Encounters for Starfinder Society Scenario #1-17: Corpse Fleet Conflict

A4. Main Deck

Elite Weak Corpse Fleet Infantry Creature 1

Recall Knowledge DC 13 15 16
Undead (Religion)
Perception +5 (darkvision)
Languages Common, Eoxian, Necril
Str +2 Dex +4 Con +3 Int +0 Wis +0 Cha +1

AC 15
Fort +8
Ref +9
Will +3
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 3, vitality 3
Coordinated Shuffle [reaction] (move) Trigger An adjacent ally moves away from the Corpse Fleet infantry; Effect The Corpse Fleet infantry Strides up to half their Speed. They must move in the same direction as the triggering ally.

Speed 25 feet
Melee [one-action] battleglove +7 (agileanalogfree-hand), Damage 1d4+2 bludgeoning
Ranged [one-action] autotarget rifle +9 (analogautomaticexpend 1mag 20range increment 40 feetreload 2), Damage 1d6 piercing
Ranged [one-action] arc pistol +9 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Auto-Fire [two-actions] autotarget rifle (20-foot coneanalog), Damage 1d6 piercing (DC 17 basic Reflex save)
Fusillade The Corpse Fleet infantry's ranged Strikes deal an additional 1d4 precision damage when the Corpse Fleet infantry is within the first range increment of at least one other member of the Corpse Fleet wielding a ranged weapon.

Adventure Additions

Additional Items tactical ossifying grenades (2)
Area Fire [one-action] ossifying grenade (10-foot burst, range 70 feet, tech), Damage 2d8 void (DC 17 basic Reflex save)

Elite Weak Corpse Fleet Officer Creature 4

Recall Knowledge DC 18 19 20
Undead (Religion)
Perception +8 (darkvision)
Languages Common, Eoxian, Necril
Str +4 Dex +4 Con +3 Int +0 Wis +2 Cha +3

AC 21
Fort +11
Ref +12
Will +8
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Bolstering Aura (aura) 20 feet. Undead that begin their turn in the aura (including the Corpse Fleet officer) gain 8 temporary Hit Points for 1 hour, then become temporarily immune to bolstering aura for 1 hour.
Reactive Strike [reaction]

Speed 25 feet
Melee [one-action] phase cutlass +14 (analogmodular [slashing or void]powered), Damage 1d6+4 slashing plus 1d6 void
Ranged [one-action] laser pistol +14 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire plus 1d6 void
Decimate the Living The Corpse Fleet officer has trained to decimate the living. Their Strikes deal an additional 1d6 void damage (included above).
Lead Salvo [two-actions] The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally, to a maximum of an additional 4d4 void damage.
Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.

Elite Weak Corpse Fleet Officer Creature 4

Recall Knowledge DC 18 19 20
Undead (Religion)
Perception +8 (darkvision)
Languages Common, Eoxian, Necril
Str +4 Dex +4 Con +3 Int +0 Wis +2 Cha +3

AC 21
Fort +11
Ref +12
Will +8
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Bolstering Aura (aura) 20 feet. Undead that begin their turn in the aura (including the Corpse Fleet officer) gain 8 temporary Hit Points for 1 hour, then become temporarily immune to bolstering aura for 1 hour.
Reactive Strike [reaction]

Speed 25 feet
Melee [one-action] phase cutlass +14 (analogmodular [slashing or void]powered), Damage 1d6+4 slashing plus 1d6 void
Ranged [one-action] laser pistol +14 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire plus 1d6 void
Decimate the Living The Corpse Fleet officer has trained to decimate the living. Their Strikes deal an additional 1d6 void damage (included above).
Lead Salvo [two-actions] The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally, to a maximum of an additional 4d4 void damage.
Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.

A4. Main Deck (Easier Difficulty)

Elite Weak Corpse Fleet Infantry (3) Creature 1

Recall Knowledge DC 13 15 16
Undead (Religion)
Perception +5 (darkvision)
Languages Common, Eoxian, Necril
Str +2 Dex +4 Con +3 Int +0 Wis +0 Cha +1

AC 15
Fort +8
Ref +9
Will +3
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 3, vitality 3
Coordinated Shuffle [reaction] (move) Trigger An adjacent ally moves away from the Corpse Fleet infantry; Effect The Corpse Fleet infantry Strides up to half their Speed. They must move in the same direction as the triggering ally.

Speed 25 feet
Melee [one-action] battleglove +7 (agileanalogfree-hand), Damage 1d4+2 bludgeoning
Ranged [one-action] autotarget rifle +9 (analogautomaticexpend 1mag 20range increment 40 feetreload 2), Damage 1d6 piercing
Ranged [one-action] arc pistol +9 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Auto-Fire [two-actions] autotarget rifle (20-foot coneanalog), Damage 1d6 piercing (DC 17 basic Reflex save)
Fusillade The Corpse Fleet infantry's ranged Strikes deal an additional 1d4 precision damage when the Corpse Fleet infantry is within the first range increment of at least one other member of the Corpse Fleet wielding a ranged weapon.

