Adventure Outline
- Discuss plans for getting into Iilari space – no available working singularity engine, no idea how to repair these.
(2a) Disguise ship using wrecked Iilari ships, will need help of Romari Empire to do so. Need to bargain with them. They have a job for you. Pirate raiders are operating from an asteroid base. Their system picket is busy with other tasks.
OR:
(2b) obtain stealth technology from Si-Dek ship present in Earth system. They escape into a neighboring system, into an ambush.
- Sneak into Iilari system – Iilari system is a maze of danger and mystery
(4a) Sneak into Iilari facility – will have to dodge roving patrols, static defenses and guards
OR:
(4b) Create distraction – thereby drawing all units to the source of distraction and no sneaking needed
- Crawl through base and find suitable ship
- Escape!
(7a) Blast your way through the system – system is a maze of hazards and dangers
OR:
(7b) Use the experimental stargate – stargate is also a maze of hazards and dangers
- End up in unknown system after group GM intrusions
- System is full of hazards and dangers, but an artificial megastructure around the star may hold the answers – use jade colossus ruins generation system.
(1) Sneaky Planning
Grand Admiral Hiroshi Nadeshiko speaks:
“The God of War device that you’ve found interacts with dark matter and turns it into exotic matter that we need for the gravity drive that you acquired. There are other theoretical uses, but before we can apply them, we need to be able to construct black holes of large enough size first.”
“Your former-slave friends have told us that Iilari ships go faster than light by using singularity drives that construct a black hole, as well as the white hole on the other end and then travels through the tunnel between them. It sounds suicidal, but apparently they made it work. The fleet that we destroyed don’t have any working drives, so it looks like we’ll need to steal one.”
“Unfortunately, going to an Iilari held system is also suicidal. Those systems are patrolled heavily and are continually scanned for intruders. It would be virtually impossible for one of our ships to sneak through and capture a lone Iilari ship.”
Professor David Kei Takishimi speaks:
“However, we have a couple of ways to do this other than barging in the front door. First, we could take the wreckage of all the Iilari ships that were destroyed in the last battle and use those to disguise your ship. A shell will need to be built around your ship composed of those shards. The problem is the difficulty of generating the electromagnetic spectrum of signaling as well as a match with known Iilari ships. Hmm. The Pax Romari colony might know. You could have a talk with them.”
Space Marine General Takashi Komuro speaks:
“But, then there is the matter of the Si-Dek warship hanging about our system using their stealth technology to stay out of our reach. We can tell they’ve been to a few of our more secret military stations and to more of our refineries and space docks, though, as they’re not as careful as they could be. Luckily, we managed to put a tracking device on their hull, so we know where they’re going. You might even be able to track them if you know their heading and where they made their transition into FTL space with their wave motion engine.”
“It’s not a large ship. You should be able to capture it and their stealth technology. We can use it to get you into the Iilari held system without detection and into one of their facilities. After that, you’re on your own.”
Let the players mull over this and choose their actions. It could be something else entirely.
(2a) Ship Disguise
The Pax Romari colony is 50 light years away and it will take 7.5 days from Earth to reach the minimum Alcubierre distance, so the crew has time to get things done while they wait around to transition in between shifts.
When they get there, they’re stopped by the usual system picket, but by now, the picket knows them and they have official dispensation to come and go as they please. Whether the PCs dock with the station or decide to orbit and use their shuttles or fighter craft, they are greeted by government officials.
“You’re led into a minor official’s office. He’s a very humanoid looking race but with blue skin and a forehead with two large horns. He looks up at your gawking, and says, “Yes?””
When the players explain, the official leans back and thinks about it. Then he speaks.
“Hmm. Yes, we do have manufacturing equipment that we can use for what you want. We also have extensive data on the Iilari that we can refer to that will help you blend in with the Iilari ships. But this isn’t for free. What do you have on offer?”
Let the players parlay and make their offers. The official is somewhat inflexible and has another thing in mind, so this is a Level 3 Mind task.
If he agrees, he’ll refuse their offer and add his own. If he disagrees, he’ll take their offer and add his own.
“We’ll need you to also do something for us. Our picket fleet is bus right now with rotating their crews and repairing, so we don’t have sufficient forces to take these on, so maybe you can help us out. There is a small band of pirate raiders who have been harassing our traders. They’ve been very bold lately and we’ve found their base. It’s in a large asteroid near here. We’d like you to give them a bloody nose, so that our own picket fleet will have an easier time of it.”
“How many? They have a few fighters. Maybe a frigate or two.”
It will take two days for the PCs to reach the pirates’ asteroid base. Ask them how they’d like to approach. Come in blasting, wait for them to come out and then blow them out of the sky, or something else?
