shields and strikes the enemy hull! More explosions can be seen bursting from within the enemy ship.
You get to choose which facing of the enemy you hit but I'm going to assume that you are aiming for the side that you think has depleted shields.
Iolas steers the wandering nuclear missile into attack position and locks on to the Lawblight. The missile strikes the enemy shields, ripping through them, and another blossom of nuclear fire burns the pirates. Though you can't tell exactly how damaged the Lawblight is, it looks to be in very bad shape indeed.

Void GM |

Shields: F: 10/15, P 0/5, S 0/5, A 5/5
Hull: 21/70
Crit 1: 1d10 ⇒ 7
Crit 2: 1d10 ⇒ 6
Captain: 1d20 + 8 ⇒ (11) + 8 = 19Patch
Engineer: 1d20 + 8 ⇒ (8) + 8 = 16Patch
Pilot: 1d20 + 4 ⇒ (5) + 4 = 9Patch
Science: 1d20 + 8 ⇒ (9) + 8 = 17Balance
Main drives sputtering, the Lawblight drifts forward, using mostly stored energy. She turns lazily away from the Calico Wanderer. Perhaps she now wishes to flee?
Round 5
Initiative Phase: Calico Wanderer is Ship B and moves second.
Ship A Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: Glide
* Science Actions: ?
Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions: ?
Ship B Gunnery Phase
* Attack Rolls: ?
Ship A Gunnery Phase
* Attack Rolls: ?
CALICO WANDERER:
AC: 15 TL: 14
Shields F: 23/23, P 22/22, S 22/22, A 23/23
Hull: 40/40
Nuclear Missiles Remaining: 3/5
Lawblight:
AC: 13 TL: 13
Shields: F: ?/15, P ?/5, S ?/5, A ?/5
Hull: ??/70
HE Missiles Remaining: 4/5
Everyone is up!

Thuldas |

Thuldas sweeps the Lawblight with the Wanderer's sensor package in an attempt to determine what, exactly, the condition of the enemy ship is.
Computers check to Scan: 1d20 + 7 ⇒ (3) + 7 = 10

Stell Zee-Linn |

"Normally I'd say to show mercy, but these guys are already dead, so let's put them to bed for good," Stell says as Entiren maneuvers for the best shot. She loads another torpedo and waits for the best moment to shoot.
Damage: 2d8 ⇒ (5, 8) = 13
Since it appears we won't have scan data this round, she'll try to shoot the missile at the same sector she hit the last round.

Wint |

"Lets finish this"" Wint calls out as he again maneuvers the ship to take the Lawblight on the beam where it can barely fire back.
Auto makes the Evade stunt

Void GM |

Thuldas switches from engineering to the science officer's station, focusing the Wanderer's targeting system on the Lawblight's power core.
Computers check to Target System (Power Core): 1d20 + 7 ⇒ (7) + 7 = 14
Okay, my bad... I just realized that this roll last turn should have been a success... for some reason I thought this was a failure (I guess I thought the DC was 15+1.5 tier but it is actually 5+1.5*tier + countermeasures). It turns out that the random critical results that I rolled are a lot worse than had this particular critical hit struck the power core. So I'm going to leave it as-is rather than retconning it.

Void GM |

Dawn's flak bursts detonate too short of the pirate vessel to deal any damage, and Thuldas is only able to gather basic information about the Lawblight that you already have.
But Wint nimbly pulls the Calico Wanderer around in a graceful curve, and Stell fires a torpedo into the Lawblight's flank, and more explosions ripple through the enemy vessel. There seem to be no shields remaining to protect the enemy.
The Lawblight's guns fire desperately, but only the gyrolaser is able to make a hit, which barely dents the Calico Wanderer's forward shields.
Iolas follows this up with a nuclear missile that punches into the hole left by the torpedo. The nuclear blast bursts out the other side, spraying debris in all directions. The flickering engines of the Lawblight go out, and the pirate vessel beginst to spin slowly end over end. She is a drift, and crippled.
Combat Over. Congratulations!
FYI the first three crits you scored were all engine crits, resulting in a wrecked engine. With a wrecked engine, all pilot actions automatically fail except the glide minor action. This also meant the Lawblight automatically loses initiative. The engineer, captain, and pilot all tried to work together to restore some function to the engines and they all failed. Pretty hopeless after that.
The hint that you got from analyzing the Unbound Wayfarer's hull meant that the Lawblight had to roll twice for its coilguns and take the worse result. Coilguns are actually fairly decent but thanks to this they never scored a hit. Evade made a much bigger difference because of that.
At this point you can:
* Fire more torpedoes and flak into the Lawblight until she is completely destroyed,
* Board the Lawblight and deal with what crew remains in her, and salvaging what is on board (I would have to improv a boarding action but I don't mind),
* Leave the Lawblight adrift.
Whatever you choose, you have completed your mission and can return home whenever you wish.

