The Master of Heresy

Al 2O3's page

172 posts. Organized Play character for CanisDirus (Contributor).


Full Name

Al 2O3

Race

| Active Effects: Memory Module (*) |Combat Tracking (-) | Wireless Hack (-) | Energy Shield (-) | Environmental Seals (8) |

Classes/Levels

Nonbinary CG Android Scholar Mechanic 6

Gender

| ES 0/0 | SP 42/42 | HP 40/40 | RP 8/8 | EAC 25 KAC 26 CMD 34 | Fort +6, Ref +13, Will +5 (+2 vs. Disease/Poison/Mind-Affecting effects) | Init +8 | Perception +12 (Darkvision 60ft) | Speed 30'

Special Abilities

"Ruby" - Exocortex AI / "Yang" - Grad Student (Ally Set 2: Bluff, Diplomacy, Intimidate +10 each)

Alignment

Chaotic Good

Deity

Yaraesa

Languages

Common, Akitonian, Vesk, Dwarven, Terran, Ignan, Aquan, Auran, Draconic, Brethedan, Aklo, Ghibrani, Kasatha. (13)

Occupation

Starfinder Planetary Geologist / Adjunct Professor (Absalom Station and elsewhere)

Homepage URL

Ruby's crystal lattice

Strength 12
Dexterity 22
Constitution 13
Intelligence 20
Wisdom 12
Charisma 8

About Al 2O3

"The highest function of ecology is understanding consequences."

"Hello! You can call me Al... 2O3!"

Al2O3: sometimes named Corundum in the Common language of the Pact Worlds and The Veskarium. Trigonal Symmetry. 9.0 on the galactic mineral standard qualitative ordinal hardness scale. Also called Aluminum Oxide when found in non-mineral form.

Al 2O3
Nonbinary Android Scholar Mechanic 6
Chaotic Good Medium Humanoid (Android)
Init +8; Perception +12; Darkvision 60ft

Defense
-------------------------------
SP: 42 HP: 40 RP: 8
EAC: 25 (+9 Armor, +6 Dex)
KAC: 26 (+10 Armor, +6 Dex)
AC vs CM: 34
Fort +6, Ref +13, Will +5 (+2 vs. Disease/Poison/Mind-Affecting/Sleep unless the effect targets constructs)

Offense
-------------------------------
Speed: 30ft., fly 30 (10ft, average) or 20 (vertical) *
BAB: +4 Melee: +5 Ranged: +10 Thrown: +5 Grenades: +10

Underwater Merciful Called Hutchket Rifle +10 (1d10 + 6 P | Wound (DC 17) | 80ft | 6 Rounds, Usage 1 | Analog, Merciful & Called Fusions (M: Swift On/Off | C: Swift 100ft), Grappler Attached to barrel. (2F 4M)
Static Arc Pistol +10 (1d6 + 3 E | Arc 2 | 50ft | 20 Charges, Usage 2 | Stun (Move)
Austere Bone Cestus +5 (1d6 + 7 P | 1d4 Bleed | Analog)
Frag Grenade I +10 (1d6 + 6 P | 20ft | Drawn | Explode 15ft | DC 17)
Needler Pistol +10 (1d4 + 3 P | DC +2 | 30ft | 6 Darts, Usage 1 | Analog, Injection) (C) (#)

Needler Ammo Notes:
The first 3 (of 6) darts for this weapon are filled with Serums of Healing. Standard order: Mk 1, Mk 2, Mk 1. Loading a weapon and filling a dart with a serum/potion/drug is a Move Action according to the Starfinder Core, so Al can "pop in" other serums one at a time as a move action (each) if needed.

Ammo Tracker:
Total Longarm Rounds Purchased: 56 | Fired: 31 | Remaining: 25
Total Needler Darts Purchased: 31 | Fired: 0 | Remaining: 31
Total Static Arc Pistol Charges: 20 (U2) | Fired: 0 | Remaining: 20
Total Extra (Standard) Batteries: 2 | Used: 0 | Remaining: 2
Jump Jet Charges: 20 | Used: 0 | Remaining: 20

Stats
-------------------------------
STR 12 (+1) DEX 22" (+6) CON 13 (+1) INT 20' (+5) WIS 12 (+1) CHA 8 (-1)
Level 5 Stat Boosts: Dex, Con, Int, Wis | ' = Mk 1 Personal Upgrade, " = Mk 2 Personal Upgrade

SKILLS (54) | (4+Int) = 9 skill ranks per level
Acrobatics (6) +12, Athletics (1) +5, Computers (6) +16, Culture (6) +11, Engineering (6) +16, Life Science (1) +6, Medicine (1) +9, Mysticism (1) +2, Perception (6) +12, Physical Science (6) +18, Piloting (6) +15, Profession: Adjunct Professor (1) +13, Sense Motive -1, Sleight of Hand (2) +8, Stealth (5) +11.