If they wait for them to come out, a frigate comes crawling out of the base, old, rusted and has seen better days, as well as two interceptors. There are also some old fighters of the same quality and age.
“As you approach the asteroid base, fire control radar sweeps your ship and lidar beams scan your position. An incoming signal flashes on a console. It’s from the asteroid base!”
“The voice is a gravelly, dusty one that’s seen many years. ‘I don’t know how you found me, but here you are. What do you want? ‘”
If a fight breaks out, use the stats below for 2 interceptors and 1 frigate.
Romari Model 9 - Template : Goblin (Cypher System core book, pg 299)
Romari Model 9
- Type
- Interceptor
- Level
- 2 (6)
- Health
- 6
- Armor
- 0
- Weapons
- Light Laser, range: immediate
- Damage
- 3
- Crew
- n/a
- Move
- Long
- Mods
- Perception, stealth, setting traps, level 5
- Combat
- Attack as level 4 when they have surprise and do +2 damage.
- Interaction
- Attack in groups of 3.
- Sub-Light
- Chemical Rockets
- FTL
- n/a
Praetoria Frigate – Template : Ogre, Cypher System Core book, pg 307
Praetoria
- Type
- Frigate
- Level
- 4 (12)
- Health
- 20
- Armor
- 1
- Weapons
- Force beams, immediate range
- Damage
- 8
- Crew
- Move
- Short
- Mods
- Might tasks as level 6, Intellect defense vs seeing through deception level 3, speed defense level 3 (large)
- Combat
- If the Frigate strikes a foe smaller than itself, the victim is knocked back 2 hexes or is dazed and the difficulty of its next action is increased by one step.
The Frigate attacks all foes in immediate range with its force beams, difficulty in defending vs this attack is decreased by one step (level 3) and deals 5 points of damage. - Interaction
- Special
- The Praetoria is the size of a cruiser or light carrier.
- Special
- Grappling Beam – attack with only 5 points of damage, if it hits, it drags the victim to within immediate range. Victim must roll Might defense to get out of the beam.
- Sub-Light
- Gravity drive
- FTL
- Holtzman space fold
After the PCs beat the ships, they can explore the asteroid. Once the pirates started losing, the crew in the asteroid bailed out in escape ships. The asteroid is a simple base, although large. There is a large hangar, a repair dock and some tunnels that lead to living quarters and workshops. There’s also quite a bit of supplies that were stolen from traders that the Pax Romari colony would like to have back.
When the PCs make it back to the government official, he speaks to them.
“Mm hmm. Oh yes. And I suppose your ship has the data on their elimination? Ah yes, there it is. We can modify your ship for you now. Thank you for your help.”
The engineers for the planetary government take your Iilari scrap and use their facilities for modifying your ship and to install electromagnetic emitters that will mimic the communications of their ships.
<proceed to part 3>
(2b) Si-Dek capture
The Si-Dek spy ship is currently hiding in the plume of a passing comet near Neptune’s orbit. The players know the trajectory and speed of the comet and can match its position. However, once the PCs approach to within long range, the Si-Dek spy makes a run for it.
The spy ship uses its Wave Motion Engine to head to a heretofore unknown star system 10 light years away.
“When you follow the signal to the unknown system, and emerge from the Alcubierre chute, there’s nothing on the optical sensors or close range radar of the spy ship. But, your signal is still blaring loudly and you can trace it closer to the inner system.”
The system is composed of a double sun formation, 3 planets and an asteroid belt. There are also numerous comets in long orbits around the double sun’s gravitational well. Some of these are very large, almost like small moons with their mass evaporating into large plumes. Normally, it would be difficult to tell which of these comets are hiding the Si-Dek spy ship, but with the help of the transmitter, you can tell that it’s between the second and third planet, in a cluster of 5 comets going the same direction and fairly close together.
“Unfortunately, when you approach to intercept and paint the spy ship with your electronics, the other 3 ships separate themselves from the surrounding comets and move in for the attack!”
Use these statistics for the combat.
3 fighters
Axiom Squadron – Template : Gazer swarm, The Ninth World Bestiary, pg 56
Axiom Squadron
- Type
- Fighter
- Level
- 3 (9)
- Health
- 9
- Armor
- 1
- Weapons
- Scarlet Beam – long range
- Damage
- 4
- Crew
- 1
- Move
- Long
- Mods
- Perception as level 5, speed defense as level 2 due to size
- Combat
- If the Axiom can see any part of its target, any penalties for cover are ignored. An Axiom squadron still deals 1 point of damage on a miss, ignoring armor.
