
GM Valen |

One of the jinsul (brown) is incinerated.
ROUND SEVEN Cont'd
Horde Eliminated. PCs in bold may act
Azara -28 SP | -14 HP
Chk'tarlsh -5 SP
Hef -24 SP | -5 HP
Kai
Patterson
Speck
Jinsul (brown) -27+ HP
Jinsul (white) -19 HP
Jinsul (yellow, red, violet,)

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"Wait, wait, save one for me!" Speck yells as he weaves through the rooms, waving his rifle, finally coming up behind Kai.

GM Valen |

BOTTING Kai – per instructions in Discussion thread and per instructions to help with attack.
Kai uses trick attack in combat to shoot at things.
Kai Trick Attack v jinsul (white): 1d20 + 13 ⇒ (6) + 13 = 19
Additional Damage if successful: 1d8 ⇒ 6
tactical semi-auto pistol vs. white KAC: 1d20 + 7 ⇒ (17) + 7 = 24
piercing: 1d6 + 1 ⇒ (6) + 1 = 7
His shot rips through one of the jinsul (white) and the monster clatters to the ground.
The remaining jinsul continue their assault!
Melee (leg blades), violet v Chk'tarlsh, full-attack: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Damage (S): 1d6 + 4 ⇒ (2) + 4 = 6
Melee (leg blades), violet v Chk'tarlsh, full-attack: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7
Melee (leg blades), yellow, full-attack v Chk'tarlsh: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Damage (S): 1d6 + 4 ⇒ (1) + 4 = 5
Melee (leg blades), yellow, full-attack v Chk'tarlsh: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Damage (S): 1d6 + 4 ⇒ (1) + 4 = 5
Melee (leg blades), red, full-attack v Chk'tarlsh: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7
Melee (leg blades), red, full-attack v Chk'tarlsh: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Damage (S): 1d6 + 4 ⇒ (4) + 4 = 8
The shirren stands secure!
ROUND EIGHT BEGINS
Horde Eliminated. PCs in bold may act
Azara -28 SP | -14 HP
Chk'tarlsh -5 SP
Hef -24 SP | -5 HP
Kai
Patterson
Speck
Jinsul (white) -26 HP
Jinsul (yellow, red, violet)

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Chittering in near maniacal laughter as he somehow continues to evade the flurry of jinsul attacks, Chk'tarlsh launches another duo of strikes. At red
Long sword 1: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Slashing Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Long sword 2: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Slashing Damage: 1d8 + 7 ⇒ (3) + 7 = 10

GM Valen |
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The sword slashing shirren slices the sinister, skittering soldier (red) until it ceases.
ROUND EIGHT Cont'd
Horde Eliminated. PCs in bold may act
Azara -28 SP | -14 HP
Chk'tarlsh -5 SP
Hef -24 SP | -5 HP
Kai
Patterson
Speck
Jinsul (yellow)
Jinsul (red) -22 HP
Jinsul (violet)

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Hef moves around into an almost flanking positing and takes a stab at one of the last two jinsul, "This is always the hard part, putting down the rabid beasts that don't know how to surrender."
Move, Attack Yellow
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (13) + 4 = 17 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
+1 AC vs. Yellow for 1 round if that hit

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"Thanks!" Azara calls to his invisible guardian laser angel as the last Jinsul in his chamber is taken down.
He then hurries toward the remaining fight, ready to make this conclusion actual instead of foregone.

Overseer Tyranius |

First Seeker Elsebo sounds a bit forlorn as she hangs her head low on the screen with an almost defeated look. "Bad news team. A jinsul captive revealed that we have a traitor in our midst! A double-agent has been feeding sensitive information to the jinsul data center on Agillae-4. We need Starfinders adept at hunting fugitives to track this turncoat down and stop them from leaking any other valuable data."
Table GMs, the Captive Interview mission is closed, and the Stop the Mole mission in Part 2 is now unlocked.
The Starfinder fleet heads to Bastair-6 to cut off the Jinsul ships and deliver crucial supplies. The Jinsul fleet retreats over to Agillae-4 to protect the mole.
Using the flood of crucial intelligence about the enemy, the Starfinder leadership strategically divides responsibilities to afford everyone some rest.
Table GMs, the Change of Guard condition is now in effect. (Once during the adventure, the group can take an 8-hour rest between missions prior to Part 3. May want to use this soon.)