Skill notes: Sense Motive DCs against Al are increased by 2. Decrease Geology (Physical Science) DCs by 5 to recall knowledge. +1 to Physical Science skill (Scholar Theme). Add +1 to Profession checks to earn a living (day job).

Languages: Common, Akitonian, Vesk, Dwarven, Terran, Ignan, Aquan, Auran, Draconic, Brethedan, Aklo, Ghibrani, Kasatha. (13)

Proficiencies: Light Armor, Basic Melee, Small Arms, Grenades, Heavy Armor, Long Arms.

Feats
-------------------------------
1 - Nimble Moves (Move through 20ft of difficult terrain as if it was normal, can guarded step)
1 - Skill Focus (Physical Science) (Exocortex Bonus Feat) (+3 Insight Bonus to chosen skill, can change every level)
3 - Mobility (+4 to AC when provoking by leaving a threatened square)
3 - Weapon Specialization (Mechanic Bonus Feat: Add character level to weapon damage, half for small arms/operative melee)
5 - Iron Will (+2 to Will Saves)
(7 - DA or SotR)

Class Features
-------------------------------
1 - Bypass (+2 Insight bonus to Computers and Engineering skill checks)
1 - Exocortex (Skill Focus Bonus Feat)
1 - Combat Tracking (EX) (Move: +2 to Attack vs 1 target)
1 - Memory Module (EX) (1/Day Reaction out-of-combat: Reroll failed skill check to recall knowledge, can't use while Combat Tracking is active) ( )
2 - Mechanic Trick: Energy Shield (Ex) (Standard to activate - Int + ML temporary hp for 1 min per ML) (11 hp, 6 min)
3 - Overload (Ex) (Standard to make 1 powered device nonfunctional for 1 round @ Wireless Hack range. Attended item owner can make Reflex save DC 10 + 0.5 ML + Int to negate. Doesn't work on creatures or items larger than Medium. Can't use on same object again for 1 minute) (DC 18)
3 - Weapon Specialization (Bonus Feat)
4 - Mechanic Trick: Overclocking (Ex) (+2 Insight to Initiative & Reflex Saves)
5 - Remote Hack (Ex) (Can use Computers and Engineering at 20ft range. Detection is Perception or Sense Motive DC 10 + 1.5 ML + Int) (DC 24 P / DC 26 S)
5 - Wireless Hack (EX) (In place of Combat Tracking, Exocortex can access another computer system within 20ft and make Computer checks each round (effective Standard action) using my skill bonus. If multiple actions are needed, can work alongside Exocortex, counting both actions towards total time required)
6 - Mechanic Trick: Visual Data Processor (Ex) (Add Bypass bonus to Perception skill checks)

Other Features
-------------------------------
Scholar Theme (1) Theme Knowledge: Physical Science specialization: Geology. +1 to Intelligence, +1 to Physical Science checks.
Scholar Theme (6) Tip of the Tongue: Once per day can reroll any skill check to recall knowledge, must take result of 2nd roll. ( )
Android Race: Count as both humanoid and contruct (whichever is worse for effects), +2 Dex, +2 Int, -2 Cha, +2 saves vs. disease, mind-effecting, poison, and sleep unless an effect specifically targets constructs. Do not breathe or suffer normal effects in vacuum.
Quick-Release Sheath marked with (#) - Activate as a swift action (Android Internal Armor Upgrade Slot).
Crafted Items marked with (C) - Treat hardness, HP, and saving throws of crafted items as if they were 2 item levels higher. Can repair in half the normal time.
Society Subdermal Graft (System: Left Hand) - Activate as a swift (mental) action (glowing Starfinder logo, raises light level within 5 feet by one step).
Jump Jets (Capacity 20: Usage 2/Action) - Activate as part of a move action to fly 30ft (average maneuverability) to a maximum height of 10 feet, or fly vertically 20 feet - must land at end of move action.

