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Inititiative: 1d20 + 7 ⇒ (2) + 7 = 9
Shaan again attempts to boost the ships AC by taking evasive maneuvers.
Evade: 1d20 + 7 ⇒ (8) + 7 = 15 I think this is a success? The chart says this is 10 + 1.5 x tier, does that mean the DC is 11.5?
I moved the ship forward 8 hexes and then turned 1 hex face counter-clockwise. Does the turning count as a movement cost? I understand that I can only turn one hex face after moving 2 hexes, but do I have to spend movement points to make that turn?
Is there anything else that the Pilot can/should be doing besides a) Initiative and b) choosing a maneuver and c) actually moving the ship?

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The Android quickly accesses the mainframe of the ship and begins to redistribute power to several different systems. "I require another 6 seconds to redirect this power. I would suggest that we avoid another direct hit during that time. Shaan, if I am successful you will have a little more engine output at your disposal."
Overpower, Spend 1 resolve
Engineering Check, DC18: 1d20 + 9 ⇒ (12) + 9 = 21
Engine= +2 movement
PCU=130 x 0.05 = 6.5
Weapons= All damage rolled as 1 are treated as twos

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STARSHIP COMBAT - ROUND 2
Drake - 0 Damage (1/10/10/15) (4 of 5 missiles remaining)
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - 0 Damage (Shields Unknown)
~~~~~
Astrator punches in commands and sends auxiliary power to the engines (+2 Speed for this round)
The enemy engineer does the same!
Turning does not take up movement, so how you moved the ship is also perfect.
As for actions - you're right in that the pilot pretty much does initiative and then movement, but as you can see there are a lot of maneuvers and options available even before you qualify for the "requires 6/12 ranks" abilities. In a "live" game you'd get to discuss and plan with your gunners as to what arc they want to be set up for, and with your engineer and science officer(s) to put the best shields between you and the enemy, etc. Hope that helps! :)
Shaan is still new at the Drake's control schema, but even though he has to move before the jinsul pilot, he is able to take evasive maneuvers and boost your AC and TL by 2 each!
The enemy pilot works to temporarily increase their ship's maneuverability (average ~> good) and uses the speed boost from their engineer to close the distance with your ship!
Zeth (botted) reacts to this by attempting to re-balance your shields, taking 90% from your rear shields and shifting them to the fore!
Computers Balance: 1d20 + 2 ⇒ (19) + 2 = 21 (DC 13)
Your shields are now (14/10/10/2)
Finally, all weapons are fired!
Alejandro fires a missile, but it goes past the jinsul ship before its targeting computer formulated a solution, and spirals off into space.
Rahdokama hits with the coilgun, dealing critical damage to one of the enemy's systems! You can tell that the jinsul craft attacking you are more lightly armed than some of the cruisers - these are patrol craft that don't have shields at all!
Critical Threshold 1: 1d100 ⇒ 45
Weapon Systems: 1d4 ⇒ 4
Purple's Torpedo Launcher is now Glitching! (-2 to attack rolls)
The enemy torpedo also doesn't achieve a target lock and misses, but their linked laser cannons strike your forward shields!
Damage: 4d4 ⇒ (2, 2, 3, 3) = 10
Your forward shields take 11 damage, but since they were rebalanced, they continue to hold!

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STARSHIP COMBAT - ROUND 3
Drake - 0 Damage (3/10/10/2) (3 of 5 missiles remaining)
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - 10 Damage (3 of 5 torpedoes remaining)
~~~~~
1d20 + 5 ⇒ (9) + 5 = 14 PW
1d20 + 10 ⇒ (7) + 10 = 17 I17
1d20 + 10 ⇒ (10) + 10 = 20 MG
1d20 + 5 ⇒ (12) + 5 = 17 TE
1d20 + 4 ⇒ (8) + 4 = 12 DX
1d20 + 4 ⇒ (8) + 4 = 12 XL (unless Drake AC lowers)
1d20 + 4 ⇒ (20) + 4 = 24 HT (crit threat)
Your whole crew can act!

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"Power being diverted to the shields now."
Engineering Check: 1d20 + 9 ⇒ (7) + 9 = 16
Success = 6 more points on the shields

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So the ship should have received +2 movement last round from Astrator's check. Should I add that to the movement that I execute this round? Or how do we handle that in PbP? I've moved the ship on the assumption that it has 10 movement for this round, so move us back 2 hexes if that's incorrect.
Initiative: 1d20 + 7 ⇒ (1) + 7 = 8 Oops, well, I guess we'll be going first again!
Evade Maneuver DC 13: 1d20 + 7 ⇒ (4) + 7 = 11 Not going so well for Shaan this round!
Ship moved...

