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Starship Scenes

Cosmic Sortie

Four corsair fighters engage the PC explorer (AC 20, 65 HP, captain bonus, evasive maneuvers, patch job, scan for Escape Points) in a skirmish where PCs win by defeating one or mor...

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 gun (area), Damage 2d6+8 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 bonus to all skills. Bold Talk (captain) Attempt a DC 18 Deception or Intimidation check to throw off a target enemy pilot. Critical Success All enemy starship roles are frightened 2 until the beginning of your next turn. Success All enemy starship roles are Frightened 1 until the beginning of your next turn. Evasive Maneuvers Two Actions (pilot) Attempt a DC 15 Piloting check or a DC 18 Perception check to outmaneuver the enemy. Critical Success The ship gains a +2 circumstance bonus to AC until the beginning of your next turn. Success The ship gains a +1 circumstance bonus to AC until the beginning of your next turn. Critical Failure The ship is off-guard until the beginning of your next turn. 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 enemy ship. Critical Success Gain 2 Escape Points. Success Gain 1 Escape Point. --- Threat: Cosmic Corsairs Four allied fighters under the command of Opa Zari challenge the PCs. The Cosmic Corsairs show off if the combat's a formality, but if the PCs are truly their enemies, they work together using team tactics to take out their foe. Initiative Piloting +8 Skills Piloting +8 AC 16 Fort 2 Ref 4 Shields 3 (regains 3 per round) HP 16 Threat Routine (2 actions) Each corsair uses 1 action to dogfight with the PCs, attempting a Piloting check against the Piloting DC of the PC occupying the pilot role. On a success, the corsair out flies the PCs' starship, giving it the Off-Guard condition until the end of the round. Then, each corsair uses 1 action to make a Strike against the PCs' starship. Ranged Single Action laser cannon +6, Damage 1d6+2 fire --- Ending the Encounter The encounter ends if the PCs' starship is disabled, or the PCs meet the Victory Conditions.