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"Haha! My turn!" Speck yells, almost maniacally as he races into the room waving his rifle, firing upon the nearest jinsul.
vs yellow, unless it's down.
Surgecaster, Standard vs EAC: 1d20 + 6 ⇒ (19) + 6 = 25 sonic dmg: 1d10 + 4 ⇒ (2) + 4 = 6

GM Valen |

Six arms and a pair of cheek pouches, along with a few weapons, do some serious damage to one of the jinsul (yellow), but it nevertheless rears up its leg blades in anticipation of making a strike.
ROUND EIGHT Cont'd
Horde Eliminated. PCs in bold may act
Azara -28 SP | -14 HP
Chk'tarlsh -5 SP
Hef -24 SP | -5 HP
Kai
Patterson (delaying)
Speck
Jinsul (yellow)-16 HP
Jinsul (red) -22 HP
Jinsul (violet)

GM Valen |

BOTTING Kai & Patterson – Both posted in Discussion, but neither in Gameplay thread and it has been 22+ hours since action was called for. However, with the next part imminent and hoping to report another victory for this group, applying actions as previously indicated.
Kai uses trick attack in combat to shoot at things.
Kai Trick Attack v jinsul (yellow): 1d20 + 13 ⇒ (20) + 13 = 33
Additional Damage if successful: 1d8 ⇒ 8
tactical semi-auto pistol vs. white KAC: 1d20 + 7 ⇒ (18) + 7 = 25
piercing: 1d6 + 1 ⇒ (1) + 1 = 2
The jinsul (yellow) drops!
Patterson fires on the remaining jinsul facing him his allies.
Laser to jinsul: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Laser to jinsul: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Damage from first attack, if applicable: 2d8 + 3 ⇒ (3, 2) + 3 = 8
Damage from second attack, if applicable: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Crit Damage from second attack: 2d8 + 3 ⇒ (5, 6) + 3 = 14
A well-placed shot ends the jinsul threat as the last one clatter lifelessly to the floor.
COMBAT OVER!

GM Valen |

The battle was hard won, but the Starfinders prevailed. The tower has been defended.
As reports of your success echo through the fleet, there is a brief opportunity for respite. The Starfinders afford each other some rest by covering shifts.
Once during the adventure, the group can take an 8-hour rest between missions prior to Part 3.
Well done, all. I will report the success. I don't foresee us getting another mission completed before Part 3 begins, so I suggest the player also get a full day's rest.

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"Six against the jinsul horde."
"The odds were even."
"Starfinders stand in triumph."
Their deeds this day truly deserve to be recorded in Lashunta Epic poetry. The only difficulty will be truly framing the heroics of their actions.
"Way to stand strong, Hef."
When the offer of a rest comes, Azara balks at first. But then he remembers that none of them will do the Starfinders any good if they are too exhausted or injured to fight.
I vote we take the rest.

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Hef also votes for a rest, but whether they do it or not he will do the following before they rest. It should only take 10 minutes and 6 seconds.
The Kasathan moves over to Azara as they sit after boarding the relief shuttle out of the compound, "May I channel the power of our Goddess to heal your wounds?"
If Azara agrees, he uses Healing Touch to mend the Solarian's wounds and then bless himself with magical healing.
Healing Touch takes 10 minutes but will heal 15 HP. He will then cast Mystic Cure for 1d8 + 4 ⇒ (2) + 4 = 6 healing on himself. If we rest, all those abilities will refresh. If we don't, well they should be used anyway to top off.

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Patterson emerges from the control room, dusting off his hands. "Well done, sophonts! I feel badly that I got to hide in the command center while the rest of you got up close and personal with the jinsul, but not too badly. I understand they're actually going to let us take a rest, though, so you all should be back in fighting trim before we have to get back into it."

