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Omni turns her attention to the former Captain.
"You should never have died this way. Let me put you back on the right path to your ascension."
An entropy-enfused tetacle swipes at the nihili.
Entropic strike vs Captain's EAC: 1d20 + 16 ⇒ (7) + 16 = 23
acid damage: 3d6 + 18 ⇒ (6, 4, 4) + 18 = 32
To the rest of the team, she calls"Put that weak one down, then let's focus on the boss. I'll hold her attention til then."

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Fortitude: 1d20 + 12 ⇒ (1) + 12 = 13
Fortitude: 1d20 + 12 ⇒ (16) + 12 = 28
Huck nods to Omni and then goes after the weak one. He lashes out with his Singing Star to injure, then goes for the legs with his capture pole to entangle it. Obnoxious Trickster
Full Attack Lash: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
Acid Damage: 3d6 + 14 ⇒ (6, 1, 6) + 14 = 27
Dirty Trick to Entangle: 1d20 + 15 + 7 ⇒ (1) + 15 + 7 = 23

Game Master S |

Omni tries to bring some rest to the undead captain, landing a solid shot with a tentacle.
Huck feels the draw of the vacuum feeling pressure on his lungs DMG: 2d6 + 7 ⇒ (4, 5) + 7 = 16. His strike also lands, but it's not enough to drop the weaker undead.
*****************************************
TACTICAL MAP
ROUND 2
Drei (SP 65/99): FORT + FORT + Go
Varuthalla: Go
Stees: FORT + FORT + Go
Hostiles: TBD
Captain: TBD
Huckleknuckle (SP: 92/08): TBD
Omni-Lithic: TBD

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Fort save 1: 1d20 + 8 ⇒ (8) + 8 = 16
Fort save 2: 1d20 + 8 ⇒ (3) + 8 = 11
Stees continues firing on blue.
Auto trick CR 15 and below
Stees moves southwest for a clear shot at blue. Blue is automatically flat-footed against the attack. Uncanny Mobility prevents Stees from triggering an AOO by his target.
Laser pistol vs blue flat-footed EAC: 1d20 + 13 ⇒ (10) + 13 = 23
If hit, fire damage plus trick attack damage: 3d4 + 5 + 5d8 ⇒ (4, 1, 3) + 5 + (8, 2, 3, 7, 4) = 37
If hit, blue is flat-footed to everyone until the beginning of my next turn.

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Varuthalla has a tiny portal to the Plane of Air installed in her lungs to honour her sylph heritage - but she's feeling pretty darned good about that decision now, that she doesn't need to breathe!
She'll take two shots at White, following Omni's orders to focus on the weaker ones first.
First Shot vs White KAC: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31
First Magic P dmg vs White: 3d10 + 11 ⇒ (10, 9, 10) + 11 = 40
Second Shot vs White KAC: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
Second Magic P dmg vs White: 3d10 + 11 ⇒ (1, 6, 6) + 11 = 24

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Drei aims at the flat-footed blue and tries some point blank shots
Elite Diasporan Rifle v EAC: 1d20 + 20 - 5 ⇒ (9) + 20 - 5 = 24
F: 4d8 + 11 ⇒ (8, 8, 7, 4) + 11 = 38
Elite Diasporan Rifle v EAC: 1d20 + 20 - 5 ⇒ (9) + 20 - 5 = 24
F: 4d8 + 11 ⇒ (8, 6, 8, 7) + 11 = 40

Game Master S |

Shoot! I didn't realize yesterday's post didn't take.
Stees feels the horror of their plight with the full weight of both undead: DMG: 4d6 + 14 ⇒ (2, 3, 4, 2) + 14 = 25. It doesn't matter, the shot is enough to drop the second foe!
All attention turns to the captain. Drei's aim is just barely good enough, but it combines with Varuthalla's shots to take down the captain! While still destroyed, the ship is cleared. You can return to your ship and relay your findings to Venture-Captain Naiaj.

Game Master S |

The gnome venture-captain thanks you for salvaging some value from your fellow Starfinders’ sacrifice, immediately contacting other teams with urgent orders to reinforce the transmission tower at Bastiar-8. Before breaking off communication with you, Naiaj thanks them again, "We are in your debt. Stay safe out there!"