- Interaction
- Axioms broadcast electronic music through as many frequencies they can reach.
- Special
- Three Axioms can form a squadron.
- Power
- Nuclear Battery
- Sub-Light
- Gravity drive
- FTL
- n/a
Justice Frigate – Template: Zhev, Cypher System core book, pg 332
Justice
- Type
- Frigate
- Level
- 5 (15)
- Health
- 24
- Armor
- 4
- Weapons
- Ion Cannon, medium range
- Damage
- 7
- Crew
- Move
- Long
- Mods
- Attacks as level 6, perception as level 7
- Combat
- Frigates fire impedance multipliers at long range. Those in Immediate range of the blast must make a Might defense roll or take no actions for 1d6 rounds.
- Interaction
- Special
- Gravity immobilizers are fired at short range that will shut down a ship’s engines unless it can do a Might or Speed defense roll.
- Special
- Grappling beams are fired within immediate range and can target 3 different foes in reach. Ships that are hit must make a Might defense roll to avoid being captured. If a ship is captured, boarding modules are deployed, and the ship is invaded.
- Sub-Light
- Gravity drive
- FTL
- Wave Motion Engine
The players can elect to try to make the spy ship surrender, but this will be a Level 4 Intellect task. If one of the players in a fighter can make a Level 3 speed task (doing a fly by or doing a near miss with a laser), it will drop the task to Level 3.
If the players can’t convince the pilots, they will need to disable the ship (knock it down to 0 hp) and then board it.
The ship itself has some internal defenses that are Level 3 and will do 4 damage if the PC fails to dodge the attack and destroy it. At the door, there are two laser turrets. But, there are more than just automated defenses. There are also determined defenders.
There are two Si-Dek hiding in the crew lounge and two more are in the bridge. There are three more in engineering trying desperately to repair the local system drive. Use the stats below for the groups of Si-Dek:
Si-Dek (pg 299, Cypher System Core Book)
- Level
- 4
- Health
- 12
- Damage Inflicted
- 6
- Armor
- 1
- Movement
- Short
- Mods
- All tasks related to knowledge as level 6
- Mods
- Speed defense as level 5 due to size and quickness
- Mods
- Shield +3 to Armor, but cannot fire its ray emitter
- Mods
- Memory Eraser (1 in a group), each target in range makes Intellect defense roll or be stunned for one minute, only one charge
- Weapon
- Ray emitter that burns holes through solid steel, long range
- Loot
- 1-2 cyphers and maybe a memory eraser
Use the map below for the spy ship or the Starfinder Sunrise Maiden map.


None of the Si-Dek are willing to surrender or turn their ship over to you. However, once all of them are dead, the People are willing and able to operate the ship, as this is similar to many of the ones that they stole. The operation of their Wave Motion Engine is fairly easy for The People and they can pilot the ship back to the Earth system.
Once in the solar system and in the orbital shipyards, technicians and engineers can adapt the stealth systems to the PCs’ ship, but they are warned that these systems are volatile, that they may not last even a week before they fail.
At the end of two weeks, the systems are installed and the players can be underway whenever they are ready. What are they doing during this time?
(3) Iilari System Sneak
The Iilari system is 25 light years from earth, so it takes a little more than a day for the PCs’ Alcubierre drive to breach the system periphery. However, they find themselves in a system that is not normal at all.
“Your ship emerges from its Alcubierre chute into clear space, but the moment you have a look around with sensors, you’re greeted with a bewildering sight. The Iilari system has been infested for quite a long time and has established many defenses. Among the non-weapon systems are cross-crossing mix of gas clouds, asteroid belts, highly irradiated areas that can penetrate shields and damage electronics that force a ship, although in stealth, to take a wandering path to any point in the system, very much like a maze. In addition to the natural hazards, there are patrolling ships, automated sensor and weapon arrays, as well as what look like walls of mines. Many areas are still under construction and being repaired due to sometimes being destroyed by a stray asteroid or wandering energy field. The PCs can take several routes through the maze to get to an Iilari facility that has FTL capable starships.”
Show the PCs the maze map and let them know as they get to each point what they encounter.

Traversing the Iilari system
The “walls” are dense regions of super-charged and irradiated dust, swirling throughout the region. You can go through them, but your ship would take unknown amounts of damage. It would take a truly superb and lucky captain to survive passing through these regions. There are also space-time anomalies, essentially holes ripped in the fabric of space by the singularity drives of the Iilari ships. Who knows what can happen when you’ve been hit by one of these anomalies?
Each hex is not one hex. Each hex is 10 hexes of normal space. The ending area is 16, where the Iilari facility is.