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Shaan: I moved it a little extra after your action last round - in PbP it's rough because you don't always see what people do (although somewhere in the massive text-wall that was my "introduction to starship combat in pbp" post I had told people they could post outside of spoilers for info that others might need for their turns, heh). Your speed this round 8, and no worries! I understand this is definitely a "trial by fire" learning experience!

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Ok, movement updated on map to reflect only 8 mp. thanks!
"We'll likely need shields at the rear this time! I'm trying to bring us in behind the mother ship..."

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"Aagghhh! Hahahah! We are winning this battle! This is soooo great!" - Rahdokama exclaims with excitement as he gets ready to fire, this time the missile launcher!
Gunnery: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 -- using the +1 bonus
H.E. Missile Launcher: 4d8 + 1 ⇒ (7, 5, 3, 5) + 1 = 21 -- using boon damage
Crit?: 4d8 + 1 ⇒ (2, 3, 3, 5) + 1 = 14 -- i think it's dead jim...

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Alejandro pops onto the comm with a wry smile, ”don’t get cocky kid... but yes we are doing quite well.”
Hearing the missiles launched expertly he pulls up targeting for the coilgun and takes a shot at the capital ship in his arc.
Coilgun (dex) + pilot ranks: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 for 4d4 ⇒ (1, 2, 3, 2) = 8

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STARSHIP COMBAT - ROUND 3
Drake - 0 Damage (3/10/10/2) (3 of 5 missiles remaining)
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - 10 Damage (3 of 5 torpedoes remaining)
~~~~~
Astrator works rapidly to bring more shields online to protect your craft!
Shields now (3/10/10/8)
The enemy engineer repairs their faulty weapons system!
Shaan turns your ship to head towards the rear of the enemy formation, while the jinsul pilot coaxes their ship's lateral thrusters into allowing better maneuverability to come up behind you!
Zeth (botted) tries to bring shield power out of the port quadrant to the rear to protect you from potential incoming enemy fire!
Computers Balance: 1d20 + 2 ⇒ (19) + 2 = 21 (DC 13)
Shields now (3/1/10/17)
Rahdokama: It was buried in an earlier post, but in starship combat, a critical hit doesn't do extra damage - it just auto-hits one of the enemy's systems, in addition to the normal damage potentially causing more critical systems damage.
Rahdokama aims a missile perfectly, impacting the jinsul ship at a critical juncture!
Alejandro: Unfortunately you have no targets in your forward arc, but we can keep that roll for your Gyrolaser this turn!
Alejandro finds that there is no angle with the coilgun, but is able to score a direct hit on the jinsul craft for 1d8 + 1 ⇒ (5) + 1 = 6 damage!
The jinsul gunners miss with their laser cannons, but their torpedo is a direct hit and a critical threat (natural 20) if it gets past your shields!
Torpedo Damage: 2d8 ⇒ (4, 8) = 12
Your shields hold, and your hull takes no damage!
The jinsul ship, however, took critical damage from Rahdokama's critical, plus they take 3 more from passing three critical thresholds!
Natural 20 Critical: 1d100 ⇒ 20 - Enemy Sensors are Glitching (-2 to Science Officer rolls)
Critical Threshold 2: 1d100 ⇒ 75 - Enemy Engines are Glitching (-2 to Pilot rolls)
Critical Threshold 3: 1d100 ⇒ 26 - Enemy Sensors are Malfunctioning (-2 more to Science Officer rolls)
Critical Threshold 4: 1d100 ⇒ 62 - Enemy Engines are Malfunctioning (-2 more to Pilot rolls)

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STARSHIP COMBAT - ROUND 4
Drake - 0 Damage (3/1/10/5) (2 of 5 missiles remaining)
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - 37 Damage (2 of 5 torpedoes remaining)
- Sensors: Malfunctioning (-4)
- Engines: Malfunctioning (-4)
~~~~~
1d20 + 5 ⇒ (15) + 5 = 20 DW
1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14 I14
1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18 MG
1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2 XT
1d20 + 4 ⇒ (17) + 4 = 21 DG2
1d20 + 4 ⇒ (19) + 4 = 23 HL
1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17 HT
Your whole crew can act!