Overseer Tyranius |

GM's please immediately end your Missions and return to the fleet. Go ahead and use your 8-hour rest if you have not done so already.
At this stage, the Starfinder fleet gains the upper hand, forcing the jinsuls to retreat and circle their remaining forces around their defensive focus: Bastiar-5.
First Seeker Luwazi Elsebo communicates to the fleet. “Starfinders, the jinsuls are on the run and retreating to surround Bastiar-5. They have concentrated all their remaining forces around this planet, which is exuding a high level of mystical energy. We suspect that Dhurus is here, harnessing Kadrical’s energy for its as-yet-unknown endgame. We must descend on Bastiar-5 and stop whatever Dhurus is planning, but to do that we must first pierce through what’s left of that jinsul fleet. Starfinders, abandon your missions and prepare for our final offensive!”
The Starfinder fleet converges as it approaches Bastiar-5, forming an arrowhead pointed directly at the barren planet. Between the Starfinders and the planet gathers a swarm of waiting jinsul ships, from small tactical strikers to an ominously large capital dreadnought. Writhing shapes are visible along the jinsul command vessel’s prow, each impaled by a vicious, violet metal spike. Smaller jinsul ships move to take up supporting positions around the immense vessel.
First Seeker Jadnura broadcasts to the allied fleet. “Every minute that goes by, Dhurus grows stronger, and the jinsuls seem intent on slowing us down. Strap in for some intense combat, Starfinders. We should have enough strength left if we play it smart and—” He trails off as the colossal Master of Stars breaks from the Starfinder fleet to confront the jinsuls alone.
Fitch appears on the viewscreens. “That’ll take too long. I’ll take on the jinsul fleet on my own, and while they’re busy, you slip past with the smaller ships!” She types in several commands before adding, “Guess I’m glad I left the kids back on Absalom Station” and signing off.
Jadnura clasps one fist and nods appreciatively at her bold strategy before Luwazi Elsebo interrupts. “Jadnura, no. There are too many jinsuls, even for the Master of Stars!”
But Jadnura only shakes his head before responding solemnly, “Luwazi…the choice to depart the known, to witness the unknown, to risk everything so that others might persevere— you know as well as anyone that being a Starfinder is always about choices. And now that choice is ours.”
Players please cast your votes to your GM. Do you attack Bastiar-5 immediately, or help Fitch and the Master of Stars destroy the jinsul fleet. @GM's once your tables votes are in report the tables vote into the reporting tool.

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Patterson grits his teeth at the sight, his hands reaching for a nonexistent control board. "We put a lot of effort into getting that ship ready, and I don't care to see that work wasted. Let's help Fitch clear the defenders!"

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Speck itches to strike straight at the core of the enemy, but a voice within urges caution, that a explorer does not make foolhardy one-way trips, to allows leave a path back.
Bristling just a bit, Speck simply nods in agreement.

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"It's good to die for a cause."
"One thing is better."
"Fighting and living for it."
"There's no need for Fitch to sacrifice herself when we can save her and the Master of Stars. And we might need them both before this is all over with," Azara says by way of voting.

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The Kasathan nods in agreement, "There will be sacrifices today, but they will not be done alone or wasted."

Overseer Tyranius |

First Seeker Elsebo gives out one last status report as you come to a decision. "We have fended off a horde of jinsuls and secured the stability of our scanning towers, which will continue to feed us crucial information about the enemy."
Table GMs, the Scanner Defense mission is complete and the Tower Intel condition is now in effect.
First Seeker Jadnura addresses the fleet as the decision has been set. “We will not leave our comrades to confront this armada alone, even in a ship as powerful as the Master of Stars. We are Starfinders, after all! Agents, attack the peripheral crafts and leave the dreadnought to Fitch and her team! Continue on to Bastiar-5 once we’ve thinned their ranks.”
Table GMs, Please proceed directly with Part 3. Part 1 and Part 2 Missions are now all closed. Deadlocked Fleet condition is now in effect.

