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Aid Token, incoming!
Boosted Aid Token: Provide Knowledge (Engineering) vs Hard DC, Allied Offensive

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As the "captain" I'm activating that aid token immediately to gain the benefits of Remote Assistance: Each PC receives a +2 bonus to all checks required by crew actions for 1 round.
Can Casey benefit from it this round, or does it come into effect only in the next round?

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I'm starting to think the Jinsul are copying our strategy and putting all their shield points in the forward arc...

GM Wolffauer |

Hmm. Nope no conditions to disengage (assuming I'm understanding the question correctly)

GM Wolffauer |

A few bonuses to remember:
Bonuses:
Fitch (Ears)
Fitch shows the PCs some of the inner workings of the Master of Stars, which help the PCs better understand other starships. Once during the adventure, all the PCs’ can gain a +4 bonus to any non-gunnery skill check during the same round of a starship combat.
OR
The PCs can force the crew of an enemy ship to take a –2 penalty to all nongunnery skill checks made during the round. The use of this ability must be declared at the start of the starship combat round.Celita (Anasi)
Pleased with the PCs’ review, Celita outfits the Starfinder fleet with better weapons-tracking software for targeting jinsul ships. Once during the adventure, the PCs gain a +2 bonus to all starship combat gunnery rolls, and that attack does not consume ammunition in the case of a weapon with the limited fire property.
If you want to use it this round (which we've just barely started...) Fitch's first bonus would be useful...

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Use everything! Weapons free! Weapons free!
We are probably doomed either way!

GM Wolffauer |

That roll is actually a modified 1 because Power Core glitching :( Brace for impact?
You had a -2 from the glitch and a +2 from the aid token, so the roll the 11 looks correct.
And yeah, we're going to retroactively add in two of bonuses you earned at the start of the game.

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Sorry they got the flyby in, but I can try to flyby them and end out of their forward arc. If I fail, they'll get an AoO and we end in their forward arc.
DO you guys feel lucky?
Can we decide now to use Fitch's +4 ?

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You've got Casey's vote! Were we using both bonuses this round? As "good" as Casey can be at being a gunner, the additional +2 and "extra" missile could be useful here.

GM Wolffauer |

You all get Fitch's +4 to each non-gunnery roll this round only. Same with the extra +2 from Celita for gunnery. After this round they are both done.

therealthom |

eijel, I completely understand how you're feeling about the dice roller. I've hit many unbelievably cold streaks myself. I had one character, a PF 1 rogue, his luck seemed so consistently bad that I statted out his first fifty or hundred rolls. His average roll didn't look too bad; it was something like 8 or 9; but he had something like 1 twenty and no 18s or 19s over that span. I was doing victory dances whenever he hit at all.
Anyway, he finally had one awesome combat where he completely out-fightered the party murder machine.
Then lapsed into another round of bad luck.
Sorry, that wasn't as encouraging as I meant it to be.

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Now that's one solid round of Starship Combat!
If this isn't over after they attack (for us), I hope we can pull another just like this.
That's a good looking Half alive streets party, GMW.
My PC in that table has quite the track record of looking like a complete chump due to terrible dice rolls. I hope his curse doesn't carry over from Discord to here.

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Second time I see a double K.O. in starship combat...

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It was the Sunrise Maiden first battle, from the Dead Suns AP - I was GMing.
Probably due to lack of experience with the system and terrible rolls from both sides, after a couple of hours we were so exhausted with the combat that the two ships just stood parked in front of each other and making gunnery checks until they both were disabled.
It was rough. Fortunately, by the next combat they already could upgrade the ship and start stuffing it with heavy weapons on the turret mounts, so it was never an issue again.

GM Wolffauer |

I haven't had a chance to look at how the others did. I know one table ran through three combats before heading to the planet, and several others were struggling. It seems to have come down to how well the table was set for starship combat.