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"It appears we will continue to take more damage with each impact than I am able to repair. I would advise alternative courses of action that result in lower risk of hull damage."
Engineering Check, Divert Shields: 1d20 + 9 ⇒ (9) + 9 = 18
Success = +6 to shields

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"Hahahah Captain! This is waaaaaay more fun than battling skuttle-heads on Vesk-V! At lease these ships have a punch to them!" - he exclaims as their ship get's hit! Rahdokama is obviously loving this!
Gunnery: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for H.E. Missile Launcher: 4d8 + 1 ⇒ (5, 2, 3, 3) + 1 = 14
Rahdokama will take another shot at Purple, seeing as it is nearly destroyed and is behind us.

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Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Evade Maneuver DC 13: 1d20 + 7 ⇒ (12) + 7 = 19
Shaan steers the ship right behind the Jinsul capital ship and cries out "Let's take 'em out!"

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Bot as needed, I should be gtg tomorrow. Alejandro will stick with the guns station shooting whichever might hit something.
Gunnery (dex) + pilot ranks: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21

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(Again, sorry for the late post - Mondays are my bane when it comes to having free time!)
STARSHIP COMBAT - ROUND 4
Drake - 0 Damage (3/1/10/5) (2 of 5 missiles remaining)
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - 37 Damage (2 of 5 torpedoes remaining)
- Sensors: Malfunctioning (-4)
- Engines: Malfunctioning (-4)
~~~~~
Astrator once again restores power to the shields to help fend off the jinsul counterattacks!
Shields now (4/2/11/8)
The enemy engineer is ordered to ignore repairs and instead boost their weapon damage!
Shaan out-flies the enemy pilot and gets your ship behind the jinsul capital ship and out of the assault craft's front arc! (See below why this is super important!)
Zeth (botted) tries to lock on to the jinsul ship's power core!
Computers Targeting: 1d20 + 2 ⇒ (15) + 2 = 17 (DC 11)
The enemy captain demands his torpedo gunner do better, even as the enemy science officer fails to lock on to your ship...and then all weapons fire!
Because of Shaan's piloting, the enemy torpedo gunner doesn't have a shot and can't target you! (I rolled a hit with the torpedo, too, so well done Shaan!)
The enemy's laser cannons do, however, strike your starboard shields for 4d4 ⇒ (1, 4, 2, 3) = 10 damage - not enough to get past the shields that Astrator brought back online moments before!
Rahdokama's next missile is perfectly aimed - it slams into the front of the unshielded jinsul craft prior to exploding! The result of this are massive secondary internal explosions, and the jinsul craft blows up in spectacular fashion!
Without any defenders, Alejandro is able to open fire on the capital ship with your coilgun for 4d4 ⇒ (3, 2, 4, 2) = 11 damage!
Because this capital ship only has two defenders to protect its rear arc, you get the next two rounds to take potshots at it! (Rolls are academic, so by GM fiat, the following narration occurs!)
Alejandro, having upgraded the ship's laser systems, hits repeatedly with the fire-at-will action!
Gyrolaser: 1d8 + 1 ⇒ (1) + 1 = 2
Coilgun: 4d4 ⇒ (1, 3, 2, 2) = 8
While Rahdokama launches your ship's last missile into the engineering section of the capital ship where their power core is located!
H.E. Missile: 4d8 ⇒ (1, 1, 8, 7) = 17
Having gotten in behind them, your ship is able to completely disable the enemy capital ship!
MISSION SUCCESS!
(Look for another post from me in about an hour with what comes next for you - but as far as ship combat goes, you all totally rocked this, and really helped the other tables out by taking the capital ship down!)
STARSHIP COMBAT - FINAL TALLY
Drake - 0 Damage Shields (4/2/1/8)
Capital Ship - DISABLED!
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - DESTROYED!!

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That was fun, and made much more sense that the one time that I played SFS tabletop and we had a bit of starship action and I had no idea what I was rolling or why. Thanks, GM, for your explanations - helped so much!

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Making sure you have fun is my main goal, so I'm very happy to hear that! :)
After disabling one of the jinsul capital ships, your Drake is ordered to rejoin one of the carriers. Before you have even landed in the docking bay, rescued First Seeker Jadnura raises you on comms.