GM Valen |

Sorry for the delay. I will assume the party is using the Pegasus as before, unless informed otherwise.
In order to reach Bastiar-5, the Starfinders must first fight past the wall of starships the jinsuls prepared to slow their advance. Explosions, projectiles, shrapnel, and laser beams streak around your vessel as the two fleets engage. Amidst the massive starship battle that ensues, i]The Master of Stars[/i] trades fire with one of the jinsul capital ships while hundreds of smaller ships weave through the chaos.
"Focus on a single ship." Ziggy suggests over the comm system. "Concentrate on bringing it down."
As you approach your target, you receive another message. It is broadcast first in vesk, then repeated, "This is Captain Yuluzak of The Honorbound. We meet again. We look forward to fighting by your side!"
"Engage your target. We shall run interference!" declares the vesk.
Distance: 3d6 + 5 ⇒ (3, 6, 1) + 5 = 15
Map is now up!
Jinsul, Engineering to empower weapons: 1d20 + 10 ⇒ (4) + 10 = 14
Jinsul, Piloting for Initiative: 1d20 + 15 ⇒ (8) + 15 = 23
BOTTING Kai Pilot for Intiative = Just to keep things moving (PCs can switch positions if they desire this round)
Kai, Piloting for Initiative: 1d20 + 13 ⇒ (6) + 13 = 19
Engineering and Helm Phase
PCs go first
[ooc]PC Pilot can give me an Initiative roll for Round 2 with their Helm Action in Round 1[/ooc[

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With the enemy craft coming head on, Speck decides that additional speed is not particularly of use. Instead, he hops over to the science station and power up the scanners, trying to hack into the enemy ship's system.
Science Officer, Scan: 1d20 + 14 ⇒ (18) + 14 = 32 DC5 + 1-1/2 times the tier of the starship being scanned + its bonus from defensive countermeasures
Let's get some intel first before we get into combat.

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Hef settles into his usual spot on the laser net and waits for incoming missiles.
Don’t forget ship bonuses for piloting and gunnery.

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"The honor is ours, Captain. We shall vanquish our target quickly and return to your aid. Between the two of us, these jinsuls don't stand a chance," Azara replies to Yuluzak.
Technically, this should come in the Gunnery Phase but I'll post it now so the opportunity doesn't pass.
He takes a look around, making sure that everyone is at their stations. Once more, he stands in the middle of the bridge so he can watch everything.
"Mr. Chk'Tarlsh, let's bloody their nose so they know what they're dealing with. Hit them with the power of the Sun!" as he says the last word, he uncrosses his arms, thrusting a finger toward the enemy ship on the screen.
Diplomacy (Encourage Gunnery): 1d20 + 13 ⇒ (16) + 13 = 29
Success

GM Valen |

Speck's scan reveals the following:
Jinsul Hullbreaker Tier 4
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 17; TL 18
HP 65; DT —; CT 13
Shields light 60 (forward 15, starboard 15, port 15, aft 15)
Power Core Arcus Heavy (130 PCU)
Complement 6
Weapons
chain cannon (forward)(6d4; 5 hexes)
coilgun (turret) (4d4 20 hexes)
Scans suggest that additional weapons are likely on board.
ADDITIONAL STARSHIP COMBAT NOTES
Fleets: Both the Starfinder and Jinsul fleets are present. Each fleet provides support for its allies in its location, perpetually granting them a +2 bonus to gunnery checks for starship combat encounters.
Honorbound Allies Each round, the PCs can choose between two benefits: either negate reroll one gunnery check a PC attempts that round (the reroll benefit can only be used twice) or negate a hazard’s negative effect on their starship (hazards may start to kick in at the end of this first round).
Reminder: The party has Preparation Rewards that may be useful!

GM Valen |

BOTTING Kai - No post in 24+ hours
Kai pulls the ship in an effort to evade jinsul ship and prevent it from attacking from behind.
Pilot to Evade: 1d20 + 13 ⇒ (2) + 13 = 15
The jinsul ship attempts to counter.
Pilot to Evade: 1d20 + 15 ⇒ (5) + 15 = 20
Computers to Target Life Support: 1d20 + 10 ⇒ (5) + 10 = 15
Map Updated
Gunnery Phase Begins
Gunnery Notes: One PC gunner may apply Azara's +2 bonus for encouragement. Also, Starfinder fleet grants all gunners +2 bonus to gunnery checks for starship combat encounters. Also Honorbound, permits a PC to reroll a gunnery check if they so choose (can only be used twice). Other, Preparation Rewards are available and may be useful.
Also, I'd request that another player either act as Pilot or bot Kai, in order to keep things moving and to prevent me from trying to "out-position" myself when moving ships for sides.

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I’ll step in next round then, give me a little bit to check all the modifiers and I’ll get an initiative roll up for the start of the next round.