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Does it look like the Dream Monster can climb up the tower? Or perhaps just jump and land on top of it...
We might have to take the jinsul down in the first round, or battle both him and Jinsulzilla.
---
And when Iteration-177 gained divine powers? I remember him as an NPC in a starfinder party...

therealthom |

It was the Sunrise Maiden first battle, from the Dead Suns AP - I was GMing.
Probably due to lack of experience with the system and terrible rolls from both sides, after a couple of hours we were so exhausted with the combat that the two ships just stood parked in front of each other and making gunnery checks until they both were disabled.
It was rough. Fortunately, by the next combat they already could upgrade the ship and start stuffing it with heavy weapons on the turret mounts, so it was never an issue again.
Sounds rough.

therealthom |

I haven't had a chance to look at how the others did. I know one table ran through three combats before heading to the planet, and several others were struggling. It seems to have come down to how well the table was set for starship combat.
Thanks, I was just curious.

GM Wolffauer |

And when did Iteration-177 gained divine powers? I remember him as an NPC in a starfinder party...
He's always had them, just not revealed them before now.

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So stressed out right now! I'm looking at my spell list going "WHY DIDN'T I TAKE X or Y" because I had anyway of knowing what we'd face ;) and healing junkbot is a 3rd level spell which I can't have yet anyway

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I'll wait to see if the biohackers can shoot me some healing - I have yet to dig in the class, since the playtest - not sure if that's possible.
---
I miss a spellbook class.
They could have at least come up with a futuristic wand - getting rid of spellbooks and wands was just mean.

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Biohackers can't really use class abilities to heal at range at level 1-2 (Anasi can heal up to 4 HP but has to be adjacent).
One thing that I was unclear on is if you can administer healing serum via an injection (and thus an injection weapon at range). The injection weapon property says "This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound," but the healing serum text specifically says the serum is "imbibed". Anasi would also have to move to see Staar, and I don't think (like Sonomi said) they could move and pull out a serum in the same move and then injet as a standard. In theory Sonomi could have, but it's unclear (to me) if healing serums work via injetion weapons.

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The Injection Expert ability specifically states that you can use a serum with an injection weapon. So I would say, fire away!
"When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon,

therealthom |

Gambled that with the hurt Staar and everyone put on it, that an extra blaster shot might put it down.
Looking like that gamble is going to cost me.
We've got healing serums. An envoy would come in right handy about now. Why wasn't there a healing boost from one of the VCs?

therealthom |

The Injection Expert ability specifically states that you can use a serum with an injection weapon. So I would say, fire away!
"When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon,
Good catch.

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I say we let Casey have the supercharges on the next battles, and Staar will be more defensive, let the enemy come to her instead.
If I have to go, I want it to be at the claws of the Dream Monster.

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It was pretty, I need a diplomatic word here, gutsy to go tackle the jinsul by your lonesome. I should have had that talk with Casey and you. :-)
I've got a feeling that this jinsul is hanging to life by a thread. We put it down and get Staar on her feet. Agreed that Staar probably needs to play defensively for a while. Necessary, but too bad.
Maybe examine the device and get a clue to what's going on.
I've also got a feeling that the tallest mesa is the most important. It's also high ground. We should charge it pretty quickly. We can fire down on the other jinsul from there.
Sugar! Didn't the dream monster have wings? High ground might not be an advantage against it. It might actually work against us.

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Nobody expected the technomancer jinsul!
This might be a cat and mouse map, where we have to escape the dream monster while disabling the devices - and never actually fight the thing.

therealthom |

Bad choices abound. Last night I had been planning just to run away. (guarded step then flee toward Second-1 and Casey with supercharging to follow next round) But in the cheerful light of morning I decided to double down on my, 'it's almost dead ' theory. ANd miss. ANd the cruelest cut -- the boards wanted to double post and in the second post I would have hit.

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Wait, there's a technomancer jinsul on Alien Archive 3 - though I believe we are fighting a slightly less powerful version of it, maybe one CR less. And I hope the only one in this map...
I think we are about 20 hit points away from putting it down.

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It's like a curse or something at this point.