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Starship Scenes

Asteroid Ambush

Level 2 starship ambush where a Corpse Fleet raider Pale Butcher Scout surprises the RC-HPR rock hopper in an asteroid field. PCs defeat the raider (25 HP) or earn 5 Escape Points...

commonStarship-Scene

Starship Description The RC-HPR is known as a rock hopper and is a stock-standard dwarven mining vessel armed with self-defense systems. Available Roles engineer, 2 gunners, 2 pilots, science officer Starship Bonuses Computers +1 AC 15 Fort 11 Ref 6 Shields 5 (regains 5 per round) HP 35 --- Ranged Two Actions (gunner, martial weapon) mining laser (deadly d8), Damage 1d8+4 fire Avoid Asteroids Two Actions (pilot or science officer) Attempt a DC 15 Computers or Piloting check to avoid asteroids. On a success, the starship is unaffected by the light asteroid field's next routine. On a critical failure, the starship takes damage as though affected by the light asteroid field's routine. Patch Job Two Actions (engineer) Attempt a DC 16 Crafting check or a DC 18 Athletics check to try to patch some damage the starship has taken. Critical Success The starship regains 2d8 Hit Points and loses any Persistent Damage conditions. Success The starship regains 2d8 Hit Points. Tactical Withdrawal Two Actions (pilot) Attempt a DC 16 Piloting check or a DC 20 Perception check to maneuver out of the asteroid field. Critical Success Gain 2 Escape Points. Success Gain 1 Escape Point. Critical Failure Lose 1 Escape Point. --- Threat: Corpse Fleet Raider A Pale Butcher Scout vessel that acts as the vanguard of wider Corpse Fleet operations. It's intent on remaining undetected in the asteroid field and destroying the PCs to prevent them from leaking its presence. Initiative Piloting +9 Skills Piloting +9 AC 18 Fort 6 Ref 10 Shields 5 (regains 2 per round) HP 25 Threat Routine (2 actions) The Corpse Fleet raider uses 1 action to outmaneuver the PC, attempting a Piloting check against the Reflex DC of the PCs' starship (typically DC 16). On a success, the raider outmaneuvers its foes, giving the PCs' starship the off-guard condition until the end of the round. Then, the Corpse Fleet raider uses 1 action to make a light plasma cannon Strike against the PCs' starship. Ranged Single Action light plasma cannon +9, Damage 1d10+4 fire plus 2 persistent electricity against Off-Guard targets --- Threat: Light Asteroid Field A collection of floating planetoid debris fills the space of this scene. Left unattended, the asteroid field can damage both ships in the encounter. Initiative Stealth +5 Threat Routine (1 action) The asteroid field batters all starships. Both ships take 2d6 bludgeoning damage (DC 15 basic Reflex save). If one of the PCs has successfully Avoided Asteroids, the PCs' starship is unharmed by this routine. --- Ending the Encounter The encounter ends if the PCs' starship is destroyed, or the PCs achieve one or more of the victory conditions.