24 – Entrance corridor : this area is littered with the detritus of ships that were ripped apart by some enormous force. Some of the junk look like they were deformed by heat and explosions, while others look like they were torn along their seams. Tasks:
- This is a speed task of level 4, where piloting skills can help. The Pilot will need to pass 3 speed tasks to navigate past this region of Iilari space.
- Shooting the space junk is a speed task level of 3 and you can clear 1 region per piloting speed task.
- 2-3 Failures mean 1 of your systems takes a hit and you’ll have to repair it or go on. If the drives take a hit, they can’t go on and must repair.
Once the players get past the junk, the area of space ahead of them is clear, and they can head to either area 3 or area 1.
3 – Homing magnetic mines. At first glance, this sector looks clear. But, as soon as they get 3 hexes in, magnetic mines de-cloak and approach the ship. Your ship can avoid them, but they are more than just space clutter, they seem to be guided straight to the ship and not each other. The ship can avoid them with a speed Task level 4, but they keep coming until your ship’s gunners destroy 5 of them, and then they stop. To destroy them is a speed Task level 3, but you need an available turret in order to destroy them. If the PCs fail one of the dodging tasks, a homing mine attaches to the ship. It doesn’t do anything at first.
When the ship tries to engage its engines, however, with a mine attached to them, they find that every mine that’s attached will slow their maximum speed down by half. So, the first mine will cut down their speed to half a gravity. The second mine will further cut their speed down to 1/4th gravity and so on and so forth. When they start to slow your ship down, a circle of light forms around their circumference and minute by minute, it grows smaller. If the PCs don’t do anything, the countdown finishes and blows a hole in the ship, disabling some systems.
The homing mines can be removed from the ship or disabled or even hacked. Removing them is a combined Might level 4 task and speed level 4 task (both must succeed). Disabling them is an intellect level 4 task. Hacking them needs the hacking skill and is an intellect level 5 task. However, if they are hacked, they can be taken control of and re-purposed for the party’s usage as an asset or weapon with the same homing properties.
Once the first mines attack, your sensors can be calibrated to detect them and there is a very narrow passage of 1 hex wide that can be traversed by your ship to 10 and 13.
1 – The area in 1 is filled with long coruscating and crisscrossing lightning bolts stretching from one side of the sector to another. Trying to pilot the ship through this sector would damage it with an unknown amount. The party has to find a way to negate the lightning damage. The party can figure a way with some of the ship’s supplies and has to get creative. Some kind of structure has to be built with existing supplies, some kind of process has to be explained. Way and manner has to be plausible. A faraday cage around the ship would be helpful, for example.
The reason why they might to get through this area is because there’s a cache of cyphers at the other end that they can detect. Once they reach that area, there are 1d6 cyphers here.
13 – This region looks entirely clear of obstacles and hazards. And it is actually clear of obstacles and hazards.
10 – This region is entirely empty. It leads to sector 7.
14 – This region is also entirely empty, leading to either sector 2 or 21.
21 – This region is filled with a polymer cloud, like the one the PCs encountered at their very first FTL jump. They can clear it using their magnetic ram scoops, but the cloud conceals something a little deadlier. Automated turrets! These were left here by some very antagonistic visitors. In the middle of the area, concealed by the polymer cloud, as soon as it is cleared, two junk piles start firing at the ship.
The sentry guns are siege weapons, level 5 speed tasks to avoid or take damage to one of their systems. They can attempt to destroy the weapons or they can attempt to go faster, which will require a level 4 intellect task in order to do so. Trying to go faster and failing the intellect task results in one of their systems being damaged.
20 – This space has an abandoned repair facility. If the players can power up the facility, they can have their ship repaired. They’ll need to use some of their deuterium fuel, plus parts from their repair stock.
2 – This area is clear, with stationary clouds of dust 3 hexes big floating and opaque once you’re in the middle hex. The dust clouds are also impervious to radio or electromagnetic radiation.
15 – This region has an abandoned anchorage with a reactor, station-keeping drives, artificial gravity, fresh air to breathe and a large optical array aimed at one of the planets in the system. If the PCs look through the optical arrays they get an up-close look at the planet. Through the clouds and smoke, they see ..
“Black lines cross back and forth on the planet, interspersed by regular circular lumps and geometric domes. The domes are nominally white, but look black because there are millions of creatures crawling on them. All over the surface of the planet, Iilari mechanoids crawl, walk, or fly, each one guided by its sensors and stochastic movement, making sure they don’t run into each other. It is not quite like a dance or an orderly movement of a parade. It is more of a mechanical clockwork, each part doing its level best to contribute.
