Battle of Jonid's Star Scene 8
The PCs fly their ship to stop the Swarm from disrupting communication to and from the Szandite Collective and cutting off reinforcements or coordinated resistance. The Swarm devastator, armed with an experimental crystal-powered Szandite occluder, is able to create a szynegator field across the system, effectively cutting off Jonid's Star from outside communication.
Ranged [two-actions] (gunner) flak cannon (simple weapon), Damage 2d8+6 slashing
Augment Resonance [two-actions] (magic officer) Attempt a DC 24 Arcana, Nature, Occultism, or Religion check, or DC 26 Performance check to use the Singing Crystal's resonance to destabilize the occluder or blind the fleetfury. On a success, choose one of the following: gain 1 Sabotage Point, become hidden from the fleetfury for 1 round, reduce the Fleet Strength by 1 by causing collisions, give the science officer a +2 circumstance bonus to their next Disrupt Occluder action. On a critical success, select up to two of these benefits.
Battlefield Repairs [two-actions] (engineer) Attempt a DC 24 Crafting check or a DC 26 Athletics check to patch some of the damage the ship has taken.
Disrupt Occluder [two-actions] (science officer) Attempt a DC 24 Computers check to disrupt the effects of the occluder.
Fire At Will [two-actions] (gunner) Attempt a strike against the fleet fury's Fortitude DC (typically DC 25).
Inspire Crew [two-actions] (captain) Attempt a DC 26 Diplomacy or Intimidation check to inspire the crew of your starship to push themselves.
Into The Fray [two-actions] (pilot) Attempt a DC 24 Piloting check to force the devastator to open fire on its own fleet by diving into the thick of it. On a success, choose one of the following: become concealed from the devastator, gain a +2 circumstance bonus to AC against the next attack against your starship, lose the off-guard condition, 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.
Repel Boarders [two-actions] (any role except pilot) Attempt a DC 22 Acrobatics, Athletics or Stealth check to fight back the fleetfury boarding the ship.
Withdraw [three-actions] (captain or pilot) Overcharge the engines to escape destruction. By the time the PCs repair their ship or other ships converge on the position, the devastator is gone.
Ranged [one-action] missile barrage +20, Damage 3d10+6 piercing
Ranged [one-action] laser cannon strike +15, Damage 2d8+9 fire plus boarding against off-guard targets.
Boarding The fleetfury latches onto the ship, sending a boarding party. The ship takes 1d8 persistent bludgeoning damage.