Game Master S |

You've got plenty of time to catch your breath. Let me know if you want to spend an RP. Status check:
Drei (SP: 65/99)
Varuthalla (SP:87/87)
Stees (SP: 75/100)
Huckleknuckle (SP: 92/08)
Omni-Lithic (SP: 130/130)
Mission choices are now on Slide 10 and 11.

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First choice would be Scout #4 or Action #2, whichever. Both are Starship missions, looks like, so - time to grease up the ol' Piloting Elbows, for Varuthalla, per our discussion on roles!
After that, I guess the only other option is Scout #5.

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Stees gives a slightly annoying operatives-can-do-anything shrug as the team discusses the next mission.
"I'm good with whatever everyone prefers," he says as he swaps batteries in his pistol and slides it into the holster.
Spend 1 RP to regain stamina. Current RP 10 / 11. Full stamina.

Game Master S |

Scout 4 it is
Bursts of energy light up near space as several jinsul starships self-destruct. A flight of victorious Starfinder ships darts between the jinsul wrecks, as if dancing on their proverbial graves. Venture-Captain Arvin’s image suddenly appears on a communications screen, his face furrowed with concern. “We just defeated this pack of jinsuls, but one of their scout ships escaped into the Drift. We can’t let it report our fleet’s position back to its superiors. Enter the Drift and stop that runaway!”
Drake or Pegasus? (Or if you've got a boon for another ship, let me know if you'd like to use it).

posthuman |
Starfinder agents have compiled reports detailing jinsul ground troop formations from a base camp on Agillae-2. Our strategists have devised a way to safely air-drop agents behind enemy lines in order to disrupt the jinsul infantry’s leadership. Given the high concentration of jinsul battalions on Bastiar-6, that seems the ideal place to strike.
Table GMs, the Ground Force Intel mission is closed, and the Paratrooper Strike mission in Part 2 is now unlocked.
Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in.
Table GMs, the Recovery Efforts mission is closed, and the Scanner Defense mission in Part 2 is now unlocked.

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Second the Drake - this is definitely a combat mission. Are we in the Tier 10, or the Tier 12, version?

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Stees kicks back in his chair for a moment with a faraway look in his eyes.
"I'm partial to my little solar sloop back on Absalom Station, but for a combat mission like this, the Drake feels like the best choice."

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Omni heads off to the docking bay for the Drake, dropping into a gunner's seat once she's on board.
She has the Improved Drift Engine boon

Game Master S |

The party jumps aboard and hits it!
Distance: 3d6 + 5 ⇒ (2, 4, 2) + 5 = 13
STARSHIP COMBAT GM TRACKER
Starship
Tactical Map
Bonus Resolve: 1
Critical Damage Table
Options Adjusted for level: yes
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Vacant
Chief Mate: Drei?
Engineer: Stees?
Gunner: Omni
Gunner 2: Drei?
Magic Officer: Vacant
Pilot: Varu
Science Officer: Stees?
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
►Captain (Name): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Name): Maintenance Panel Access, Targeting Aid
Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents
HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Piloting: 1d20 ⇒ 20
Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Name): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Name): Audacious Gambit, Full Power, Fly, Manveur, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Name): Available
Gunner 1 (Name): Fire At Will, Shoot, Broadside, Precise Targeting
SHIP:
Systems Status:
Shields:

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Omni's boon lets us adjust our starting position by 1d6 hexes.
Since it's trying to run, I'm presuming that we'd like to be closer?
starting hex adjustment: 1d6 ⇒ 2

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I'll let Janosian decide if Stees is our Engineer, or if we're using the sub-par Skitterpal.
Divert DC 25: 1d20 + 14 ⇒ (2) + 14 = 16
¯\_(ツ)_/¯
Additionally, here's my piloting init, a bit early, sure why not.
Piloting init: 1d20 + 22 ⇒ (1) + 22 = 23
¯\_(ツ)_/¯ again. Does the table mind if I take one of those Reroll Boons we earned in Mustering?

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Stees can switch between engineering and science as needed. Since we're chasing the other ship, it sounds like we'll want to open with him in engineering to provide a speed boost?

