The Corpse Fleet cruiser the PCs encountered in Chapter 1 returns for a final showdown!
Ranged [two-actions] (gunner, martial weapon) missile launcher (
tech),
Damage 2d6+8
fire Ranged [two-actions] (gunner, martial weapon) machine gun (
area),
Damage 2d6+8 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 bonus to all skills.
Bold Talk (captain) Attempt a DC 18
Deception or
Intimidation check to throw off a target enemy pilot.
Critical SuccessAll enemy starship roles are frightened 2 until the beginning of your next turn.
SuccessAll enemy starship roles are frightened 1 until the beginning of your next turn.
Evasive Maneuvers [two-actions] (pilot) Attempt a DC 15
Piloting check or a DC 18 Perception check to outmaneuver the enemy.
Critical SuccessThe ship gains a +2 circumstance bonus to AC until the beginning of your next turn.
SuccessThe ship gains a +1 circumstance bonus to AC until the beginning of your next turn.
Critical FailureThe ship is
off-guard until the beginning of your next turn.
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 enemy ship.
Critical SuccessGain 2 Escape Points.
SuccessGain 1 Escape Point.
Threat: Threat: <i>Amaranth</i> This Corpse Fleet cruiser currently captained by Vanyra Voshin engages the PCs with extreme prejudice, its crew intending to eliminate them.
Shields 5 (regains 5 per round)
HP 50
Threat Routine (2 actions) The
Amaranth uses 1 action to send out a wave of disruptive magical energy that disrupts a PC starships role, attempting an
Arcana check against the Will DC of the PC in the role or the starship if the role is unoccupied. On a success, the Amaranth disrupts their foes, giving the systems in that station the
glitching 1 condition until the end of the round. Then, the Amaranth uses 1 action to make a Strike against the PCs' starship.
Ranged [one-action] antimatter beam +9,
Damage 2d6+3
void