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Starship Scenes

Approaching Barrow

Necrodrone-patrol starship encounter where PCs accumulate 6+ Infiltration Points through Piloting (DC 19), skill hacks (DC 22 Arcana/Computers/Nature/Occultism/Religion), or crew i...

commonStarship-Scene

Starship Description The PCs are flying an explorer provided by their sponsor organization, which uses the statistics below (but may be customized at the GM's discretion). Available Roles captain, engineer, gunners (2), magic officer, pilot, science officer Starship Bonuses AC 20 Fort 14 Ref 10 Will 8 Shields 5 (regains 5 per round) HP 65 --- Ranged Two Actions (gunner, martial weapon) missile launcher (tech), Damage 2d6+8 fire Ranged Two Actions (gunner, martial weapon) machine turret (area), Damage 2d6+8 piercing Fly Under the Radar Two Actions (pilot) Attempt a DC 19 Piloting check to plot a course avoiding patrols and security measures. Critical Success Gain 2 Infiltration Points. Success Gain 1 Infiltration Point. Critical Failure Lose 1 Infiltration Point. Hack Defenses Two Actions (magic or science officer) Attempt a DC 22 Arcana, Computers, Nature, Occultism, or Religion check to infiltrate sensor networks or nullify sensor patrol drones and turrets in your path. Critical Success Gain 2 Infiltration Points. Success Gain 1 Infiltration Point. Critical Failure Lose 1 Infiltration Point. Inspire Crew Two Actions (captain) Attempt a DC 20 Diplomacy or Intimidation check to inspire the crew of your starship to push themselves. Critical Success As success, but nominate two allies. Success Nominate one ally to gain a +2 status bonus to their next check made as part of the scene. Critical Failure The next crew member to make a check as part of the scene takes a –1 status penalty to their check. Prepare for Landing Three Actions (captain or pilot) Activate landing sequence to land on the Fracture. The PCs can only take this action when they've satisfied the scene's Victory Conditions. --- Threat: Necrodrone Swarm A flock of tiny necrodrones monitor the area and send updates to nearby Corpse Fleet ships. Initiative Perception +14 Skills Piloting +11 AC 18 Fort 4 Ref 6 HP 42 Threat Routine (2 actions) The necrodrones scan for enemy activity. Roll a Perception check against the PCs' starship's Reflex DC; on a success, the necrodrone swarm gains 1 Alert Point (2 Alert Points on a critical success). Once the necrodrone swarm obtains 8 or more Alert Points, it instead uses Call Reinforcements at the start of the following round. If a necrodrone detects an enemy target, it fires. Call Reinforcements (1 action) A necrodrone alerts a nearby Corpse Fleet cruiser (use the Amaranth's statistics if needed). Captain Concierge gives the PCs a proximity alert 2 rounds before the enemy arrives, giving them a last chance to land inside the Fracture safely before the cruiser locks on. Necromantic Interference The necrodrones broadcast a disturbing supernatural aura. Each PC occupying a starship role must succeed at a DC 20 Will save or become frightened 2 for 1 minute. Ranged Single Action light antimatter beam +12, Damage 2d6+3 void --- Ending the Encounter The encounter ends when the PCs touch down on the Fracture using Landing Sequence or their ship is disabled.