Active Systems
-------------------------------
System: Brain - Item: Datajack, Standard
System: Left Hand - Item: Starfinder Society Subdermal Graft
System: Armor - D-Suit II (Environmental Protection available: 7 Days) Inactive

Other Gear
-------------------------------
Advanced Lashunta Tempweave Armor, Jump Jets, Everyday Clothing, Professional Clothing (+1 Circ to Day Job (Professor) Checks), 3x, Mk. 1 Serum of Healing, 2x Mk. 2 Serum of Healing, Professional's Tools (C) (+4 to Profession: Professor), Mk. 1 Signal Jammer (12U1/10min: Interrupt Wireless broadcasts within 4 miles or 12 if attached to broadcast station, DC 16 Comp/Eng & 1 minute to bypass), Industrial Backpack (+2 to Str for carry capacity), Culture & Physical Science Library Chips (+4 circumstance bonus to recall knowledge when used with a computer), Tier 1 Computer (Miniaturized x2, Self-Charging, Range I (100ft), Average Secure Data (Geology Data & Notes), Linguist's Tool Kit (+4 to Culture checks when deciphering writing), Spell Gem of Lesser Restoration, Grappler (20U1/min: 1 min to attach cable, Ranged AC 5 vs 5ft wide immobile object, mounted on KAC-ranged weapon = half weapon range increment), Titanium Alloy Cable Line (100ft), Animated Trapsmith's Tools (Magic) (+4 Engineering/Mysticism to disarm traps, can magically use @ 10ft range w/+2), Mk. 1 Personal Upgrade (Synaptic Accelerator, Int +2), Mk. 2 Personal Upgrade (Wirejack Tendons, Dex +4), 1 Bulk of rock & mineral samples.

Carrying Capacity
-------------------------------
Bulk: 5.2 / Encumbered: 7 / Overburdened: 14

Slotted Boons
-------------------------------
Ally - Professional Hireling Access (Set 2: Yang - Grad Student)
Faction - Wayfinders Champion (Improved)
Personal - None
Promotional - Promotional Service Award (Organized Play Campaign Service Coin #801)
Social - Scoured Stars Memorial
Starship - Enhanced Shield Regeneration and First Skirmish
Slotless - Starfinder Society Care Package (Elixir of Renewal), Starfinder Insignia, Marked Field Agent, Society Renown (RSP #1) (This is use 2 of 3)

Earned Boons
-------------------------------
Ally - High Society Influence, Envar's Attention, Professional Hireling Access (Set 2: Yang - Grad Student: 4+Level), Suulhu-Huur's Debt, Gun Runner, Heart Friend Forever.
Faction - Wayfinders Champion (Improved), Second Seekers (Luwazi Elsebo) Champion.
Personal -Morlamaw Admittance, Dwarven Admittance, Half-Orc Admittance, Legacy Heritage (Elf), Eoxian Heritage.
Promotional - Promotional Reroll (Organized Play (Venture Captain) Polo Shirt), Promotional Service Award (Organized Play Campaign Service Coin #801).
Social - Faction's Friend ()()(), AbadarCorp Acquaintance, Friend of the Ghibrani, Honorary Spider, Budding Media Celebrity, Contractor's Respect (Xenowardens) () () (), Scoured Stars Memorial.
Starship - Hero of the Stars, Automated Defenses, Solar Powered Weapon System, Star Monster Slayer, Enhanced Shield Regeneration.
Slotless - Starfinder Society Care Package (Elixir of Renewal), Starfinder Insignia, Marked Field Agent, Star Sugar Heartlove!!!, True Savior of Tasch (X)(X)(X)(X)(X), Ghibran Linguist, Protector of the Future, Society Contract, Claimant to Salvation, Worldwide Explorer (Used 1 of 3), Morlamaw Linguist, Salvation's Delver (X), Society Renown (RSP #1) (1/3 used), Society Renown (RSP #2), Ralveen's Visor.
Variable - Honorbound Allies (Ally or Starship Boon), First Skirmish (Social or Starship).
Unidentified - Journey to the Scoured Stars (Segments 1, 3, & 4), Tip of the Conspiracy.

