Asteroid Field Chase
Three-way starship combat scene where PCs pilot an explorer against the Amaranth (Corpse Fleet cruiser, 50 HP, antimatter beam) and turbulent asteroids (1d6 bludgeoning/round). Win...
Starship Description The PCs are flying an explorer provided by their sponsor organization, which uses the statistics below (but can be customized at GM discretion). Available Roles engineer, gunners (2), magic officer, pilot, science officer Starship Bonuses AC 15 Fort 10 Ref 6 Will 4 Shields 5 (regains 3 per round) HP 26 --- Ranged Two Actions (gunner, martial weapon) missile launcher (tech), Damage 1d6+3 fire Ranged Two Actions (gunner, martial weapon) machine gun (area), Damage 1d6+3 piercing Allsix Free Action Each round, Captain Concierge grants a +1 bonus to one occupied starship role (PCs' choice). If there aren't enough PCs to occupy four starship roles, Captain Concierge can perform a starship role instead with a +7 modifier to all skills. Avoid Asteroids Two Actions (pilot) Attempt a Piloting check to avoid asteroids. On a success, the starship is unaffected by the asteroid field's next routine. On a critical failure, the starship takes damage as though affected by the asteroid field's routine. Patch Job Two Actions (engineer) Attempt a DC 15 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. Scan Two Actions (magic or science officer) Attempt a DC 15 Computers or DC 16 Arcana, Nature, Occultism, or Religion check to analyze the environment or a particular object, such as an asteroid or enemy ship. Critical Success Gain 2 Escape Points. Success Gain 1 Escape Point. Tactical Withdrawal Two Actions (pilot) Attempt a DC 15 Piloting check or a DC 18 Perception check to evade the enemy. Critical Success Gain 2 Escape Points. Success Gain 1 Escape Point. Critical Failure Lose 1 Escape Point. --- Threat: Amaranth This Corpse Fleet cruiser is captained by Captain Sanimus Slayn. The Amaranth waits until the PCs try to leave the exploration site, then opens fire, ruthlessly chasing them down if they try to flee into the asteroid field. Initiative Arcana +14 Skills Arcana +14, Piloting +12 AC 18 Fort 12 Ref 6 Shields 5 (regains 5 per round) HP 50 Threat Routine (2 actions) The Amaranth uses 1 action to scan, attempting an Arcana check against the Will DC of the PCs' starship. On a success, the scans penetrate the ship's magitech defenses and provide vital targeting information to the Amaranth's gunners, giving the PCs' starship the off-guard condition until the end of the round. Then, the Amaranth uses 1 action to make an antimatter beam Strike against the PCs' starship. Ranged Single Action antimatter beam +9, Damage 2d6+3 void --- Threat: Asteroid Field Floating rocks and other debris fills the space of this scene. If ignored, 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 1d6 bludgeoning damage (DC 15 basic Reflex save). If one PC successfully Avoided Asteroids, the PCs' starship is unharmed by this routine. --- Ending the Encounter The encounter ends if the PCs' starship is disabled, or the PCs meet the Victory Conditions.