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That is my thinking too! Go ahead with that, IMO.

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I went ahead and bumped us 2 hexes closer, per the roll for the Improved Drift Engine. Now at range 11.

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Based on the Discussion, I'm using one of our re-rolls from Mustering to re-roll our Piloting Init. @GM S I dunno where the Fleets are (is that posted anywhere?) but I'm going to guess one of them is here, so we can use one of the "reroll when with Fleet" thingies?
Piloting Initiative Reroll: 1d20 + 22 ⇒ (10) + 22 = 32

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Stees grins and rubs his hands together, then wiggles his eyebrows.
“Here we go, folks. Extra power to the engines!”
Divert to engines: 1d20 + 21 ⇒ (2) + 21 = 23
If successful, adds +2 speed for this round’s movement.
Stees waits for the thruming sound of power hitting the system, but all he hears is a tinny beep-beep-beep. He follows the sound to a yellow warning light behind the engineering console.
An empty lockout tag hangs in the boost system's circuit breaker control.
“Argh!! Someone left a lockout tag on the boost system? Oh for the love of Livaria...”
He removes the tag and flips the boost breaker to ON.
“Problem fixed... it'll work better next time.”

Game Master S |

Fixed some links. This tracker is from an older game and I missed a few things. Regarding Fleets, they're spread out during this part, and don't provide any of the nifty benefits. That means no reroll here.
Not quite used to flying together, the team knows what to do, but doesn't get the timing right. Fail on Targeting Aid and Speed Boosting.
STARSHIP COMBAT GM TRACKER
Starship
Tactical Map
Bonus Resolve: 1
Critical Damage Table
Options Adjusted for level: yes
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Vacant
Chief Mate: Drei
Engineer: Stees
Gunner: Omni
Gunner 2: Vacant
Magic Officer: Vacant
Pilot: Varu
Science Officer: Vacant
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
Captain (Name): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Drei): Fail Maintenance Panel Access, Targeting Aid
Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents
Jinsul Engineering: 1d20 + 17 ⇒ (1) + 17 = 18
Jinsul Captain: 1d20 + 17 ⇒ (9) + 17 = 26
HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Jinsul Helm: 1d20 + 22 ⇒ (3) + 22 = 25
Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Name): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Varuthalla): Audacious Gambit, Full Power, Fly, Manveur, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
►Captain (Name): Available
Gunner 1 (Name): Fire At Will, Shoot, Broadside, Precise Targeting
The jinsul starship concentrates on escaping, moving as far from the PCs’ ship as possible each turn. The engineer and science officer prioritize their shields, focusing their attention on engines after that (including targeting the PCs’ engines). The ship’s computer prioritizes the pilot’s and engineer’s actions, then the gunners.
SHIP: Jinsul Scout Craft
Systems Status: Normal
Shields:

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Well, we both got 23 then? lol I'm assuming we still lose, cause I rolled a 1.
"Buckle up, Starfinders, I'm punching it! Stees, overspool the heat bleeders, I'm doing a full burn!"
Spending the Free RP characters over lvl 8 get in SSC, Varuthalla uses Full Power to move 11 hexes straight forwards, putting us right up their Aft.