Adventure Log:
CS #0 - Character creation + 0xp, 0 Fame/Rep, 1000 Credits
CS #1 - #Q1: Into the Unknown +1xp, 2 Fame/Rep (Wayfinders 2), 720 Credits (GM)
CS #2 - #1-01: The Commencement +1xp, 2 Fame/Rep (Wayfinders 4), 753 Credits (GM)
CS #3 - #1-02: Fugitive on the Red Planet +1xp, 2 Fame/Rep (Wayfinders 6), 719 Credits (Tasch 1) (GM)
CS #4 - #1-03: Yesteryear's Truth +1xp, 2 Fame/Rep +1 Way (Wayfinders 9), 741 Credits (Tasch 2) (GM)
CS #5 - #1-04: Cries From the Drift +1xp, 2 Fame/Rep +1 Exo (Wayfinders 11, Exo-Guardians 1), 714 Credits (Tasch 3) (GM)
CS #6 - #1-05: The First Mandate +1xp, 2 Fame/Rep +1 Acq +1 Sk(LE) (Wayfinders 13, Acquisitives 1, Second Seekers (LE) 1), 737 Credits (Tasch 4) (GM)
CS #7 - #1-00: Claim to Salvation +1xp, 2 Fame/Rep (Wayfinders 15), 1,530 Credits (DT: +20 Credits) (Play: Raia)
CS #8 - #1-07: The Solar Sortie +1xp, 2 Fame/Rep +1 Data (Wayfinders 17, Dataphiles 1), 1,480 Credits (Tasch 5) (GM)
CS #9 - #1-08: Sanctuary of Drowned Delight +1xp, 3 Fame/Rep +1 Way (Wayfinders 21), 1,473 Credits (DT: +38 Credits) Wayfinder: Worldwide Expert #1 (Play)
CS #10 - #1-09: Live Exploration Extreme! +1xp, 2 Fame/Rep (Wayfinders 23), 1,489 Credits (DT: +60 Credits) (GM)
CS #11 - #1-06: A Night in Nightarch +1xp, 2 Fame/Rep (Wayfinders 25), 1,447 Credits (DT: +36 Credits) (GM)
CS #12 - #1-12: Ashes of Discovery +1xp, 2 Fame/Rep (Wayfinders 27), 1,499 Credits (DT: +38 Credits) (GM)
CS #13 - #1-13: On the Trail of History +1xp, 2 Fame/Rep +1 Sk(LE) (Wayfinders 29, Second Seekers (LE) 2), 4,106 Credits (DT: +32 Credits) (GM)
CS #14 - #1-17: Reclaiming the Time-lost Tear +1xp, 2 Fame/Rep +3 Sk(LE) (Wayfinders 31, Second Seekers (LE) 5), 4,079 Credits (DT: +44 Credits) (Play)
CS #15 - #1-14: Star Sugar Heartlove!!! +1xp, 2 Fame/Rep +1 Exo +1 Data (Wayfinders 33, Dataphiles 2, Exo-Guardians 2), 4,086 Credits (DT: +36 Credits) (GM)
CS #16 - #1-99: The Scoured Stars Invasion +1xp, 2 Fame/Rep +1 Sk(LE) (Wayfinders 35, Second Seekers (LE) 6), 4,085 Credits (DT: +34 Credits)
CS #17 - #1-11: In Pursuit of the Scoured Past (GM) +1xp, 2 Fame/Rep +1 Sk(LE) (Wayfinders 37, Second Seekers (LE) 7), 4,086 Credits (DT: +38 Credits)

Equipment/Purchase Log:
Purchases on 3/4/18
-------------------------------
"Star Sugar Heartlove!!!" Album (Special / 50 Credits)
Lashunta Tempweave, Basic (Level 4 / 1,950 Credits / L)
Jump Jets* (Level 2 / 1,000 Credits / L)
Quick-Release Sheath (C) (Level 1 / 325 Credits / L)
Underwater Merciful Hutchket Rifle (Level 3 / 1,400 + 360 Credits / 1B)
Extra Longarm Rounds x25 (Level 1 / 75 Credits / L)
(AA) Bone Cestus, Austere (Level 2 / 600 Credits / L)
Needler Pistol (C) (Level 1 / 105 Credits / L)
Frag Grenade I (Level 1 / 35 Credits / L)
Mk. 1 Personal Upgrade - Wirejack Tendons: Dex (Level 3 / 1,400 Credits)
Standard Datajack (Level 2 / 625 Credits) (System: Brain)
Clothing, Professional: +1 Circumstance to Day Job (Professor) Checks (Level 1 / 5 Credits / L)
Clothing, Everyday (Level 1 / 1 Credit / L)
Backpack, Consumer: +1 to Strength for carrying capacity (Level 1 / 3 Credits / 0 Bulk when worn) (donated to the needy / thrown away: 7/27/18)
2x Mk. 2 Serum of Healing (CS #7 Access) (Level 5 / 425 Credits each / L)
1x Mk. 1 Serum of Healing (Level 1 / 50 Credits / L)
1x Mk. 1 Serum of Healing (C) (Level 1 / 50 Credits / L)
Tool Kit: Professional's Tools (C) +4 to Professor Profession (Level 1 / 20 Credits / L)