Thuldas |

Thuldas watches the Lawblight tumble end over end as his sensors indicate that the starship's core systems are rapidly degenerating.
"This fight is over, Cap'n", he says, turning to Stell, "but there's still pirates aboard that tub. Well, lightly-irradiated pirates. What shall we do with 'em?"

Stell Zee-Linn |

"Nice teamwork," Stell says over the ship com, as she puts the torpedo launcher in standby mode. She makes her way back to the bridge to look over the data on the ship, both the Calico Wanderer and the Lawblight.
"Let's do a scan to see what damage we did."
I'm presuming we can take 20 to get all the info available on the disabled ship. If something more than was stated above turns up, let us know.
Once all the information is available, Stell suggests a meeting in the bridge to decide the fate of the pirates. "I certainly would not lose any sleep if we just blasted them and let their remains become part of this cloud of space debris. They certainly deserve death, the real thing, that is, not whatever undead state they are in. But they may have valuables we could collect to help the Starfinders offset the cost of this mission. Anyone know what the Pact Worlds do with pirates who attack Pact World members? If there are not too many of them, we could take them prisoner and return them for trial."
Culture: 1d20 + 6 ⇒ (11) + 6 = 17
"Whatever we do, I don't think we should let them drift as they are now. They could survive forever and maybe eventually get rescued by some other pirate vessel come to look for them. They should not be allowed to continue their murdering ways."

Wint |

"I'll do whatever you think best, Captain. But leaving them to either live another day or to die alone in space seems wrong. We should finish it one way or the other"

Rising Dawn |

"We should offer them a chance to surrender," Dawn says. "However, should they spurn that offer, then we should eliminate them. Sarenrae believes in redemption, but she shows no mercy for those who are unrepentant."

Void GM |

1d10 ⇒ 9
A deep scan of the ship reveals that in addition to a wrecked engine the ship has a glitching power core. A small amount of shield energy still clings to the fore and aft of the ship. Lifesign scans indicate six living crew members aboard.
Not sure where you got the idea that these guys were undead... the last ship you fought was an Eoxian ship (the Endless Threnody) but they were enemies of the Lawblight. The Lawblight is a pretty conventional human pirate vessel.

Stell Zee-Linn |

My mistake. It is a byproduct of having little time to post and not remembering information posted weeks in the past. I should look back to double check but lately, I've had so little time.
"Before we offer a chance to surrender, do we have space on our ship? If not and they want to surrender, we can board them, disable their radio, and leave them enough supplies to last until we can see if someone from Absalom wants to come out and save them. Maybe the Starfinders will want to send someone."
How do we determine how many people can occupy a ship? I don't see anything in the description linked to above that indicates crew and passenger capacity.

Void GM |

How do we determine how many people can occupy a ship? I don't see anything in the description linked to above that indicates crew and passenger capacity.
The Lawblight's expansion bays do not include accommodation for passengers or prisoners. It has five bays and they are all cargo holds.
Crew Compliment is one of the stats that you get as part of "Other" information from a Scan action, which you get after you have revealed everything else.

Stell Zee-Linn |

I was asking about the Calico Wanderer. If we take eight people prisoner, would we be able to transport them and our crew back to Abasaom?