Game Master S |

Jinsul's got a 25? (Let me know if I missed a penalty for them.)
Not interested in fighting when it's time to flee, the jinsul hits it
Piloting: 1d20 + 22 ⇒ (18) + 22 = 40 They take off, flying evasively to avoid getting hit on their way out!
They launch an aft vandal rocket while turning the turret to aim its railgun:
Vandal Rocket: 1d20 + 14 ⇒ (1) + 14 = 15 MISS
Railgun: 1d20 + 14 ⇒ (11) + 14 = 25 for DMG to Forward Arc: 8d4 ⇒ (1, 1, 4, 1, 4, 2, 4, 3) = 20
STARSHIP COMBAT
GM TRACKER
Starship
Tactical Map
Bonus Resolve: 1
Critical Damage Table
Options Adjusted for level: yes
Starfinder Drake Status
HP:100
SHIELDS
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Vacant
Chief Mate: Drei
Engineer: Stees
Gunner: Omni
Gunner 2: Vacant
Magic Officer: Vacant
Pilot: Varu
Science Officer: Vacant
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
Captain (Name): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Drei): Fail Maintenance Panel Access, Targeting Aid
Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents
HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Jinsul Helm: 1d20 + 22 ⇒ (16) + 22 = 38
Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Name): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Varuthalla): Audacious Gambit, Full Power, Fly, Manveur, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
Captain (Name): Available
►Gunner 1 (Omni): Fire At Will, Shoot, Broadside, Precise Targeting
The jinsul starship concentrates on escaping, moving as far from the PCs’ ship as possible each turn. The engineer and science officer prioritize their shields, focusing their attention on engines after that (including targeting the PCs’ engines). The ship’s computer prioritizes the pilot’s and engineer’s actions, then the gunners.
SHIP: Jinsul Scout Craft
Systems Status: Normal
Shields:

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Jinsul's got a 25? (Let me know if I missed a penalty for them.)
Haha, whoops, no, I'm just bad at math XD
On that note, though - assuming we're in a Tier 10 Drake, our defenses are AC 17 and TL 16 + Varuthalla's 11 ranks in Piloting = AC 28 and TL 27, right? So their railgun's 25 should miss our AC, no?
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Omni cues up the forward-arc weapons & those in the turret as well, planning on a broadside first strike.
Since it doesn't appear that anyone called on the computer +3 boosts (Mk 3 tri-node), she'll pull them into play as well for the two big weapons (the persistent particle beam & the heavy AM missile).
Persistent Particle Beam vs Rear arc AC: 1d20 + 15 + 3 - 2 ⇒ (15) + 15 + 3 - 2 = 31 PPB : 10d6 ⇒ (5, 6, 3, 1, 5, 5, 4, 4, 5, 4) = 42
Heavy Plasma Torpedo vs Rear arc TL: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25 Plasma : 5d10 ⇒ (5, 6, 10, 4, 6) = 31
Heavy AM missile vs Rear arc TL: 1d20 + 15 + 3 - 2 ⇒ (19) + 15 + 3 - 2 = 35 AM : 10d10 ⇒ (8, 9, 5, 4, 7, 4, 10, 7, 4, 2) = 60
Light Particle Beam vs Rear arc AC: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19 LPB : 3d6 ⇒ (1, 4, 6) = 11
"Solid hits with the big guns. Plasma torpedo is questionable. We're through their shields & their hull took some damage. Unknown impact on critical systems."
crit systems roll, if needed: 1d100 ⇒ 96

Game Master S |

My turn to be bad at math. I've got you in a Tier 8 Drake. You are correct!
The Starfinders open fire on their rear arc! The first shot deals heavy damage to the shields. Their turret crew isn't ready to deploy countermeasures, and the missile strikes it with a massive explosion. Your crit roll was power core, but that's two thresholds so CRIT: 1d100 ⇒ 33 Arc: 1d4 ⇒ 4 Turret and Starbord arc are glitching!
STARSHIP COMBAT
GM TRACKER
Starship
Tactical Map
Bonus Resolve: 1
Critical Damage Table
Options Adjusted for level: yes
Starfinder Drake Status
HP:115
SHIELDS
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Vacant
Chief Mate: Drei
Engineer: Stees
Gunner: Omni
Gunner 2: Vacant
Magic Officer: Vacant
Pilot: Varu
Science Officer: Vacant
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
Captain (Name): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Drei): Fail Maintenance Panel Access, Targeting Aid
Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents
HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Jinsul Helm: 1d20 + 22 ⇒ (8) + 22 = 30
Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Name): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Varuthalla): Audacious Gambit, Full Power, Fly, Manveur, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
Captain (Name): Available
►Gunner 1 (Omni): Fire At Will, Shoot, Broadside, Precise Targeting
The jinsul starship concentrates on escaping, moving as far from the PCs’ ship as possible each turn. The engineer and science officer prioritize their shields, focusing their attention on engines after that (including targeting the PCs’ engines). The ship’s computer prioritizes the pilot’s and engineer’s actions, then the gunners.
SHIP: Jinsul Scout Craft: Hull 43 Taken
Systems Status: Turret, Starboard arc and power core glitching
Shields:

