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  ADVENTURE BACKGROUND................... 
  Working on the Nuclear Transmutator....... 
  Cerberus's crew............................................ 
  About the hogboglin's battleship................. 
  FOR THE GAME MASTER........................
  In this episode..............................................
  NPCs from the previous episode................. 
  The Subroutine goal.................................... 
  Subroutine's forces...................................... 
  The Hive vessel............................................ 
  The PCs goal................................................ 
  Countdown for the drone attack................. 
  Countdown for the freighter arrival............ 
  The Nuclear Transmutator.......................... 
  The cyborg hobgoblins................................. 
  Cyborg Collective ICS..................................
  A spy on board............................................. 
  The Marooned One...................................... 
  Timeline....................................................... 
  CERBERUS STATION................................... 
  General Description..................................... 
  Command Room.......................................... 
  Armaments Deck......................................... 
  Housing Deck.............................................. 
  Storage Area................................................ 
  Torpedo Launcher....................................... 
  Thruster....................................................... 
  Engineering Deck........................................ 
  Power Core Deck......................................... 
  Life Support Deck........................................ 
  Docking Area............................................... 
  Sensors and Radar.......................................
  CHAPTER 1 - LIFE ON BOARD................. 
  Installing the Nuclear Transmutator.......... 
  Cleaning the decks....................................... 
  Analyzing the Nuclear Transmutator.......... 
  Repairing the Cerberus systems.................. 
  Improving the Cerberus systems................. 
  Incident on the Cerberus............................. 
  Unidentified Flying Ship.............................
  Freighter arrival...........................................
  Enemy vessels approaching.........................
  CHAPTER 2 - UNDER ATTACK!................
  First strike!................................................... 
  The Cerberus is boarded..............................
  CHAPTER 3 - RETREAT...............................
  The Cerberus is captured............................. 
  Retreat!......................................................... 
  Captain Tibb sacrifice.................................. 
  CHAPTER 4 - ABANDON THE 
  CERBERUS! .................................................... 
  Warp!........................................................... 
  Chased.......................................................... 
  Ending.......................................................... 
  THE NEXT EPISODE....................................
  APPENDIX....................................................... 
  Npc............................................................... 
  NEW CREATURES........................................
  Hobgoblin, Cyborg....................................... 
  NEW SPACESHIPS......................................
  War Drone.................................................... 
  Fighter, Automated...................................... 
  NEW GRAFT...................................................
  Cyborg.......................................................... 
  PRINTABLE MAPS......................................
  CREDITS............................................................ 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Starfinder Core Rulebook. © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen 
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  4
  ADVENTURE 
  BACKGROUND
  The PC’s have retrieved what they needed to 
  make the Cerberus’s power core work again. The 
  Nuclear Transmutator, an arcane-technological 
  artifact they found on the hellish icy planet 
  named DLB01.04, possesses the energy required 
  to reactivate the Cerberus power core. Now the 
  PCs and the crew on the Cerberus have only to 
  install the artifact and wait for the freighter and 
  the supplies, at that point Captain Tibb will decide 
  the next step. Staying and asking for military 
  support, or withdrawing into the Federation* 
  space to warn them about the danger lurking in 
  this solar system. Only time and circumstances 
  will tell what the right decision is.
  (*) The Federation is an interstellar organization 
  led by the Wytchwyrd civilization. The PCs are 
  supposed to be part of it, as full citizens or hired 
  professionals that come from elsewhere. More 
  details about the Federation will come when the 
  Campaign Setting is published.
  WORKING ON THE NUCLEAR 
  TRANSMUTATOR
  The fi rst task the PCs and the engineers have to 
  accomplish is to install the Nuclear Transmutator 
  and later study its full potential. The install phase 
  re-initiates the power core and so the life support 
  starts working again. This is proof that the 
  Nuclear Transmutator is capable of producing 
  enough energy despite that it has been made by a 
  less advanced race. The PCs will have the chance 
  to analyze in depth other potential of this artifact 
  later. However, the Nuclear Transmutator is not 
  essential to run the station, and the PCs may 
  eventually decide to convince Captain Tibb to 
  disconnect the artifact and move it to the storage 
  area.