“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 rush to the elevator that takes you from the docking bay to just outside the bridge as weapons fire is erupting on almost all decks. Internal scanners show the location of intruders on Deck 13 just as the elevator systems go into security lock down!
Alejandro: 1d20 + 2 ⇒ (13) + 2 = 15
Astrator: 1d20 + 3 ⇒ (17) + 3 = 20
Rahdokama: 1d20 + 2 ⇒ (8) + 2 = 10
Shaan: 1d20 + 6 ⇒ (4) + 6 = 10
Zeth: 1d20 + 1 ⇒ (11) + 1 = 12
Jinsul Mage: 1d20 + 2 ⇒ (8) + 2 = 10
Green Warrior: 1d20 + 2 ⇒ (19) + 2 = 21
Red Warrior: 1d20 + 2 ⇒ (12) + 2 = 14
One of the jinsul warriors (green) acts first, quickly moving up towards the corner and readying an action!
ROUND 1
Astrator
Alejandro
Red jinsul warrior
Zeth
Shaan
Rahdokama
Jinsul Mage (purple)
ROUND 2
Green jinsul warrior
Astrator and Alejandro are up!
Map Notes: Computers, containers, ships, and other obstacles provide cover. All stairs count as difficult terrain. All doors are open. The elevators in the access corridor near the bridge are no longer operational.

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Alejandro takes a deep breath after the scout ship explodes and unloads on the capitol ship's vulnerable spot. When the enemy ship starts listing to the side he exhales and his voice crackles onto the comms, "that was close but we did our mission. Let's get back to the carrier. Great job all."
_____________________________________________________
Hearing weapons fire he hustles with his fellow starfinders up to protect the bridge. Jumping into action, he rushes down the hallway, diving off into the next cover point. Catching a glimpse of an enemy Jinsul setting up an ambush he points it out and yells, "one there, get 'em!"
Move 30 ft (see the line) and Move to use Get 'Em vs. Green, +1 Morale to Hit Green this round.

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I imagine we haven’t regained abilities from our previous boarding defense?
Astrator moves into the hallway, rifle pulled to his shoulder. Hearing the commotion from down the hallway, and following Alejandro's commands he levels downrange at the first threat to come around the corner
Readied action, attack first baddie that comes around the corner
Laser: 1d20 + 4 ⇒ (14) + 4 = 18 +1 if green
Damage: 1d8 ⇒ 3

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Won't have a chance to post until later (or may need to be botted if the day gets really crazy), but is it possible for me to spend a Resolve to regain Stamina before this next encounter? And if so, do I regain all of my Stamina? (I'm currently down 8).

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Shaan - Yes, you would have just enough time to do that between missions. 10 minute rest + 1 RP = Regain all of your SP!
Alejandro encourages you to attack the green jinsul warrior, while Astrator waits for a clear shot.
Unfortunately for Alejandro, the green jinsul readied an action to fire if any of you got close enough!
Static Arc Pistol: 1d20 + 7 ⇒ (3) + 7 = 10 vs. EAC (+4 for cover)
Electricity Damage: 1d6 ⇒ 2
...but the shot hits the wall next to him!
The red jinsul warrior also rushes forward with a double-move, right into a laser beam from Astrator!
ROUND 1
Zeth
Shaan
Rahdokama
Jinsul Mage (purple)
ROUND 2
Green jinsul warrior
Astrator
Alejandro
Red jinsul warrior (3 Damage)
Zeth, Shaan, and Rahdokama are up!

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Rahdokama moves up closer till he gets a line of sight of the first enemy and will fire his laser pistol at him! He remains quiet as he tries to focus on the task at hand.
Azimuth Laser Pistol: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Flame Damage: 1d4 ⇒ 1

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Important map note: I just noticed this map has the same problem as the last ship you were on - those weird half-squares. Ignore them as if they weren't there - that should make it easier!
Rahdokama grazes the red warrior, while Shaan (botted) attacks using his reaction cannon!
Reaction Cannon: 1d20 + 3 ⇒ (12) + 3 = 15 vs. KAC
Piercing Damage: 1d10 ⇒ 2
Zeth hasn't posted in a long time, but I don't want the rest of you to potentially suffer for it, so I'll keep botting him. By my count he's only used 1 spell so far, so this should work:
Zeth bravely advances and attempts to reach out with his mind to reject the red warrior's approach!
Will Save: 1d20 + 2 ⇒ (17) + 2 = 19 (DC 15)
Damage: 2d10 ⇒ (10, 9) = 19
Even though the red jinsul resisted the spell, the damage remaining is enough to kill it!
The jinsul mage advances quickly and launches Magic Missiles at Zeth!
Force Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
The remaining jinsul warrior rushes up to the nearest target and tries to attack with its bite!
Bite Attack: 1d20 + 4 ⇒ (8) + 4 = 12 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (2) + 3 = 5
...but the attack misses, barely!
ROUND 2
Astrator