There are some mechanoids, though, that look like they have organic components. You may see faces and brains on some of them. The faces. The faces are screaming.”
7 – “This zone is littered with many ships, some of them intact, others with holes and lacerations gashed in them. None of them are leaking atmosphere from the damage on their hulls, but there are also what appear to be escape pods, none of whom are broadcasting any more.” If the PC ship moves any significant distance into this zone, the reason for the wrecked ships here becomes apparent, as a huge burst of radiation in the center flashes and acts as an EMP field, shutting down all directional thrusters. The PC ship continues to move due to inertia at a constant 1 gravity, but no longer accelerating or decelerating. Once the ship bumps into the regions of super dense dust and radiation, its systems come back on, but not without taking an automatic 10 damage, that is not blocked by armor. The Players will need to find a way to get out. The EMP field is not on all the time; it will turn on at random times and whenever the ship enters its area of effect. The players can try rigging something with the other ships in the field or they can try to burst through a wall to region 12. If they try to burst through a wall, they take 10 damage in the first hex that isn’t blocked by armor. They also take environmental damage due to the damage the ship is taking, 5 might damage in the first hex that isn’t blocked by armor. The damage goes up each hex they go through, another 15 ship damage in the 2nd hex and 8 environmental damage to the players themselves. Third hex is another 20 damage and another 10 environmental and so on and so forth.
12 – “This is a relatively safe region of space, with no hazards or danger. It also looks like the walls are opaque to sensors, meaning that no one can scan you from outside of here.”
6 – This area is riddled with rips in space-time that were caused by the singularity drives that the Iilari use. Large rents in this zone spew highly toxic radiation, glowing in the dark. Gravitational anomalies are also present, randomly ramping up the gravity here by as much as 5X. Navigating this area will take 5 rolls that is a combined Speed and Intellect task of level 5. Otherwise, the ship takes 5 damage every time there is a failure.
19 – “In this area, amidst a pile of debris is what looks like a decrepit starship. Its lights and power are on, but is drifting. It looks to have had some battle damage, but no more air or liquids are pouring out of the rents and gashes in its flank and spine. Some of their weapons look functional, but there’s no fire control radar when you approach.” The listing starship is an exploration ship from the Pax Romari colony from Adventure 3 that fell into a tear in space-time and ended up here. A fate that may well still happen to the players. There are 10 survivors, and they are not in good shape. Some of them are injured badly, others are not injured but have various mental problems. Their gravity drive isn’t working and neither is their FTL drive. Their reactor is barely functional, but is leaking radiation and making them sick. What do the PCs do? There used to be 50 of them, but most of them died during the transit in the space-time tear and the others died soon afterwards.
9 – “Gravity is highly variable here and tidal forces are present that twists space and matter. A pilot will need to navigate this area carefully by reading the sensors and deftly avoiding areas that are under high stress. This is a very dangerous place that was created by indiscriminate use of singularity drives.” Skills that apply: mathematics, physics. This is a combined Speed and Intellect roll of level 5. There needs to be a total success of 3 rolls. Any attempt that fails must try again and suffers one of the following penalties while rolling a d6:
- 1-2: Ship suffers environmental damage of 6 points.
- 3-4: Ship finds itself in a random spot in the region.
- 5-6: 2 weapons are damaged and must be repaired.
18 -- This region is entirely clear of debris and dust.
22 – “When your ship passes into this area, sensors detect a large amount of heat emanating from what looks like an asteroid that’s sitting in an area that’s full of gamma rays. It is completely still, but when the ship pushes further in, it starts to move. Amazingly, it seems to be some kind of life form made of crystal.” It’s an organism that was born and lives in space, eating other matter and absorbing gamma rays. It’s hostile and heading for the ship!
Template: Taranid, The Strange Bestiary, pg 129
Crystal Wyrm
- Type
- Interstellar Monster
- Level
- 5
- Health
- 28
- Armor
- 0 or10 pts armor vs electrical damage
- Weapons
- Crystal strands, electricity
- Damage
- 7
- Crew
- n/a
- Move
- Short
- Mods
- Attacks as level 6, perception as level 4
- Combat
- Crystal strands detach from its body traveling at high speed to penetrate ships at short range. Ship must make a Might defense roll or it loses its next turn as its systems are shocked. If the ship is shocked, it is then dragged to within immediate range. Any ship pulled to immediate range suffers 5 points of damage and all creatures inside the ship suffer 5 points of damage.
- Interaction
- Special
- When the Crystal Wyrm attacks, it is surrounded by a mass of crystal tendrils that partially obscure it, making it more difficult to hit by one step.