  CERBERUS’S CREW
  The PCs are not the only personnel on board. 
  Captain Tibb, offi  cers, civilians and soldiers help 
  in running the Cerberus.
  The crew is composed of the following people:
  
  5
  - Viktor Tibb, Captain (Human Icon Soldier 8)
  - Tzaru, Engineer Offi  cer (Contemplative Engineer 
  7)
  - Hans Thissen, Gunner Offi  cer (Human Soldier 6)
  - Tassel Borf, Pilot Offi  cer (Halfl ing Soldier 6)
  - Ivan Yukov, Science Offi  cer (Human Mechanic 6)
  - Karsk, Senior Engineer (Dwarf Expert 7)
  - Junior Engineer x9 (Dwarf Soldier 2)
  - Guard x6 (Half-elf Soldier 1)
  - Yuri Wassily (Human War Medic 4)
  - Civilians x15
  See Appendix for more details.
  ABOUT THE HOBGOBLIN 
  BATTLESHIP
  In episode 2 “DESCENT” the PCs witness the 
  last breath of the dying Hobgoblin battleship. 
  An explosion blasted its hull while the surviving 
  Hobgoblin crew died while in the attempt to fi re 
  a round of torpedoes. Since then the battleship 
  remained adrift, caught by the planet´s gravity 
  only to disappear a few hours later behind the 
  hidden face of the planet, is invisible to radars 
  and active scanners. The weird event is that the 
  Duergar’s satellites, which were operational up 
  to that moment, stopped working and became 
  silent too. Further studies conducted on the 
  data recorded by the Sawshark reveals that the 
  Hobgoblin battleship belongs to an obsolete class 
  of warships built by the Dominion*. This class 
  of battleships were employed around 50 years 
  ago during the wars of secession which led some 
  Dominion’s colonies to earn independence and 
  later join the Federation.
  (*)The Dominion is a fascist-like state known for 
  its aggressive and expansionist policy, formed 
  mainly by humans, dwarfs and dark elves. More 
  details about the Dominion will come when the 
  Campaign Setting is published.
  FOR THE GAME MASTER
  In this section useful information is reported for 
  the Game Master in order to properly run this 
  episode. Read these paragraphs in order to prepare 
  and plan your game session. Take note of the main 
  event and of the calendar, especially if you plan 
  to make some changes and adapt the story line to 
  your “gamemastering” style.
  IN THIS EPISODE
  Here we report a summary of what is going to 
  happen during the four chapters that compose this 
  episode, read them so that you can have an idea of 
  the main events.
  CHAPTER 1
  This chapter contains nine phases which happen 
  
  6
  in sequence.
  1) Installing the Nuclear Transmutator
  It is vital to restore the energy, the Nuclear 
  Transmutator is the key. At this point in the 
  adventure the station has limited access. Captain 
  Tibb ordered that only the Elevator and the Power 
  Core are safe zone. See the paragraph Installing 
  the Nuclear Transmutator. This task takes almost 
  one day.
  2) Cleaning the decks
  Now the energy is restored and all decks are safe 
  and accessible. Captain Tibb orders to solve some 
  problems. It seems that some creatures have to be 
  dealt with. See the paragraph Cleaning the decks. 
  This task may take one day or more, depending on 
  the PCs resources.
  3) Analyzing the Nuclear Transmutator
  Now the crew is more relaxed and seems that 
  they can take their time to come back to ordinary 
  duties. Captain Tibb orders that the Nuclear 
  Transmutator has to be analyzed to discover its 
  true potential. See the paragraph Analyzing the 
  Nuclear Transmutator. This task may take more 
  days, depending on how much time the PCs want 
  to spend on it. The more time they dedicate, the 
  more they discover about the artifact. The PCs 
  have four days to analyze the artifact, because the 
  fi fth day the Cerberus will be under attack and the 
  entire crew will be required at the battle stations.
