Four daring corsair fighters challenge the PCs to a skirmish.
Victory Conditions The PCs defeat one or more fighters (see Development).
Starship Description The PCs are flying an explorer provided by their sponsor organization, which uses the statistics below (but may be customized at the GM's discretion).
Available Roles captain, engineer, gunners (2), magic officer, pilot, science officer
AC 20
Fort +14
Ref +10
Will +8
Shields 5 (regains 5 per round)
HP 65
Ranged [two-actions] (gunner, martial weapon) missile launcher (
tech),
Damage 2d6+8
fireRanged [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: Threats: Cosmic Corsairs Four allied fighters under the command of Opa Zari challenge the PCs. The Cosmic Corsairs show off if the combat's a formality, but if the PCs are truly their enemies, they work together using team tactics to take out their foe.
Shields 3 (regains 3 per round)
HP 16
Threat Routine (2 actions) Each corsair uses 1 action to dogfight with the PCs, attempting a
Piloting check against the Piloting DC of the PC occupying the pilot role. On a success, the corsair out flies the PCs' starship, giving it the
off-guard condition until the end of the round. Then, each corsair uses 1 action to make a Strike against the PCs' starship.
Ranged [one-action] laser cannon +6,
Damage 1d6+2
fire
Ending the Encounter The encounter ends if the PCs' starship is disabled, or the PCs meet the Victory Conditions.