- Special
- When the Crystal Wyrm dies, it releases an electrical blast to that inflicts 5 points to all ships and creatures inside ships who fail a Might defense roll.
- Sub-Light
- Electric Thrusters
- FTL
- Tachyon Pulse
23 – “This region is clear of debris and gas.”
11 – “There is a single small starship here, with its reactor on, but is drifting. Its communications array is responding. When contacted, a male human voice is on the line.”
- His name is Reo Harada and he says he’s one of the People. He even speaks Sanskirt.
- There are realistic life signs, a heartbeat, warm breath and a regular human body temperature.
- However, there are electromagnetic signals coming from him. His eyes are optical scanners and there is active radar.
- He insists he’s a real living member of the People. He even has blood running through his veins and he demonstrates.
- The blood is synthetic, with all of the hemoglobin, plasma and oxygenation, but no genetic markers at all.
- Reo is entirely delusional and when confronted with the data, demands to be taken to the People.
- Reo has memories of growing up on one of the slave worlds and then escaping on a captured ship. He also has memories of fighting the Si-Dek on ground excursions and ship to ship battles.
- Reo is a general AI constructed by the Si-Dek as one of their advanced projects. He is a spy but doesn’t know it. He also has a tracking device hidden on him, and it will be very difficult to detect or even find it, unless the party has somehow gotten hold of the experimental hyperwave comm system that only the Si-Deks have.
4 – “There is a swirling gate at the far end of this region, large enough to fit 5 of your ships side by side. Inside the gate, your optical sensors detect what look like a shipyard, but with Iilari ships leaving it.” It looks like you can go through this gate and to the Iilari shipyard without having to go through the intervening areas.
18 – “This pocket of space has an abandoned station here. When you reach it, it looks like it has heavy repair facilities, but has no atmosphere inside the hull and the power isn’t on.” The PCs will need to activate the power from the inside and pump the correct atmospheric mix. The reactor is a very old one and may break entirely if the PCs fail spectacularly. Activating the reactor is a Level 5 Intellect task. Applicable skills are engineering, mathematics and physics. The players can try again if they fail, but after the second attempt fails, the reactor shuts down permanently. If the PCs want to pump air into the station, the power needs to be on first and then they can attempt. Activating life support with your correct atmospheric mix is a level 4 Intellect task. Applicable skills are engineering, mathematics and physics. Once the power is on, the repair facilities are automated, but will take a few hours to do.
8 – “This area is clear of debris and gas.”
5 – “This is some kind of mobile refueling station, and it looks like there’s an Iilari frigate here! It hasn’t noticed you yet.” Do the PCs try to turn back or do they try to take this frigate now?
17 – “This area is clear of debris and gas.”
16 – “Dark and menacing, the Iilari shipyard is here at the end of the stellar maze, kept in place by station-keeping thrusters. It is a ramshackle affair, with metal sticking out everywhere, an asymmetrical and organic design, with a few entrances for ships to go in and out. Unfortunately, there are 2 frigates here, patrolling the area. They are probably here to stand guard in case of enemy incursions and look ready to take on any comers.” Attacking the two frigates will be a surprise to them, and the players will get 1 round to get their shots off before they can react. Iilari frigates are 1/4th the size of your ship.
Drone Frigate – Template: Elemental, Fire (Cypher System core book, pg 289)
Drone Frigate
- Type
- Frigate
- Level
- 4 (12)
- Health
- 26
- Armor
- 2
- Weapons
- Homing Laser, see combat
- Damage
- 5 – 8, see combat
- Crew
- n/a
- Move
- Short
- Mods
- See combat for escalation
- Combat
- The more this frigate hits, the more powerful it gets:
0 successful attacks: Deals 4 points of damage; attacks
as level 4
1 successful attack: Deals 5 points of damage; attacks
as level 5
3 successful attacks: Deals 6 points of damage; attacks
as level 6
4+ successful attacks: Deals 7 points of damage; attacks
as level 7 - Interaction
- Attacks in groups of 3
- Power
- Fission Reactor
- Special
- Immune to energy weapons, vulnerable to ion and missiles, taking twice the damage
- Special
- Von-Neumann
- Sub-Light
- Chemical Rockets
- FTL
- Singularity Drive
There are two likely choices at this point: the PCs can try to sneak in during a break in the patrol sequence or they can try to create as much of a diversion as possible to lure the two frigates from their patrol. Sneaking in will require manipulation of the stealth device at its maximum settings and dodging the patrol. This is a combined Speed and Intellect task. Both tasks are at level 5 and both must be passed. If the task fails, the PCs must fight the frigates. Trying to lure the Iilari Frigates will involve using the ship’s weapons and ECM capabilities at long range to make themselves more of a threat. This is a combined Might and Intellect task of level 5 each. Both tasks must succeed or the frigates go back to patrolling and signal for reinforcements.