4 Fame - Wayfinders Champion, Improved
1 Fame - Basic Hireling Access (Set 2)

Welcome to Starfinder Boon - Elixir of Renewal: You gain a special elixir that you can consume as if it were a serum in order to restore 2d8 Hit Points as well as 1d4 points of one type of ability damage. You can use this elixir only once, even if you have an ability or effect that would allow you to benefit from the serum multiple times. Check the box that precedes this boon when you use this elixir. Only you can use this elixir and it has effective market price of 0 credits if sold.

Purchases on 7/27/18
-------------------------------
Arc pistol, static (Level 2 / 750 Credits / L)
Extra Darts x 25 (Level 1 / 20 Credits / L)
2x Battery, Standard (Level 1 / 60 Credits each)
Called Fusion ~> Rifle (Level 1 / 120 Credits)
Mk. 1 Signal jammer (Level 1 / 100 Credits / L)
Backpack, Industrial (Level 1 / 25 Credits / 1B or 0 when worn)
(DS:4) Animated Trapsmith's Tools (Magic / Level 4 / 2,000 Credits / L)
Grappler (Level 2 / 700 Credits / L)
Cable line, titanium alloy, 100ft (Level 1 / 50 Credits / 1B)
(PW) Library Chip: Culture (Level 3 / 250 Credits)
(PW) Library Chip: Physical Science (Level 3 / 250 Credits)
Tier 1 Computer + Miniaturization x2 + Self-Charging + Range I + Average Secure Data (Level 1 / 80 Credits)
Spell Gem of Lesser Restoration (Level 5 / 450 Credits / L)
(PW) Linguist's Tool kit (Level 2 / 200 Credits / L)
1x Mk. 1 Serum of Healing (Level 1 / 50 Credits / L)

2 Fame - Amateur Hireling Access (Ally) - Supersedes Basic Hireling Access
2 Fame - Enhanced Shield Regeneration (Starship)

Sales on 8/7/18
-------------------------------
Sell Basic Lashunta Tempweave Armor (Level 4 / L / 1,950c = 195 Credits)

Purchases on 8/7/18
-------------------------------
Upgrade Mk. 1 Wirejack Tendons (Dex +2) to Mk. 2 (Dex +4) (Level 7 / 5,100 Credit Difference)
Mk. 1 Synaptic Accelerator (Int +2) (Level 3 / 1,200 Credits Salvation's Delver 200c discount)

2 Fame - Professional Hireling Access (Ally) - Supersedes Amateur Hireling Access

Purchases on 12/1/18
-------------------------------
Buy Advanced Lashunta Tempweave Armor (Level 6 / 8,500 Credits)

Credits
-------------------------------
6,937

Starfinder Society Reputation
-------------------------------
Starfinder Society: 35 Reputation (Tier 3)
Wayfinders: 37 Reputation (Tier 3)
Second Seekers (Luwazi Elsebo): 7 Reputation (Tier 1)
Dataphiles: 2 Reputation (Tier 0)
Exo-Guardians: 2 Reputation (Tier 0)
Acquisitives: 1 Reputation (Tier 0)

XP / Fame
-------------------------------
17 xp / 24 Fame

PbP Botting Information:
Al is a cautious combatant, and will always try to provide any analysis possible of what their team is facing as soon as possible (recall knowledge checks, etc.). They will use "aid another" if allowed for Culture, Life Science, and Mysticism whenever possible, but will always attempt to lead Computer, Engineering, and Physical Science checks.

[dice=Computers]1d20 + 16[/dice]
[dice=Culture]1d20 + 11[/dice]
[dice=Engineering]1d20 + 16[/dice]
[dice=Life Science]1d20 + 6[/dice]
[dice=Mysticism]1d20 + 2[/dice]
[dice=Physical Science]1d20 + 18[/dice]

Once combat begins in earnest, they will activate Combat Tracking as a move action (net +2 to attacks vs. one target) and fire from a distance, making use of their nimble moves and mobility feats to create space between them and any melee attackers. If the fight seems rather dire (or an enemy commander / huge monster is the opponent), they will activate their Energy Shield as a standard action (11 temp hp).

