Act 3 — The Galactic Run

With a stolen blockade-runner and incomplete coordinates, the crew leaves Daegox-4 ahead of a corporate dreadnought. The final act turns the evidence, allies, and Heat accumulated on the planet into pursuit complications.

Planned SceneLevelCore Problem
1. Stolen Ship, Divided Crew3Repair the blockade-runner and decide who commands it.
2. False Drift Node3The coordinates are bait; the crew must improvise a new route.
3. Dreadnought Intercept3Repel boarders while keeping the engines and twins separated from corporate control.
4. Resonance Burn4Use the twins to escape, weaponize them, expose the corporation, or seek another solution.

The completed act should use the cinematic starship and hacking systems from Starfinder GM Core rather than importing first-edition starship roles.