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"Copy that, Captain," Chk'tarlsh replies, bringing the turret around to target their foe. "Ssendinhk a little ssomethink to light their way," he quips, pulling the trigger.
Gunnery: 1d20 + 8 + 2 + 2 ⇒ (13) + 8 + 2 + 2 = 25 +2 from Azara, +2 from fleet
Damage: 3d8 ⇒ (6, 5, 5) = 16

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With a bevy of options for damage in their new ship, Hef slips into the forward heavy laser cannon and pulls up the enemy ship. Trying to carefully lead it, he lets the targeting computer give him a small guide and pulls the trigger!
Shoot Front Heavy Laser Cannon plus one of the three floating bonuses
Gunner (Piloting) + Dex + Ship + Fleet: 1d20 + 3 + 1 + 1 + 2 ⇒ (12) + 3 + 1 + 1 + 2 = 19 for Laser: 4d8 ⇒ (7, 8, 4, 8) = 27
Which leaves the turreted High Explosive Missile Launcher for Patterson.

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Patterson lines up the turret coilgun, using ship's computers as targeting support.
Coilgun attack, including fleet and ship bonuses: 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17
Coilgun damage: 4d4 ⇒ (1, 3, 2, 1) = 7

GM Valen |

Okay, going to try to make all the changes. Forgive me if I made any mistakes.
PCs are flying the Drake. Stats now up on Slides.
PC ship is red; Jinsul is purple. Jinsul ship is in PC's starboard arc. Drakehas no starboard weapons, only turret in that arc. It has two weapons: tactical nuclear missle launcher (upgraded from coilgun per boon and post in Discussion) and high explosive missile launcher.
I will apply the nukes to Chk'tarlsh:
Additional damage from nuke: 2d8 ⇒ (1, 4) = 5
I will convert Hef's laser attack into a high explosive missile attack.
The Drake unleashes a pair of missiles, each slams into the jinsul ship, bringing down its shields and ripping into the hull.
The jinsul vessel also exchanges fire.
Glitching: 1d100 ⇒ 79
Glitching: 1d100 ⇒ 46
Glitching Weapon? 1 forward 2 starboard 3 port 4 aft: 1d4 ⇒ 1
Diplomacy to Encourage Gunner: 1d20 + 6 ⇒ (18) + 6 = 24
Gunnery (chain cannon), fleet, encourage: 1d20 + 8 + 2 + 2 ⇒ (3) + 8 + 2 + 2 = 15
Damage (chain cannon: 6d4 ⇒ (2, 4, 3, 1, 2, 2) = 14
Gunnery (coilgun), fleet: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage (coilgun): 4d4 ⇒ (2, 2, 1, 3) = 8
A projectile from the jinsul ship's coil gun impacts the Drake's shields as the chain cannon shot goes wide.
Drake Status After Round One
HP 85 Current 85 HP
Shields light 70 (forward 20, starboard 8, port 15, aft 20)

GM Valen |

STARSHIP COMBAT ROUND TWO BEGINS
Captain, Demand Engineering: 1d20 + 10 ⇒ (4) + 10 = 14
Engineering to Patch Forward Weapons Array: 1d20 + 10 ⇒ (3) + 10 = 13
Computers to Balance Shields: 1d20 + 10 ⇒ (3) + 10 = 13
Jinsul Hullbreaker Tier 4
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 17; TL 18
HP 65 Current 33 HP; DT —; CT 13
Shields light 60 (forward 15, starboard 15, port 15, aft 15)
Current 45(forward 0, starboard 15, port 15, aft 15)
Power Core Arcus Heavy (130 PCU)
Complement 6
Weapons
chain cannon (forward)(6d4; 5 hexes)
coilgun (turret) (4d4 20 hexes)
boarding tube (port)(2d4 plus saboteur; 1 hex)
(Additional based on roll?)
Glitching Engines
Gltching Weapons Forward Array (chain gun)