If an enemy within 20 feet is very reliant on a piece of technology, Al will attempt to Overload it through their remote hack / wireless hack range (Reflex DC 18 negates if the object is "attended").

If an ally is ever unconscious and dying befoe Al's turn comes around, they will use their quick-release sheath to draw their Needler Pistol and fire a Serum of Healing into the unconscious ally (costing the ally 1 Resolve, but then healing them to consciousness without them needing to spend multiple resolve to stabilize and "stay in the fight" first)

Unless the tactic is going to be 100% ineffective, Al very much hates to kill living creatures, and will always use their Merciful weapon fusion for their rifle and the Stun setting on their arc pistol. A swift action turns these off. Standard combat rolls follow:

[dice=Underwater Merciful Hutchket Rifle]1d20 + 10[/dice] vs. KAC
[dice=Piercing Damage]1d10 + 6[/dice]

[dice=Underwater Merciful Hutchket Rifle & Combat Tracking]1d20 + 12[/dice] vs. KAC
[dice=Piercing Damage]1d10 + 6[/dice]

If forced into melee, or if an ally really needs a flanking partner, Al will drop their rifle (counting on the Called fusion to recall it later as a swift action), drawing their Arc Pistol and making use of their Bone Cestus (using guarded steps and the nimble moves feat whenever convenient to follow the most sensible tactics for each situation).

[dice=Austere Bone Cestus]1d20 + 5[/dice] vs. KAC
[dice=Piercing Damage]1d6 + 6[/dice]

[dice=Austere Bone Cestus & Combat Tracking]1d20 + 7[/dice] vs. KAC
[dice=Piercing Damage]1d6 + 6[/dice]

[dice=Static Arc Pistol]1d20 + 10[/dice] vs. EAC
[dice=Electricity Damage]1d6 + 3[/dice]

[dice=Static Arc Pistol & Combat Tracking]1d20 + 12[/dice] vs. EAC
[dice=Electricity Damage]1d6 + 3[/dice]

In Starship combat, Al is extremely proficient as an Engineer, Science Officer, Pilot, or Gunner. When acting as Science Officer, they will take advantage of their Exocortex A.I. "Ruby" using the "aid another" action via Wireless Hack. Al's Gunnery bonus is +11 (Dex +6, Piloting Ranks +5).

[dice=Computers (Al)]1d20 + 16[/dice]
[dice=Computers (Ruby)]1d20 + 16[/dice] [ooc](Aid Another)[/ooc
[dice=Engineering]1d20 + 16[/dice]
[dice=Piloting (Initiative)]1d20 + 15[/dice]
[dice=Piloting (Maneuvers)]1d20 + 15[/dice]
[dice=Gunnery]1d20 + 11[/dice]

If Al is the Engineer, they will always focus on keeping Shield strength above 75% first, then diverting auxiliary power to the Pilot or Gunners (depending on whether or not speed or damage are higher priorities at the moment). They will only use "Overpower" in case of emergencies.

If Al is the Science Officer, they will Scan in the first round of combat, and after that will always choose to act after the Pilot to Balance the shields so that maximum shields are always facing the biggest threat, or keeping them evenly spread if there are unknown/multiple threats.

If Al is the Pilot, they will always use the Evade maneuver unless another action is called for (Flyby if an enemy vessel is in their flight path, for example), and will always try to position the ship so the gunners can take advantage of the best firing arcs, also keeping in mind which enemy quadrants have or have not previously been hit.

If Al is a gunner, they will take whichever weapon they are assigned to, and will focus on Shooting. They will only Fire At Will if they are confident that they can hit easily even with the attack penalties, or if our ship is severely damaged and desperate (although in that case Al might abandon a gun to help in the Engine room). They will only Broadside if in a desperate situation, and enough weapons are available.

Regardless of their position, if our ship is heavily damaged, Al will use their Enhanced Shield Regeneration boon (1 RP) to bring more shields up.

In-game purchases/temp equipment: Bought one box (25) of longarm ammo (Level 1 / 75 Credits / L), currently borrowing one Mk. 2 Serum of Healing (loaded into Dart #1 of Needler Pistol)

All Information Current as of: 12/11/18