Archives of Nethys

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Chapter 4: Running Starship Campaigns / Starship Campaign Arcs / The Infiltration Race

The Championship

Source Starship Operations Manual pg. 148
The PCs’ alarming discovery encourages them to protect the landmark during the Pact Worlds’ Championship. Law enforcement and race officials refuse to listen to warnings and assure the PCs that security is airtight, forcing them to take matters into their own hands. The terrorist sect, however, attempts to keep the PCs out of the race, trying to get them disqualified through false accusations, sabotage of their starship, and even attempts on their lives. The secrets kept hidden by the PCs’ contact cause additional complications, entangling them with a rival intelligence agency or corporation.

For the championship, the PCs split up into multiple single-pilot ships again, but the terrorists do everything they can to take the PCs out, even attacking them directly during the race. (This is an opportunity to use the squadron combat rules starting on page 54.) The PCs may confront the sect’s leader in starship combat during the race, or they may need to pursue the leader to the landmark and confront them on foot. However, the sect was right about the landmark serving as a beacon; after the PCs defeat the terrorists, they must contend with the vanguard invasion force the beacon has signaled. The PCs must defeat these starship-scale creatures and the monstrous being they protect, then deactivate the beacon before the rest of the invasion comes through. This victory saves the Pact Worlds from invasion, but if you want to continue the campaign further, the PCs could reverse engineer the beacon signal to counterattack the cosmic threat in its home domain.