Approaching Barrow Scene 4

The PCs dodge patrols and avoid or sabotage devious necrodrones on their perilous trek through Corpse Fleet space.

Victory Conditions The PCs succeed at the encounter by obtaining 6 or more Infiltration Points and then landing their ship.

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 fire
Ranged [two-actions] (gunner, martial weapon) machine turret (area), Damage 2d6+8 piercing
Fly Under the Radar [two-actions] (pilot) Attempt a DC 19 Piloting check to plot a course avoiding patrols and security measures.
Critical SuccessGain 2 Infiltration Points.
SuccessGain 1 Infiltration Point.
Critical FailureLose 1 Infiltration Point.

Hack Defenses [two-actions] (magic or science officer) Attempt a DC 22 Arcana, Computers, Nature, Occultism, or Religion check to infiltrate sensor networks or nullify sensor patrol drones and turrets in your path.
Critical SuccessGain 2 Infiltration Points.
SuccessGain 1 Infiltration Point.
Critical FailureLose 1 Infiltration Point.

Inspire Crew [two-actions] (captain) Attempt a DC 20 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 make a check as part of the scene takes a –1 status penalty to their check.

Prepare for Landing [three-actions] (captain or pilot) Activate landing sequence to land on the Fracture. The PCs can only take this action when they've satisfied the scene's Victory Conditions.

Threat: Threat: Necrodrone Swarm A flock of tiny necrodrones monitor the area and send updates to nearby Corpse Fleet ships.
Initiative Perception +14
Skills Piloting +11
AC 18
Fort 4
Ref 6
HP 42
Threat Routine (2 actions) The necrodrones scan for enemy activity. Roll a Perception check against the PCs' starship's Reflex DC; on a success, the necrodrone swarm gains 1 Alert Point (2 Alert Points on a critical success). Once the necrodrone swarm obtains 8 or more Alert Points, it instead uses Call Reinforcements at the start of the following round. If a necrodrone detects an enemy target, it fires.
Call Reinforcements (1 action) A necrodrone alerts a nearby Corpse Fleet cruiser (use the Amaranth's statistics if needed). Captain Concierge gives the PCs a proximity alert 2 rounds before the enemy arrives, giving them a last chance to land inside the Fracture safely before the cruiser locks on.
Necromantic Interference The necrodrones broadcast a disturbing supernatural aura. Each PC occupying a starship role must succeed at a DC 20 Will save or become frightened 2 for 1 minute.
Ranged [one-action] light antimatter beam +12, Damage 2d6+3 void

Ending the Encounter The encounter ends when the PCs touch down on the Fracture using Landing Sequence or their ship is disabled.