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Downtime Rules
Chapter 2: Starship Combat
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Starship Chases
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Chase Rounds
Obstacles
Source
Starship Operations Manual pg. 44
Each round, the GM can present one of the obstacles below. GMs can also create their own obstacles tailored to a particular setting or chase, selecting crew roles appropriate for those actions.
Each obstacle lists the crew members who can attempt a skill check to overcome it. Those crew members can use one of the skills listed in Table 2–1: Starship Chase Skills (page 46) to attempt to overcome the obstacle. Succeeding at skill checks to overcome obstacles doesn’t count toward the PCs’ total number of successes when determining the success or failure of the starship chase. To determine chase CR and skill check DCs, see page 47.
Arcane Warp (Magic Officer)
Source
Starship Operations Manual pg. 44
Space-time anomalies can cause all sorts of problems during a chase unless an apt magic user can bend reality back into shape.
Failure:
The crew’s next chase action check takes a –2 penalty.
Debris Cloud (Gunner, Pilot)
Source
Starship Operations Manual pg. 44
A cloud of debris—whether from a defeated opposing ship, the environment, or some other source—obfuscates the path forward and presents immediate danger.
Failure:
Take 1 hit.
Electromagnetic Interference (Engineer, Science Officer)
Source
Starship Operations Manual pg. 44
A field of electromagnetic energy interferes with the ship’s sensitive equipment at a critical moment.
Failure:
The next engineer or science officer check (whichever comes first) takes a –2 penalty.
Emplacement (Engineer, Gunner, Pilot, Science Officer)
Source
Starship Operations Manual pg. 44
Whether in the form of a turret or ground-based anti‑air forces, threats from outside the chase can interfere with its progress.
Failure:
Take 1 hit.
Energy Spike (Chief Mate, Engineer)
Source
Starship Operations Manual pg. 44
Too much of a good thing can be destructive—and energy surges are a prime example.
Failure:
Take 1 hit.
False Alarm (Captain, Chief Mate)
Source
Starship Operations Manual pg. 44
A failing sensor or damaged system sounds a distracting alarm or even impedes the normal function of other systems, requiring someone to turn it off—or possibly even destroy it.
Failure:
The crew’s next chase action check takes a –1 penalty.
Geyser (Pilot, Science Officer)
Source
Starship Operations Manual pg. 44
A geyser might be natural (scalding water or liquid metal) or a deliberate venting of superheated plasma. Either way, dodging or predicting it is the only way to avoid taking damage.
Failure:
Take 1 hit.
Hangers On (Chief Mate, Engineer)
Source
Starship Operations Manual pg. 45
Whether grappling hooks with cables or the vines of some massive flora, having detritus attached to the hull increases drag and can interfere with weapon functionality.
Failure:
The next Piloting check takes a –2 penalty.
Local Intervention (Captain)
Source
Starship Operations Manual pg. 45
Law enforcement, gutsy locals, or other meddlesome third parties sometimes interject themselves into a chase and might be talked down from interfering.
Failure:
The crew’s next chase action check takes a –2 penalty.
Magical Anomaly (Magic Officer)
Source
Starship Operations Manual pg. 45
A sudden pocket of abnormal magical energy can interfere with a magic officer’s best-laid plans.
Failure:
The next magic officer check takes a –2 penalty
Misdirection (Captain)
Source
Starship Operations Manual pg. 45
Open comms or a loud broadcast speaker might allow an enemy to taunt or intimidate a starship’s crew during a chase, but a clever retort or inspiring speech from the crew’s captain can mitigate such distractions.
Failure:
The crew’s next chase action takes a –2 penalty.
Narrow Pass (Gunner, Pilot)
Source
Starship Operations Manual pg. 45
A sudden reduction of available flight space presents a choice: blast a way through or find a way to fit.
Failure:
Take 1 hit.
Offensive Spell (Magic Officer)
Source
Starship Operations Manual pg. 45
Powerful spellcasters might throw up convincing illusions or dangerous effects to impede their pursuers or prey, but a magic officer on their toes might be able to counter such magic.
Failure:
The crew’s next chase action check takes a –2 penalty.
Rogue Meteoroid (Gunner, Magic Officer, Pilot)
Source
Starship Operations Manual pg. 45
While the smallest meteoroids offer no real threat to modern spacecrafts, a ship might still encounter the occasional space rock large enough to pose a significant threat.
Failure:
Take 1 hit.
Stall (Chief Mate, Engineer)
Source
Starship Operations Manual pg. 45
An engine stall can happen at any time during a frantic chase, putting a starship in dire straits—even if only momentarily.
Failure:
The next Piloting check takes a –2 penalty.
Turbulence (Pilot)
Source
Starship Operations Manual pg. 45
While no chase is exactly a smooth ride, particularly rough atmosphere or fancy maneuvering during a chase can make it difficult for the chief mate to get exactly where they need to be, for a magic officer to properly focus, or for a gunner to lock on to their target.
Failure:
The next chief mate, gunner, or magic officer check (whichever comes first) takes a –2 penalty.