  4) Repairing the Cerberus systems
  Even if the power core has been restored, there are 
  some technical problems that need to be fi xed. The 
  impact with the Farseer shuttle (See From Beyond 
  – Descent Ep.2 for more details) was violent and 
  not all of the systems function properly. See the 
  paragraph Repairing the Cerberus systems. This 
  task can be easily completed in one day if the PCs 
  and the NPCs make team work.
  5) Improving the Cerberus systems
  Captain Tibb ask the PCs to improve the Cerberus 
  systems as they did for the Sawshark. Considering 
  the circumstances they need everything that could 
  increase their chance of surviving and coming 
  back home. At this point the crew spread rumors 
  about the Captain intention to abort the whole 
  mission and return to Federation Space. See the 
  paragraph Improving the Cerberus systems. This 
  task must not take more than one day, if the PCs 
  fail to improve the performance of the Cerberus 
  systems it means they do not fi nd anything worthy 
  to improve.
  6) Incident on the Cerberus
  Something is wrong with the life support, despite 
  the system has been checked and rechecked. 
  The PCs have to deal with what is left of Captain 
  Thomas Fraser, former captain of the Sawshark 
  who has been declared dead. He turned into a 
  Marooned One (See Starfi nder Alien Archive) 
  after dying in outer space and returned to the 
  
  7
  Cerberus to take revenge on those who abandoned 
  him to a slow and dreadful death. However, the 
  PCs will have the chance to “convince” him what 
  really happened. See paragraph Incident on the 
  Cerberus. This is the last day available to analyze 
  the Nuclear Transmutator.
  7) Freighter arrival
  The Federation Freighter “Beetle” emerges from 
  warp and approaches the Cerberus with fresh 
  supplies and spare parts. Everything seems to be 
  going on the right direction. See the paragraph 
  Freighter arrival.
  8) Unidentified flying ship
  This is the moment where the Cerberus comes 
  into contact with a Hive vessel. Mr. Yukov, the 
  science officer, explains the vessel is not registered 
  and its frame is unknown. The hive vessel attacks 
  the Cerberus with a psionic weapon, destabilizing 
  the mind of some crew members. See paragraph 
  Unidentified flying ship.
  9) Enemy vessels approaching
  The subroutine launches the attack. The first strike 
  is happening. It’s not a coincidence that the attack 
  arrives shortly after the freighter docked. See the 
  paragraph Enemy vessels approaching. This is the 
  eighth day.
  CHAPTER 2
  This chapter is made up of two crucial parts, both 
  of them involve fighting. The first part is about a 
  battle in space fought between the Cerberus and 
  the subroutine fleet. The second part is about 
  fighting on board of the Cerberus to slow down the 
  enemies.
  1) First Strike!
  Mr. Yukov sounds the alarm. Multiple signatures 
  appears on the radar and one of them belongs to 
  the Hobgoblin battleship that the PCs thought 
  destroyed. An intense and violent battle begins, 
  where the whole crew tries to repel a swarm of war 
  drones. Eventually the shields collapse and the 
  hull suffers heavy damage, until the whole station 
  ceases to function. At that point the Cerberus is 
  boarded. See paragraph First Strike.
  2) The Cerberus is boarded
  Despite the effort to defend the Cerberus´ 
  integrity it is highly probable that the station will 
  fall. There is a chance that the PCs eliminate all 
  the war drones before the shields are exhausted 
  and the hull points reache zero, but the Hobgoblin 
  battleship eventually rams the Cerberus and board 
  it. See paragraph The Cerberus is boarded. This is 
  the most delicate moment of the adventure, where 
  the previous decisions of the PCs, influence the 
  outcome. Did they rescue the Duergar survivors? 
  Did they try to parley with the Marooned One or 
  former Sawshark Captain Thomas Fraser?
  CHAPTER 3
  When this chapter begins the Cerberus has 
  already been invaded, captured, or is no longer 
  operational. They are outnumbered and what they 
  need most is time to retreat, retrieve the Nuclear 
  Transmutator, and save as many lives as possible.  