GM Valen |

STARSHIP COMBAT ROUND TWO BEGINS
Engineering & Helm Phases:
Jinsul, Captain, Demand Engineering: 1d20 + 10 ⇒ (7) + 10 = 17
Jinsul, Engineering to Patch Forward Weapons Array: 1d20 + 10 ⇒ (14) + 10 = 24
Jinsul, Computers to Balance Shields: 1d20 + 10 ⇒ (2) + 10 = 12
Jinsul Hullbreaker Tier 4
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 17; TL 18
HP 65 Current 33 HP; DT —; CT 13
Shields light 60 (forward 15, starboard 15, port 15, aft 15)
Current 45(forward 0, starboard 15, port 15, aft 15)
Power Core Arcus Heavy (130 PCU)
Complement 6
Weapons
chain cannon (forward)(6d4; 5 hexes)
coilgun (turret) (4d4 20 hexes)
boarding tube (port)(2d4 plus saboteur; 1 hex)
(Additional based on roll?)
Glitching Engines
Gltching Weapons Forward Array (chain gun)
Jinsul, Pilot for Initiative, computer: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
PCs may now take any Engineering Actions and Roll Initiative. Unless Initiative result beats 30, PCs may also take any Helm Actions.
OOPS. Accidental double post. Using spoiler-ed rolls from prior post, but Initiative roll from this post.

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I sorta assumed we were the purple ship since our last fight had us start on the left, my bad. Thank you for all the adjustments in our favor. Group, shall we use some of our rewards?

GM Valen |

I sorta assumed we were the purple ship since our last fight had us start on the left, my bad. Thank you for all the adjustments in our favor. Group, shall we use some of our rewards?
Are you asking e? If so, don't hold your breath expecting some answer!

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I propose that we use the modifiers from the Drake on gunnery rolls
Piloting, initiative: 1d10 + 13 ⇒ (6) + 13 = 19
master of stars touch up looks very good. The positive effects appear to last the whole combat if we choose them??
Kai turns the ship away, hoping to protect the ship's weaker shields
hopefully they lose initiative next round and we can get a better position. For now I'm just flying defensively.
Piloting, Evade, DC 16: 1d20 + 13 ⇒ (6) + 13 = 19

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Azara watches their opening volley tear into the enemy and the enemy's response fail to do any lasting damage to their own ship. Things seem in hand defensively so he continues to encourage the gunners.
"Keep it up, Chk'Tarlsh. The faster we deal with them the faster we can move on to the next," he says.
Diplomacy (Encourage Gunnery): 1d20 + 13 ⇒ (13) + 13 = 26
Success.

GM Valen |

STARSHIP COMBAT MODIFIERS AT PLAY
Fleets: Both the Starfinder and Jinsul fleets are present. Each fleet provides support for its allies in its location, perpetually granting them a +2 bonus to gunnery checks for starship combat encounters.
Honorbound Allies Each round, the PCs can choose between two benefits: either reroll one gunnery check a PC attempts that round (the reroll benefit can only be used twice) or negate a hazard’s negative effect on their starship (Forgot to roll for hazard after first round corrected below).
Tower Intel: When the Overseer GM announces that the Tower Intel condition is in effect, the PCs receive a flood of data from the secured scanning towers. Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check or starship combat check and take the better result. (Forgot to include this last time).
Reminder: The party has Preparation Rewards that may be useful! (Rewards can be found on one of the Slides)
Hazard: 1d6 ⇒ 1
A result of 1 = No special effect!

GM Valen |

master of stars touch up looks very good. The positive effects appear to last the whole combat if we choose them??
It is a one-time, one-round benefit. As written, it's benefits can be used "Once during the adventure" or its alternative benefit "must be declared at the start of the combat starship round".

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Patterson swivels the coilgun around and fires on the jinsul, and this time he's on target.
Coilgun attack, incl. ship and fleet: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
Coilgun damage: 4d4 ⇒ (1, 4, 1, 3) = 9

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Speck hops back to the engineering seat and diverts some power to restore the starboard shields.
engineering, divert power to shields DC16: 1d20 + 14 ⇒ (11) + 14 = 25 +7 shield so back to full.

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Hef pulls up the aft coilgun and fires off a quick burst.
Gunner (Piloting) + Dex + Ship + Fleet: 1d20 + 3 + 1 + 1 + 2 ⇒ (6) + 3 + 1 + 1 + 2 = 13 for Coilgun: 4d4 ⇒ (1, 2, 2, 4) = 9

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Antennae slowly waving, Chk'tarlsh bides his time, waiting for the jinsul vessel to enter the sights of the forward cannon.