Sihedron Defense Matrix Scene 7

Three autonomous patrol craft defend this sector of the Azlanti perimeter around Izalraan.

Victory Conditions The PCs defeat the patrol by reducing all three ships' Hit Points to 0, or they escape to the surface of Izalraan by earning 5 or more Escape Points during the encounter.

Starship Description The PCs are flying a chartered explorer, which uses the statistics below (but can be customized at the GM's discretion).
Available Roles captain, engineer, gunner, magic officer, pilot, science officer
Starship Bonuses Computers +1, Piloting +2
AC 24
Fort +18
Ref +15
Will +
Shields 10 (regains 5 per round)
HP 140

Ranged [two-actions] (gunner) plasma cannon (ranged Strike, martial weapon; area), Damage 1d8+4 fire and 1d8+4 electricity
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 nominate two allies.
SuccessNominate one ally to gain a +2 status bonus to their next check made 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.
Patch Job [two-actions] (engineer) Attempt a DC 23 Crafting or Engineering Lore check, or a DC 27 Thievery check to patch some damage the starship has taken.
Critical SuccessThe starship regains 3d8+10 Hit Points and loses any persistent damage conditions.
SuccessThe starship regains 3d8 Hit Points.
Critical FailureThe starship loses 1d8 Hit Points.
Scan [two-actions] (magic or science officer) Attempt a DC 25 Arcana, Computers, 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 25 Piloting check or a DC 28 Perception check to evade the enemy ships.
Critical SuccessGain 2 Escape Points.
SuccessGain 1 Escape Point.
Critical FailureLose 1 Escape Point.

Threat: Sihedron Scouts (3) Three autonomous patrol craft are part of the defense grid the Azlanti have put in place around the planet. They attack on sight and fight until destroyed or the PCs' ship escapes to the planet's surface.
Initiative Piloting +13
Skills Piloting +13
AC 20
Fort +9
Ref +12
Shields 8 (regains 4 per round)
HP 55
Threat Routine (2 actions each) Each Sihedron scout uses 1 action to outmaneuver the PCs, attempting a Piloting check against the Reflex DC of the PCs' starship. On a success, the PCs' starship becomes off-guard against the scout's next attack. Then, the scout uses 1 action to make a coilgun Strike.
Ranged [one-action] coilgun +13; Damage 2d6+6 piercing

Ending the Encounter The encounter ends if the PCs' starship is disabled (crashing and triggering the Sinking Starship hazard below), or the PCs meet the Victory Conditions.