Starship Description The PCs are flying the
Pilgrimage, an izalguun ship long buried beneath a ziggurat, which uses the statistics below (but can be customized at the GM's discretion). If the PCs are flying their starship, use the statistics from
Sihedron Defense Matrix.
Starship Bonuses On the first round there are no bonuses. On the second round the bonuses are +1
Computers and +2
Piloting. On the fourth round they increase to +1 Engineering, +2 Computers, +1 Perception, and +2 Piloting. This reflects Baathle getting all the systems online aboard the
Pilgrimage.
Ranged [two-actions] (gunner, martial weapon) missile launcher (
tech),
Damage 2d12+15
fire Ranged [two-actions] (gunner, martial weapon) plasma cannon (
tech),
Damage 2d10+11
electricity plus 1d4
persistent electricity
Emergency Repairs [two-actions] (engineer) Attempt a DC 26
Crafting check or a DC 29
Athletics check to try to patch some damage the starship has taken.
Critical SuccessThe starship regains 4d8+10 Hit Points and loses any persistent damage conditions.
SuccessThe starship regains 3d8 Hit Points.
Evasive Maneuvers [two-actions] (pilot) Attempt a DC 26
Piloting check to fly erratically and throw off enemy targeting.
Critical SuccessGain a +2 bonus to AC until the start of your next turn.
SuccessGain a +1 bonus to AC until the start of your next turn.
Critical FailureTake a –1 penalty to AC until the start of your next turn.
Inspire Crew [two-actions] (captain) Attempt a DC 26
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.
Scramble Drones [two-actions] (magic or science officer) Attempt a DC 26
Computers check or a DC 29
Arcana,
Occultism, Primal, or
Religion check to feed false data to the Sihedron scouts.
Critical SuccessBoth Sihedron scouts lose an action, or one scout loses all actions this turn.
SuccessOne Sihedron scout loses an action.
Subvert Her Will [two-actions] (science officer) Attempt a DC 29
Computers check or a DC 34
Deception check to use Ev3rbloom's backdoors in the Azlanti network to cause havoc aboard Her Divine Will.
Critical SuccessDisable Her Divine Will's shields.
SuccessApply a –2 penalty to Her Divine Will's next attack.
Ev3rbloom [free-action] Each round Ev3rbloom grants a +1 circumstance bonus to one occupied starship role (PCs' choice). At the PCs' discretion, Ev3rbloom can instead perform a starship role with a +30 modifier to Computers, or a +16 modifier to all other skills.
Threat: Her Divine Will An Azlanti flagship commanded by Dominus Xaria Exkruv. Her Divine Will attacks as soon as it becomes aware of the PCs' starship. Once it's below 10 Hit Points, Her Divine Will is disabled.
Shields 12 (regains 6 per round)
HP 160
Threat Routine (2 actions)
Her Divine Will uses 1 action to project an aura of doom, affecting everyone onboard the PCs' starship. Each PC must attempt a DC 28 Will save, becoming
frightened 1 on a failure (frightened 2 on a critical failure). Then,
Her Divine Will uses an action to make a super radiant cannon Strike against the PCs' starship.
Ranged [two-actions] super radiant cannon +21,
Damage 2d10+13
acid
Threat: Sihedron Scouts (2) These autonomous vessels are part of the defense grid the Azlanti have put in place around the planet. They attack on sight and fight until destroyed, or until the PCs' ship escapes to the planet's surface.
Shields 8 (regains 4 per round)
HP 55
Threat Routine (2 actions) 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 Sihedron scout outmaneuvers the PCs' starship, which gains the
off-guard condition against the Sihedron scout's next attack. Then, the Sihedron scout uses 1 action to make a coilgun Strike against the PCs' starship.
Ranged [two-actions] coilgun +13;
Damage 2d6+6 piercing