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.

Victory Conditions The PCs destroy the Swarm Devastator by reducing its Hit Points to 0, or they neutralize the Szandite occluder by earning 10 or more Sabotage Points.

Starship Description The PC’s starship has been outfitted by the observatory’s staff to increase its maneuverability.
Available Roles captain, engineer, 2 gunners, magic officer, pilot, and science officer
Starship Bonuses Computers +1, Piloting +2
AC 25
Fort +15
Ref +15
Will +
Shields 10 (regains 5 per round
HP 135

Ranged [two-actions] (gunner) short-range heavy laser cannon (martial weapon), Damage 2d10+8 fire plus 1d8 persistent fire
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.
Critical SuccessThe starship regains 6d8 HP and loses any persistent damage.
SuccessThe starship regains 4d8 HP.

Disrupt Occluder [two-actions] (science officer) Attempt a DC 24 Computers check to disrupt the effects of the occluder.
Critical SuccessGain 2 Sabotage Points.
SuccessGain 1 Sabotage Point.
Critical FailureLose 1 Sabotage Point.

Fire At Will [two-actions] (gunner) Attempt a strike against the fleet fury's Fortitude DC (typically DC 25).
Critical SuccessReduce Fleet Strength by 2
SuccessReduce Fleet Strength by 1
Critical FailureThe next piloting check taken as part of the scene takes a –1 status penalty to their check.

Inspire Crew [two-actions] (captain) Attempt a DC 26 Diplomacy or Intimidation check to inspire the crew of your starship to push themselves.
Critical SuccessChoose two allies to gain a +2 status bonus to their next check attempted as part of the scene.
SuccessAs critical success, but only one ally.
Critical FailureThe next crew member to attempt a check as part of the scene takes a –1 status penalty to their check.

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.
Critical SuccessThe starship loses any persistent damage condition and the ship can't be boarded again for 1 round.
SuccessThe starship loses any persistent damage condition.

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.

Threat: Swarm Devastator The Swarm’s flagship moves to attack the PCs’ starship as soon as they are in range, unleashing devastating missile barrages and using its occluder to put pressure on its target by preventing shield regeneration.
Initiative Piloting +18
Skills Piloting +18
AC 27
Fort +19
Ref +16
HP 165
Immunities acid
As long as the devastator is operational in the Jonid's Star system, all electronic and mental communication within Jonid's Star and between other systems is suppressed.
Threat Routine (2 actions) The devastator uses 1 action to attack the PCs with a missile barrage Strike. If the attack hits, the devastator spends 1 action to use their suppressor on the PCs' ship, dealing 2d12+15 sonic damage (DC 26 basic Reflex save). On a failure, the ship's sensors are overwhelmed, making the PC's ship off-guard for 1 round. If the devastator's initial Strike misses, it makes a second Strike.
Ranged [one-action] missile barrage +20, Damage 3d10+6 piercing

Threat: Swarm Fleet The swarm fleet surrounds the devastator, protecting it while its shields are down. Determined to learn more about the PCs, the fleetfury attempt to disable the ship and, if possible, capture the PCs inside.
Initiative Piloting +15
Skills Piloting +15
Fort +15
Ref +15
The Swarm fleet starts with 8 Fleet Strength Points, which the PCs can reduce by using starship actions such as Fire at Will. Once the Fleet Strength is reduced to 4, reduce the Swarm fleet’s laser cannon Strike damage to 1d8+5. Once Fleet Strength is reduce to 0, the fleet is destroyed.
Threat Routine (1 actions) The Swarm fleet uses 1 action to make a light plasma cannon Strike against the PCs' starship.
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.

Ending the Encounter The encounter ends if the PCs’ starship is disabled, or the PCs achieve one or more of the victory conditions.