Suddenly a Corpse Fleet cruiser emerges from behind an asteroid and fires on the PCs' starship!
Victory Conditions The PCs defeat the Amaranth by reducing its Hit Points to 0, or they escape the asteroid field by earning 5 or more Escape Points during the encounter.
Starship Description The PCs are flying an explorer provided by their sponsor organization, which uses the statistics below (but can be customized at GM discretion).
Available Roles engineer, gunners (2), magic officer, pilot, science officer
AC 15
Fort +10
Ref +6
Will +4
Shields 5 (regains 3 per round)
HP 26
Ranged [two-actions] (gunner, martial weapon) missile launcher (
tech),
Damage 1d6+3
fire Ranged [two-actions] (gunner, martial weapon) machine gun (
area),
Damage 1d6+3 piercing
Allsix [free-action] Each round, Captain Concierge grants a +1 bonus to one occupied starship role (PCs' choice). If there aren't enough PCs to occupy four starship roles, Captain Concierge can perform a starship role instead with a +7 modifier to all skills.
Avoid Asteroids [two-actions] (pilot) Attempt a
Piloting check to avoid asteroids. On a success, the starship is unaffected by the asteroid field's next routine. On a critical failure, the starship takes damage as though affected by the asteroid field's routine.
Patch Job [two-actions] (engineer) Attempt a DC 15
Crafting check or a DC 18
Athletics check to try to patch some damage the starship has taken.
Critical SuccessThe starship regains 2d8 Hit Points and loses any persistent damage conditions.
SuccessThe starship regains 2d8 Hit Points.
Scan [two-actions] (magic or science officer) Attempt a DC 15
Computers or DC 16
Arcana,
Nature,
Occultism, or
Religion check to analyze the environment or a particular object, such as an asteroid or enemy ship.
Critical SuccessGain 2 Escape Points.
SuccessGain 1 Escape Point.
Tactical Withdrawal [two-actions] (pilot) Attempt a DC 15
Piloting check or a DC 18 Perception check to evade the enemy.
Critical SuccessGain 2 Escape Points.
SuccessGain 1 Escape Point.
Critical FailureLose 1 Escape Point.
Threat: Threat: <i>Amaranth</i> This Corpse Fleet cruiser is captained by Captain Sanimus Slayn. The Amaranth waits until the PCs try to leave the exploration site, then opens fire, ruthlessly chasing them down if they try to flee into the asteroid field.
Shields 5 (regains 5 per round)
HP 50
Threat Routine (2 actions) The
Amaranth uses 1 action to scan, attempting an
Arcana check against the Will DC of the PCs' starship. On a success, the scans penetrate the ship's magitech defenses and provide vital targeting information to the
Amaranth's gunners, giving the PCs' starship the
off-guard condition until the end of the round. Then, the
Amaranth uses 1 action to make an antimatter beam Strike against the PCs' starship.
Ranged [one-action] antimatter beam +9,
Damage 2d6+3
void
Threat: Threat: Asteroid Field Floating rocks and other debris fills the space of this scene. If ignored, the asteroid field can damage both ships in the encounter.
Threat Routine (1 action) The asteroid field batters all starships. Both ships take 1d6 bludgeoning damage (DC 15 basic Reflex save). If one PC successfully Avoided Asteroids, the PCs' starship is unharmed by this routine.
Ending the Encounter The encounter ends if the PCs' starship is disabled, or the PCs meet the Victory Conditions.