Alejandro
Red jinsul warrior (Dead)
Zeth (7 Damage)
Shaan
Rahdokama
Jinsul Mage (purple)
ROUND 3
Green jinsul warrior
The whole party is up!

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Astrator wastes no time, lining up another shot down the hallway into green.
Laser, Melee: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
Damage, F: 1d8 ⇒ 7
After firing, he retreats back, looking for more cover but unable to find any

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Alejandro points out a weakness on the nearest Jinsul warrior and then fires his semi-auto pistol with a crack of smoke and fire. "We got them on the ropes!"
Move to use Get 'Em on Green, +1 morale to hit. Standard to Shoot Green.
Semi-Auto Pistol + Get 'Em - Cover: 1d20 + 2 + 1 - 4 ⇒ (1) + 2 + 1 - 4 = 0 for Piercing: 1d6 ⇒ 4
Oooh, Astrator and I are rocking it!

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Rahdokama will move up next to green, moving past his ally which will provoke an attack of opportunity. (Please move me, as I can’t move myself while I’m on my phone...)
“Agghhhhh! Good work team! Keep fighting!”
Tactical Pike + Photon At.: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 vs green
Piercing Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit!

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Wow, three natural 1s in a row... I don't think I've ever seen that in a pbp before!
Attack of Opportunity vs Rahdokama: 1d20 + 3 ⇒ (15) + 3 = 18 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (1) + 3 = 4
I'll give Shaan and Zeth a bit more time to post before botting.

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Zeth (botted) takes a guarded step away from the jinsul warrior, then casts Telekinetic Projectile at it!
TP: 1d20 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5 vs. KAC
Bludgeoning Damage: 1d6 ⇒ 6
Shaan (botted) drops the cannon and advances while drawing his doshko to attack as well!
Tactical Doshka: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10 vs. KAC
Piercing Damage: 1d12 + 3 ⇒ (11) + 3 = 14
...both of their attacks miss, however.
The jinsul mage weaves mystical gestures in the air as a full action, then launches Magic Missiles at Rahdokama!
Force Damage: 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15 (ouch)
The remaining jinsul warrior tries to bite Rahdokama as well, trying to make sure the vesk can't get past it to its commander!
Bite Attack: 1d20 + 4 ⇒ (7) + 4 = 11 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (1) + 3 = 4
ROUND 3
Astrator
Alejandro
Red jinsul warrior (Dead)
Zeth (7 Damage)
Shaan
Rahdokama (15 Damage)
Jinsul Mage (purple)
ROUND 4
Green jinsul warrior
The whole party is up!
(May your next turn be better than this last one!)

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Shaan continues to attack the Green jinsul warrior next to him.
Tactical Doshka: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18 vs KAC
Piercing dmg: 1d12 + 3 ⇒ (8) + 3 = 11

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Rahdokama takes the hit into his side, and stumbles back with pain. "Don't waver now Captain. Don't show weakness." he thinks to himself, as he steadies himself and takes a step forward flanking the enemy. "Tis but a scratch wound friends! Arrrghhh! Onnnnwarrrdddd!" - he manages a warcry as blood spits out of his mouth.
Tactical Pike + Photon At.: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Piercing Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit, but he will probably be dead after this round...and maybe so will I...!

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Alejandro continues pointing out weaknesses with the Jinsul warrior's armor. "finish him er... her... er it?" He points his pistol in the general direction of the fighter and fires.
Move to keep Get 'Em up on Green, +1 morale to hit. Standard to shoot Green.
Semi-Auto Pistol + Get 'Em + Coordinated Shot: 1d20 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11 for Piercing: 1d6 ⇒ 1

Overseer Tyranius |

Under the supervision of First Seeker Luwazi Elsebo, the Starfinder fleet’s best starship crews have overcome the first wave of incoming jinsul starships! The Capital Ship Down condition is now in effect.
The seemingly endless tide of jinsul ships ends—for a moment. All PCs in the All Hands on Deck! mission can perform an extra standard action for 1 round.

Overseer Tyranius |

Alongside the recently returned First Seeker Jadnura, the crews of Starfinder carriers have repelled most of the jinsul boarding parties! The Champion Defeated condition is now in effect.
The carriers can devote more of their resources to supporting the ongoing starship battle. Each starship crew member may reroll any checks attempted during starship combat for the round; they must use the second result.