Once the two frigates are defeated, the PCs will need to dash into the shipyard and take over one of the ships there. Use the Starfinder Sunrise Maiden flip map, but using the one that depicts the outside of the ship. Several opponents will be waiting for the PCs …
This creature is a seething mess of bio and mechanical parts. The mechanical part has four legs, is the size of a horse, with bits of fleshy bits oozing out of the plates on its body. There is a fleshy head on it, and a human face. It is mouthing something in agony, recognizing you. It begs you to kill it.
Template: Crucible, The Strange Bestiary, pg 34
Iilari mechanoid hybrid
- Level
- 5 (15)
- Health
- 21
- Damage Inflicted
- 5
- Armor
- 0
- Movement
- Immediate or teleport a short distance every other round.
- Mods
- Speed defense as level 2.
- Mods
- Mods
- This hybrid can spend its turn absorbing matter around it, regaining 10 points of health.
- Special
- A character who successfully attacks a hybrid with a melee weapon or an unarmed strike must make a Speed defense roll. On a failed roll with a weapon, the attack deals damage, and then the hybrid
absorbs the weapon, destroying it and regaining 1 point of health. On a failed roll with an unarmed
strike, the attack is negated and the character takes 3 points of Speed damage (ignores Armor). - Weapon
- Pummel foes at short range with long, silvery tendrils.
- Loot
- 1d6 cyphers and an artifact.
Artifact:
SKILL BUD
Level: 1d6
Form: An organic pod, almost like a small,
hemispherical bit of brain; once grafted to a host,
the host’s flesh grows over it until it is only a lump
Effect: This pod grafts onto any living
host (must be near the brain) and injects
complex chemicals that alter brain and muscle
functions. This grants the host training in one
(predetermined) skill.
Depletion: —
The Iilari frigates are surprisingly small and can be piloted into the freighter’s hold. But, the PCs must get into it and figure out how to pilot it.
Typical Iilari ships that are shuttle and fighter sized do not have pilots and therefore no airlocks. But Iilari Frigates do. This one looks like it’s there fore repairs and the airlock is open. Use the ‘Pirate’ flip-map for this. The reactor is brand new, but you can tell right away that this is a fission reactor, not fusion like yours. And it’s a fission reactor that isn’t shielded. There are hallways in the ship, but none of the seating arrangements look like they’re for humans or anyone that’s bipedal or even on four legs. There are consoles set into the wall near the front that appear to be some kind of control structure.
Firing up the fission reactor is task Level 4, as it is something everyone is familiar with, but the design is tricky and somewhat dangerous. Unfortunately, the PCs start taking environmental damage, because there’s no shielding. They start to lose 1 Might point per half hour the reactor is on. Learning how to handle the control structure is more difficult, at task level 5, as it is utterly alien.
The ship looks like it was originally designed and piloted by organic beings, but who are long gone now. The Von-Neumann program to build these frigates has never been changed, so all of the amenities are still being built on these ships, a testament to a long dead race.
If the PCs did not defeat the frigates and snuck their way in with their own ship, they can try to sneak their way out again with the same task levels. If the PCs dropped off a boarding party and took off with their own ship, they’ll have to activate the singularity drive inside the station. This is highly dangerous. If they succeed, everyone on board takes 10 Might damage. If they fail, everyone on board takes 15 might damage and are stunned for one minute before they can try again. This is an Intellect Task Level 6.
If the PCs have utterly defeated the frigates, they can try making it through the stellar maze again, or they can try activating the singularity drive, which will engulf both ships. When activated, everyone takes 10 Might damage as the singularity drive isn’t made to transport people, but they make it back to earth system, a day outside the Alcubierre transition point.
The PCs are now in possession of something that can construct black holes, thus letting them operate the God of War. It still takes a while to build starships, at around one every 6 months, with the help of the God, which is actually a very very rapid build time, considering it took years for the Ryo-Ohki and the Yukikaze to get built. In the meanwhile, both of the PC ships immediately get an upgrade to a gravity drive, so they can now go at 2G comfortably.
All players get 4 XP, adventure 4 is done, transition to Adventure 5.
Appendix A
NPCs and ships
Romari Model 9 - Template : Goblin (Cypher System core book, pg 299)
Romari Model 9
- Type
- Interceptor
- Level
- 2 (6)
- Health
- 6
- Armor
- 0
- Weapons
- Light Laser, range: immediate
- Damage
- 3
- Crew
- n/a
- Move
- Long
- Mods
- Perception, stealth, setting traps, level 5
- Combat
- Attack as level 4 when they have surprise and do +2 damage.