  1) The Cerberus is captured
  In this paragraph the enemies invade the ships 
  decks and outnumber the PCs and their allies. See 
  the paragraph The Cerberus is captured.
  2) Retreat!
  In this section the PCs plan to retreat and reach 
  the docking area where they can flee with the 
  Sawshark and the Beetle. The enemy outnumbers 
  
  8
  them and take advantage of their fast healing 
  ability to implement hit and run tactics to deplete 
  the PCs strength and resources. To give the crew 
  an advantage he eventually sacrifices his life to 
  stop an assault that gives the PCs more time to 
  run away. The PCs have to save as many crew 
  members as possible, including their families. See 
  paragraph Retreat!.
  CHAPTER 4
  In this chapter the PCs and the survivors manage 
  to take possession of the Sawshark and/or  the 
  Beetle, turn the engine on, and leave behind the 
  wrecked Cerberus.
  1) Warp!
  After leaving the docking area the PCs immediately 
  turn the warp engine on and run. They have to leave 
  Captain Tibb behind but at least men, women, and 
  children are still alive. See paragraph Warp!.
  2) Chased
  Some enemy ships manage to track and chase the 
  PCs and when they leave the warp, the 
  enemies’ ships do the same. A second space 
  battle occurs but it’s an easy win for the PCs. See 
  paragraph Chased.
  NPCs FROM THE PREVIOUS 
  EPISODES
  In this episode some NPCs from previous episodes 
  appear as part of the crew. If you played the 
  previous episodes they have probably gained levels 
  or it is possible they died in action. When these 
  NPCs appear you can use the datasheet contained 
  in the APPENDIX or you can use your own updated 
  datasheet. However, if the appearing NPC is dead 
  you should change him or her for another who is 
  appropriate for that role. For example, this episode 
  assumes that Tzaru the Contemplative survived 
  from Descent Ep.2 and is the Engineer Officer on 
  the Cerberus. If during your game sessions Tzaru 
  died (or something else happened to him), as a 
  Game Master feel free to have him substituted by 
  another NPC or a PC.
  The following NPCs from previous episodes appear 
  in First Strike Ep.3:
  Tzaru the Contemplative, Engineer Officer.
  Karsk, Senior Engineer.
  Numa, Engineer
  Sah’Ah Mal, Engineer
  Yuri Wassily, War Medic.
  The duergar survivors
  THE SUBROUTINE GOAL
  In this adventure the Subroutine pursues three 
  key goals.
  First, seize the Cerberus and recycle its components 
  to assemble more war drones, enhance the 
  Hobgoblin battleship, and repair the damaged or 
  destroyed war drones.
  Second, convert any living being on board into 
  cyborgs to increase the supply of sentient beings 
  and extract more knowledge from their mind. 
  Until now the Hobgoblin minds have not provided 
  vital intelligence about the Federation.  However, 
  the crew of the Cerberus, including Captain Tibb, 
  can provide much more intelligence than any 
  Hobgoblin or database. For the above reasons the 
  Subroutine attempts to incapacitate and capture 
  as many living beings as possible, relying on 
  termination in only dire cases.
  Third, the Subroutine needs at least the Beetle or 
  the Sawshark to be intact so that it can load and 
  
  9
  deploy as many war drones as possible into the 
  Federation space and then spread its viral code 
  inside as many ships as possible. During the space 
  battle, the PCs notice that the war drones are not 
  targeting the Sawshark and the Freighter, leaving 
  the vessels intact until the last moment, when the 
  PCs and the survivors are about to enter warp 
  speed.
  SUBROUTINE’S FORCES
  In order to accomplish its goals, the subroutine 
  relies on the following forces:
  -The Hobgoblin’s battleship: the vessel has been 
  scrapped and its power core and engines repaired 
  in order to move against the Cerberus. It can’t 
  open fi re on its own, but it will launch assault pods 
  to board the Cerberus or eventually ram the hull if 
  this last option is safer.
  -Automated fi ghters: the subroutine repaired 
  and armed two fi ghters that were on board of the 
  battleship. The fi ghters have no pilot and rely on 
  AI only.