Wint |

[Aside]because I'm feeling pedantic. Its obviously up to the GM[/Aside]
The information is more than a lot contradictory (Paizo). If you look at the actual ship maps most ships would be able to carry lots and lots of passengers in emergency situations (ie, they have lots of pressurized floor space. The complement lists the crew required to operate the ship, not the number it will carry
In real life, of course, the issue would be how many people the environment systems could handle over the long term. That and food (although food wouldn't be a life or death issue on the short trip back to Absalom). Pretty much no information there except tiny hints (suits of armour can be reasonably quickly recharged
But absolute worst case would be a group of 4-6 prisoners could be held a couple of days. Their armour lasts a day, the PCs armour lasts a day, people not moving use up less oxygen. But given that the ship can handle 6 people for 36 days (5D6 out, 1D6 days in) at an absolute minimum (likely much longer since no limit is given) I personally think it likely 6 prisoners could be kept alive for D6 days
And at least some starship combats in various scenarios have the PCs being rescued if they lose. So that also implies that rescue is a possibility :-)

Void GM |

I was asking about the Calico Wanderer. If we take eight people prisoner, would we be able to transport them and our crew back to Abasaom?
Oh, I see! Sorry, I misunderstood.
I would agree with Wint that your ship could handle the needs of the prisoners for things like air and water and food.
The most secure place to store them would be the cargo hold. You would have to jerry-rig something to keep them from getting out of there. At least one of the bad guys will have engineering training, and another knows computers. Taking their tools away would help a lot but they could get lucky and break out.

Void GM |

Okay, I'm just ruling this so we can move on.
After some discussion, realizing how dangerous it could be to take the pirates alive onto the Calico Wanderer, and realizing that the pirates themselves clearly have taken no prisoners (as their ship cannot house them), the group decides to destroy the Lawblight with all hands aboard. A few torpedo hits and the lawblight breaks apart, its reactor flaring with a secondary explosion.
Satisfied that the crew of the Unbound Wayfarer has been avenged, the crew rides the Calico Wanderer into the drift. The bright beacon of Absalom Station calls the group home, and after only a single day they find themselves back in the Pact Worlds.
1d6 ⇒ 1
They return to the station to report to Venture-Captain Arvin.

Venture-Captain Arvin NPC |

Venture-Captain Arvin greets the PCs with a warm smile as they disembark. “You can undergo the tedium of a complete debrief later. First, I’ve arranged for you all to enjoy a few days’ downtime in Kemanis, at the high-end clubs, theaters, and VR parlors. You’ve earned it. But,” he warns, with a sly twinkle in his eye, “after that, it’ll be time to put you back to work.”
He hands each of you a credstick with 500 credits on it. “Here's a little reward for a job well done. Oh, and one more thing.”
He pulls out a small disk-like device. “This is a Starstone compass. Don't leave spacedock without one. Thanks again, and enjoy your shore leave.”

Void GM |

Between The Commencement and Into the Unknown you have earned 400 XP, but then the riotous carousing in the clubs and VR parlors earns you another 700 XP. ;-D You Are Now Second Level. Congratulations. :)

Wint |

"Pppppppaaaaaaaaaaaarrrrrrrrrrrrrrrrrrtttttttttttttttttttyyyyyyyyyyyyyyyyyy yyyyyyy!!!!!!!!"

Rising Dawn |

Not wanting to be overwhelmed by the rush of others' emotions (especially Wint's extreme enthusiasm), Dawn catches some shows in the theaters, but spends a lot of time in prayer and meditation. She feels her connection to Sarenrae strengthening, expanding her mystic powers.

Stell Zee-Linn |

As Stell watches the pirates get their just reward, she wonders again where her parents might be. She doesn't feel much better for watching the pirates demise, but she offers a prayer to Weyden that perhaps this act of justice delivered might transfer some good to her parents wherever they may be.
On the way back to the station, she writes up notes on all the things that happened and saves it for the debriefing at the Starfinder complex.
Once back in civilization, she enjoys the chance to get back to the music scene and even contributes a tune she composed during the long journey when one of the night clubs has an open mike time on their stage.
It goes something like this.
Profession (musician): 1d20 + 7 ⇒ (10) + 7 = 17 for her performance at the night club.
Will work on leveling up over the weekend.