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Ruh roh, are the forums changing over already :D Well, catch as catch can, I guess!
Seeing that our quarry doesn't seem interested in turning to fight, Varuthalla calls out over ship's intercom to Engineering. "Full power to engines - we can't let them escape!"
I'd like a Divert Power to Engines, but that's just a request. Power to Weapons, or even changing to Science Officer to Target Systems on their engines, or whatever, is fine :)
If Stees moves to Science Officer, though, I'd use the Skitterpal boon to have our makeshift Engineer Divert to Engines.

posthuman |
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.

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Borked text aside, Stees can move over to science and yield the engineering station to the virtual skittermander.

Game Master S |

Still messed, up, but I'm going to try. I may post in the Discussion tab...
The party moves from console to console trying to keep the pressure on. Drei fails to help lock on, but the Starfinders still hold the advantage.
STARSHIP COMBAT
GM TRACKER
Starship
Tactical Map
Bonus Resolve: 1
Critical Damage Table
Options Adjusted for level: yes
Starfinder Drake Status
HP:115
SHIELDS
”ROLE PHASE”:
You may switch roles at the top of a round.
Captain: Vacant
Chief Mate: Drei
Engineer: Vacant
Gunner: Omni
Gunner 2: Huck
Magic Officer: Vacant
Pilot: Varu
Science Officer: Stees
ENGINEERING PHASE:
Open Crew Actions: Erratic Maneuvering, Feign Disaster, Prioritize Calculation, Range Finding, Ready Weapons System
Captain (Name): Demand, Encourage, Moving Speech, Orders, Taunt
Chief Mate (Drei): Fail Maintenance Panel Access, Targeting Aid
Engineer (Name): Divert, Hold It Together, Patch, Overpower, Quick Fix
Magic Officer (Name): Eldritch Shot, Scrying, Mystic Haze, Psychic Currents
HELM PHASE (Initiative):
Magic Officer (Name): Precognition
Enemy Initiative: Jinsul Helm: 1d20 + 22 ⇒ (15) + 22 = 37
Pilot: Initiative If you lose this roll, immediately move to the HELM PHASE
HELM PHASE:
Captain (Name): Available
Chief Mate (Name): Hard Turn, Manual Realignment, Maximize Speed
Pilot (Varuthalla): Audacious Gambit, Full Power, Fly, Manveur, Stunt
Science Officer (Name): Balance, Improve Countermeasures, Lock On, Scan, Target System
GUNNERY PHASE:
Captain (Name): Available
►Gunner 1 (Omni): Fire At Will, Shoot, Broadside, Precise Targeting
►Gunner 2 (Huck): Fire At Will, Shoot, Broadside, Precise Targeting
The jinsul starship concentrates on escaping, moving as far from the PCs’ ship as possible each turn. The engineer and science officer prioritize their shields, focusing their attention on engines after that (including targeting the PCs’ engines). The ship’s computer prioritizes the pilot’s and engineer’s actions, then the gunners.
SHIP: Jinsul Scout Craft: Hull 43 Taken
Systems Status: Turret, Starboard arc and power core glitching
Shields:

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((Yeah, maybe we just need to get to a new page for it to ... unbreak?))
Pilot Init: 1d20 + 22 ⇒ (2) + 22 = 24
((A 1 on init last round, and a 2 this time. Aha, I see how this goes. Don't worry y'all, just need to hang out another 9ish rounds XD))
With Stees moving to Science, Varuthalla's skitterpal tries her best to give the engines their due! ((Divert Power to Engines))
Divert Power to Engines DC 25: 1d20 + 14 ⇒ (18) + 14 = 32
With our new Speed of 10, Varuthalla tries to fly defensively as close to their aft as she can. ((Evade stunt))
Piloting DC 25: 1d20 + 22 ⇒ (14) + 22 = 36

Game Master S |

Good idea. New Thread is HERE. I'm going to leave this one open until the game is over in case we need to check it. I'll let HQ know about the new thread so that we still get updates. I'll resolve Varuthalla's turn there.