Adventure Additions

Additional Items tactical ossifying grenades (2)
Area Fire [one-action] ossifying grenade (10-foot burst, range 70 feet, tech), Damage 2d8 void (DC 17 basic Reflex save)

A4. Main Deck (Standard Difficulty)

Elite Weak Corpse Fleet Infantry (3) Creature 1

Recall Knowledge DC 13 15 16
Undead (Religion)
Perception +5 (darkvision)
Languages Common, Eoxian, Necril
Str +2 Dex +4 Con +3 Int +0 Wis +0 Cha +1

AC 15
Fort +8
Ref +9
Will +3
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 3, vitality 3
Coordinated Shuffle [reaction] (move) Trigger An adjacent ally moves away from the Corpse Fleet infantry; Effect The Corpse Fleet infantry Strides up to half their Speed. They must move in the same direction as the triggering ally.

Speed 25 feet
Melee [one-action] battleglove +7 (agileanalogfree-hand), Damage 1d4+2 bludgeoning
Ranged [one-action] autotarget rifle +9 (analogautomaticexpend 1mag 20range increment 40 feetreload 2), Damage 1d6 piercing
Ranged [one-action] arc pistol +9 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Auto-Fire [two-actions] autotarget rifle (20-foot coneanalog), Damage 1d6 piercing (DC 17 basic Reflex save)
Fusillade The Corpse Fleet infantry's ranged Strikes deal an additional 1d4 precision damage when the Corpse Fleet infantry is within the first range increment of at least one other member of the Corpse Fleet wielding a ranged weapon.

Adventure Additions

Additional Items tactical ossifying grenades (2)
Area Fire [one-action] ossifying grenade (10-foot burst, range 70 feet, tech), Damage 2d8 void (DC 17 basic Reflex save)

Elite Weak Corpse Fleet Officer Creature 4

Recall Knowledge DC 18 19 20
Undead (Religion)
Perception +8 (darkvision)
Languages Common, Eoxian, Necril
Str +4 Dex +4 Con +3 Int +0 Wis +2 Cha +3

AC 21
Fort +11
Ref +12
Will +8
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Bolstering Aura (aura) 20 feet. Undead that begin their turn in the aura (including the Corpse Fleet officer) gain 8 temporary Hit Points for 1 hour, then become temporarily immune to bolstering aura for 1 hour.
Reactive Strike [reaction]

Speed 25 feet
Melee [one-action] phase cutlass +14 (analogmodular [slashing or void]powered), Damage 1d6+4 slashing plus 1d6 void
Ranged [one-action] laser pistol +14 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire plus 1d6 void
Decimate the Living The Corpse Fleet officer has trained to decimate the living. Their Strikes deal an additional 1d6 void damage (included above).
Lead Salvo [two-actions] The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally, to a maximum of an additional 4d4 void damage.
Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.

A4. Main Deck (Harder Difficulty)

Elite Weak Corpse Fleet Infantry (4) Creature 1

Recall Knowledge DC 13 15 16
Undead (Religion)
Perception +5 (darkvision)
Languages Common, Eoxian, Necril
Str +2 Dex +4 Con +3 Int +0 Wis +0 Cha +1

AC 15
Fort +8
Ref +9
Will +3
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses slashing 3, vitality 3
Coordinated Shuffle [reaction] (move) Trigger An adjacent ally moves away from the Corpse Fleet infantry; Effect The Corpse Fleet infantry Strides up to half their Speed. They must move in the same direction as the triggering ally.

Speed 25 feet
Melee [one-action] battleglove +7 (agileanalogfree-hand), Damage 1d4+2 bludgeoning
Ranged [one-action] autotarget rifle +9 (analogautomaticexpend 1mag 20range increment 40 feetreload 2), Damage 1d6 piercing
Ranged [one-action] arc pistol +9 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Auto-Fire [two-actions] autotarget rifle (20-foot coneanalog), Damage 1d6 piercing (DC 17 basic Reflex save)
Fusillade The Corpse Fleet infantry's ranged Strikes deal an additional 1d4 precision damage when the Corpse Fleet infantry is within the first range increment of at least one other member of the Corpse Fleet wielding a ranged weapon.

Adventure Additions

Additional Items tactical ossifying grenades (2)
Area Fire [one-action] ossifying grenade (10-foot burst, range 70 feet, tech), Damage 2d8 void (DC 17 basic Reflex save)

Elite Weak Corpse Fleet Officer Creature 4

Recall Knowledge DC 18 19 20
Undead (Religion)
Perception +8 (darkvision)
Languages Common, Eoxian, Necril
Str +4 Dex +4 Con +3 Int +0 Wis +2 Cha +3

AC 21
Fort +11
Ref +12
Will +8
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Bolstering Aura (aura) 20 feet. Undead that begin their turn in the aura (including the Corpse Fleet officer) gain 8 temporary Hit Points for 1 hour, then become temporarily immune to bolstering aura for 1 hour.
Reactive Strike [reaction]

Speed 25 feet
Melee [one-action] phase cutlass +14 (analogmodular [slashing or void]powered), Damage 1d6+4 slashing plus 1d6 void
Ranged [one-action] laser pistol +14 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire plus 1d6 void
Decimate the Living The Corpse Fleet officer has trained to decimate the living. Their Strikes deal an additional 1d6 void damage (included above).
Lead Salvo [two-actions] The Corpse Fleet officer makes a ranged or melee Strike against a creature. Each undead within 100 feet of the officer can immediately use a reaction and expend ammunition from a ranged weapon they're wielding equal to its expend value to increase the damage of Lead Salvo by 1d4 void damage for each undead ally, to a maximum of an additional 4d4 void damage.
Tireless Flurry [one-action] The Corpse Fleet officer makes one ranged Strike and one melee Strike in any order. These attacks count toward their multiple attack penalty, but the penalty doesn't increase until after both attacks are made.