- Interaction
- Attack in groups of 3.
- Sub-Light
- Chemical Rockets
- FTL
- n/a
Praetoria Frigate – Template : Ogre, Cypher System Core book, pg 307
Praetoria
- Type
- Frigate
- Level
- 4 (12)
- Health
- 20
- Armor
- 1
- Weapons
- Force beams, immediate range
- Damage
- 8
- Crew
- Move
- Short
- Mods
- Might tasks as level 6, Intellect defense vs seeing through deception level 3, speed defense level 3 (large)
- Combat
- If the Frigate strikes a foe smaller than itself, the victim is knocked back 2 hexes or is dazed and the difficulty of its next action is increased by one step.
The Frigate attacks all foes in immediate range with its force beams, difficulty in defending vs this attack is decreased by one step (level 3) and deals 5 points of damage. - Interaction
- Special
- The Praetoria is the size of a cruiser or light carrier.
- Special
- Grappling Beam – attack with only 5 points of damage, if it hits, it drags the victim to within immediate range. Victim must roll Might defense to get out of the beam.
- Sub-Light
- Gravity drive
- FTL
- Holtzman space fold
Si-Dek (pg 299, modded Grey, Cypher System Core Book)
- Level
- 4
- Health
- 12
- Damage Inflicted
- 6
- Armor
- 1
- Movement
- Short
- Mods
- All tasks related to knowledge as level 6
- Mods
- Speed defense as level 5 due to size and quickness
- Mods
- Shield +3 to Armor, but cannot fire its ray emitter
- Mods
- Memory Eraser (1 in a group), each target in range makes Intellect defense roll or be stunned for one minute, only one charge
- Weapon
- Ray emitter that burns holes through solid steel, long range
- Loot
- 1-2 cyphers and maybe a memory eraser
Axiom Fighter – Template : Gazer, The Ninth World Bestiary, pg 56
Axiom
- Type
- Fighter
- Level
- 1 (3)
- Health
- 3
- Armor
- 1
- Weapons
- Scarlet Beam – long range
- Damage
- 2
- Crew
- 1
- Move
- Long
- Mods
- Perception as level 5, speed defense as level 2 due to size
- Combat
- If the Axiom can see any part of its target, any penalties for cover are ignored.
- Interaction
- Axioms broadcast electronic music through as many frequencies they can reach.
- Special
- Three Axioms can form a squadron.
- Sub-Light
- Gravity drive
- FTL
- n/a
Justice Frigate – Template: Zhev, Cypher System core book, pg 332
Justice
- Type
- Frigate
- Level
- 5 (15)
- Health
- 24
- Armor
- 4
- Weapons
- Ion Cannon, medium range
- Damage
- 7
- Crew
- Move
- Long
- Mods
- Attacks as level 6, perception as level 7
- Combat
- Frigates fire impedance multipliers at long range. Those in Immediate range of the blast must make a Might defense roll or take no actions for 1d6 rounds.
- Interaction
- Special
- Gravity immobilizers are fired at short range that will shut down a ship’s engines unless it can do a Might or Speed defense roll.
- Special
- Grappling beams are fired within immediate range and can target 3 different foes in reach. Ships that are hit must make a Might defense roll to avoid being captured. If a ship is captured, boarding modules are deployed, and the ship is invaded.
- Sub-Light
- Gravity drive
- FTL
- Wave Motion Engine
Template: Taranid, The Strange Bestiary, pg 129
Crystal Wyrm
- Type
- Interstellar Monster
- Level
- 5
- Health
- 28
- Armor
- 0 or10 pts armor vs electrical damage
- Weapons
- Crystal strands, electricity
- Damage
- 7
- Crew
- n/a
- Move
- Short
- Mods
- Attacks as level 6, perception as level 4
- Combat
- Crystal strands detach from its body traveling at high speed to penetrate ships at short range. Ship must make a Might defense roll or it loses its next turn as its systems are shocked. If the ship is shocked, it is then dragged to within immediate range. Any ship pulled to immediate range suffers 5 points of damage and all creatures inside the ship suffer 5 points of damage.
- Interaction
- Special
- When the Crystal Wyrm attacks, it is surrounded by a mass of crystal tendrils that partially obscure it, making it more difficult to hit by one step.
- Special
- When the Crystal Wyrm dies, it releases an electrical blast to that inflicts 5 points to all ships and creatures inside ships who fail a Might defense roll.
- Sub-Light
- Electric Thrusters
- FTL
- Tachyon Pulse