Scanning a Dying Sun
Explorer-class starship defends against a fire elemental swarm while accumulating 6+ Scan Points from a collapsing blue star before it implodes. Captain can inspire crew for status...
Starship Description The Idaran Peregrinasi-style starship is a well-regarded exploratory vessel constructed by kasathas of The Idari . It's outfitted for deep space exploration. Available Roles captain, 2 gunners, pilot, 2 science officers Starship Bonuses Computers +2, Piloting +1 AC 25 Fort 13 Ref 18 Shields 10 (regains 5 per round) HP 90 --- Ranged Two Actions (gunner, martial weapon) torpedo launcher, Damage 2d10+8 piercing plus 1d8 persistent electricity Ranged Two Actions (gunner, simple weapon) flak cannon, Damage 2d6+6 slashing Deft Maneuvers Two Actions (pilot) Attempt a DC 25 Piloting check to maneuver in a way that prioritizes one or more of the threats in the immediate area. On a success, choose one of the following: gain a +2 circumstance bonus to saves to avoid the collapsing star's routine, gain a +2 circumstance bonus to AC against the next attack against your starship, or gain a +2 circumstance bonus on the next ranged Strike a gunner attempts. On a critical success, select up to two of these benefits. Inspire Crew Two Actions (captain) Attempt a DC 28 Diplomacy or Intimidation check to inspire the crew of your starship to push themselves. Critical Success As success, but choose two allies. Success Choose one ally to gain a +2 status bonus to their next check attempted as part of the scene. Critical Failure The next crew member to attempt a check as part of the scene takes a –1 status penalty to their check. Scan Star Two Actions (science officer) Attempt a DC 27 Computers check to scan the degrading star and further collect data. Critical Success Gain 2 Scan Points. Success Gain 1 Scan Point. Critical Failure Lose 1 Scan Point. Tactical Withdrawal Three Actions (captain or pilot) Activate The Drift engine to escape the system prior to destruction. This action causes the vessel to leave the system immediately, though the recharge time on the Drift Engine means the vessel can't return prior to the star's total collapse. --- Threat: Collapsing Star The blue star of the system is undergoing cataclysmic stellar degradation, and it unleashes blasts of stellar energy before imploding and destroying the entire system. Initiative Stealth +11 Threat Routine (1 action) The blue star blasts the area with a combination of ejected plasma and radiation. The PCs' starship takes 2d10+10 fire damage (DC 25 basic Reflex save). Roll a DC 10 flat check; on a success, the star gains 1 Nova Point (2 Nova Points on a critical success). Once the star obtains 8 or more Nova Points, it instead uses Stellar Implosion at the start of the following round. Stellar Implosion Single Action The star begins its immediate collapse. The PCs can immediately detect the danger and have until the end of the round to escape into the Drift; otherwise, their ship is destroyed along with the rest of the star system. --- Threat: Elemental Host A group of fire elementals converge near the dying sun, supping on the sun's last bits of energy. The Swarm is incredibly territorial, moving to attack the PCs' starship and harass them as they move within range to complete their scans. Initiative Piloting +15 Skills Piloting +15 AC 22 Fort 12 Ref 15 HP 90 Immunities fire Elemental Interference The elemental swarm begins the encounter by gorging on the dying sun. While gorging, the swarm's presence imposes a –4 circumstance penalty to all checks to Scan Star. If the swarm is attacked by a starship ranged Strike, then it ceases its gorging and attacks until the PCs retreat. Threat Routine (2 actions) Once attacked, the swarm uses 1 action to attack the PCs with a swarm flyby Strike. If the attack hits, the elemental swarm spends 1 action having some of its component members burn into the PCs' hull, dealing an additional 2d12+10 fire damage (DC 24 basic Fortitude). If the swarm's initial Strike misses, it instead makes a second Strike. Ranged Single Action swarm flyby +15, Damage 2d8+8 fire --- Ending the Encounter The encounter ends when the PCs escape the star system using Tactical Withdrawal or are destroyed by the collapsing star or elemental host.