Scanning a Dying Sun Scene 7

The PCs fly an explorer-class starship to monitor the final moments of a star before it collapses and unleashes an immense supernova. A swarm of fire elementals complicates matters.

Victory Conditions The PCs obtain 6 or more Scan Points and then escape the encounter.

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
Will +
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 SuccessAs success, but choose two allies.
SuccessChoose one ally to gain a +2 status bonus to their next check attempted as part of the scene.
Critical FailureThe 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 SuccessGain 2 Scan Points.
SuccessGain 1 Scan Point.
Critical FailureLose 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 [one-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 [one-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.