Overseer Tyranius |

Thanks to selfless sacrifices and tactical victories, the Starfinder fleet manages to evacuate most of the transport ships back to the carriers, bringing nearly all the surviving Starfinders to safety. One by one in a rapid succession, the enormous ships dive into the Drift. The carriers converge at their rendezvous point, still at full battle readiness. But no jinsul craft follow; the pursuit is over.
Nominated First Seeker Luwazi Elsebo addresses the fleet through the ships’ comm units. “Starfinders, today we did something no one would have thought possible a year ago. We were able to rescue many of our comrades and two members of the Society’s former leadership, and what we now know about the Scoured Stars system may at least bring some closure to the loved ones of those who were beyond our help. Despite our victory today, we must remain vigilant, because a new threat has revealed itself. We know little of these jinsuls, but we all witnessed that their armada is massive, and they may have hundreds of thousands of soldiers eager for battle. It is clear they are an enemy we cannot ignore. Today, we must head back home to recuperate, but tomorrow, we must prepare.”
The Society endures, but a new threat to the galaxy is rising.
That is the end. Thank you GM’s for all of your hard work and effort to make this successful! And a special thanks to everyone for sticking it out during the multiple website outages. Over 105 players and GM’s alike were a part of this and all your hard work made it possible.

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Shaan, Rahdokama, and Alejandro take down the jinsul warrior! The jinsul mage, hearing the sounds of weapons-fire throughout the ship shift decidedly against its side, hastily withdraws back to its boarding tube. The retreating jinsul ship leaves a gaping hole as it detaches from your carrier. Thankfully, emergency force fields and bulkheads prevent explosive decompression as your ship's drift engines come online, and you are among the last ships to reach the rendezvous with the rest of the Starfinder fleet.
Several Starfinder agents come and seek you out following Luwazi Elsebo's speech to the fleet, shaking your hands or hugging you in thanks for your rescue efforts, especially those recovered from the deserts of Callion-1 and First Seeker Jadnura's outpost on Agillae-1. When you finally get to your quarters to rest, you find emails from several more transport and evac-shuttle crews waiting for you, calling out your bravery in blasting through two jinsul assault craft to disable a capital ship whose weaponry might have otherwise vaporized them.
As the fleet makes its way back to the Pact Worlds, you can now rest, and reflect, on The Scoured Stars Invasion.
Gang, I know that having people drop out mid-scenario plus having a GM change partway through can make for rough going, but I hope that between Fiddlersgreen and myself that you still had a fun time with this special scenario! Seven tables needed to beat the ship combat in order to gain that victory condition, and you were one of them, which earns you a special starship boon that I personally think is really amazing!
I have your chronicle sheets mostly done, but I still need information from a couple of you on the Discussion thread. Once I have that, I will upload them to my dropbox folder and post the link here and in the discussion tab. Thank you all for being a fun group, and feel free to keep RPing here, and also to ask me any questions you might have about the game, or Starfinder in general! :)

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Before they part ways, Rahdokama manages to shake each of his crew's hands, and thank's you all for your hard work. "Arrrghhh! Thank you all for having my back. It was an honor serving with all of you today. I hope to see you on the front lines soon. Oh, and before I forget, you helped save some of the Vesk brothers I lost when the Incident transpired. The Veskarium Empire thank you all for your service. I am eternally greatful to your society. Arrghh!". Standing proud and tall, the large vesk puts his left hand across his chest and armor. A few moments of silence, and he continues on a diferent path.
It was a pleasure playign with you lot. I enjoyed it all. Thanks Dire for running the scenario and taking over. Fiddler and yourself were amaizng. Also, i signed up to your next session on 6/10, so i hope to see you there!

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FiddlersGreen - if you're watching (I know that private message notifications have been messed up lately), we're all set here if you want to close down this campaign thread. Hope all is well by you!
Everyone - again, take care!