Act 3 — The Galactic Run
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 Scene | Level | Core Problem |
|---|---|---|
| 1. Stolen Ship, Divided Crew | 3 | Repair the blockade-runner and decide who commands it. |
| 2. False Drift Node | 3 | The coordinates are bait; the crew must improvise a new route. |
| 3. Dreadnought Intercept | 3 | Repel boarders while keeping the engines and twins separated from corporate control. |
| 4. Resonance Burn | 4 | Use 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.