  -50 war drones: these war drones have been 
  assembled from scratch thanks to the facilities 
  found inside the battleship.  Like the automated-
  fi ghters, they have no pilot.
  -50 Hobgoblin cyborgs: the subroutine has found a 
  way to implant electronic and mechanical devices 
  to restore seriously wounded life beings. Most of 
  the Hobgoblin crew was dead or wounded by the 
  Coil Cannon hits as described in From Beyond - 
  Descent. The Hobgoblin battleship hosted 70 crew 
  members, only 50 of them were converted into 
  cyborgs. The cyborgs neither respond to subroutine 
  remote control nor possess will power, but retain 
  their memories and skills. The subroutine is 
  capable of converting almost any humanoid life 
  form into a mindless cyborg. See NEW GRAFT for 
  more details.
  THE HIVE VESSEL
  The ship that appears on the radar in Chapter 1 is 
  a reconnaissance vessel sent by the Hive to check 
  the situation.  This represents the fi rst contact 
  with this unknown alien race. Besides employing 
  their psionic weapon against the crew, the vessel 
  doesn’t have any other goal. They are there to 
  soften the ground for the incoming war drones 
  attack and to make sure that this phase of their 
  mission is a success. After launching the psionic 
  attack, the hive vessel puts distance between them 
  and the Cerberus and disappear at FTL speed.
  THE PCs GOAL
  The PCs goals may be many, and they may change 
  during the adventure. At the beginning they are 
  just planning to withdraw from the solar system. 
  Once the war drones attack commences they 
  may want to counterattack. Then, once the space 
  battle turns into the favor of the attacking forces, 
  their goal is to stay alive, withdraw to the dock, 
  
  10
  and abandon the Cerberus. The overall goal is 
  however, to gain time to prepare the retreat, saving 
  as many civilians as possible before heading into 
  Dominion’s territories.
  COUNTDOWN FOR THE DRONE 
  ATTACK
  When the adventure begins the PCs are already on 
  board on the Cerberus. The PCs have eight days 
  left before this event occurs. See the Timeline in 
  the Appendix for more details.
  COUNTDOWN FOR THE FREIGHTER 
  ARRIVAL
  The Freighter arrives the same day the war drones 
  attack. Have the Freighter arrive some hours 
  before the attack but make it happen on the same 
  day. This time lap is useful to give the PCs time 
  to make plans, make vital decisions, and maybe 
  move the Nuclear Transmutator. See the Timeline 
  in for more details.
  THE NUCLEAR TRANSMUTATOR
  When the PCs found the artifact on planet 
  DLB01.04 they had not had the chance to study 
  its powers.  They were not able to do that on the 
  Sawshark either, due to lack of proper scientific 
  equipment. They deduced some properties like 
  the ability to transmutate raw matter at atomic 
  level and relied on some intelligence provided 
  by the surviving Duergar. They also discovered 
  that the Nuclear Transmutator reacted to energy 
  input while analyzing its properties. Once they 
  reach the Cerberus they have the time and the 
  proper equipment to uncover the artifact secrets. 
  The essence of the artifact is that it can change 
  the atomic structure of matter. It requires and 
  at the same time provides, massive amounts of 
  energy. However, the more energy that is given 
  to the Nuclear Transmutator the more unstable it 
  becomes and the more unpredictable the outcome 
  is. As a general rule the artifact responds to energy 
  input and produces energy output plus some 
  other effects, these effects are not predictable 
  but, if the energy input is not too high the effects 
  can be controlled. It is yet unknown how the 
  artifact could react if stimulated by other exotic 
  energies. In Chapter 1 the PCs have the chance to 
  experiment and discover some, but not all, of the 
  possible outcomes and learn how to control them 
  for their benefit. The Game Master can change 
  these outcomes to fit his or her game mastering 
  style or campaign goal.
  THE CYBORG HOBGOBLIN
  In this adventure the Cyborg new graft is presented. 
  A cyborg is a complex electronic and mechanical 
  set of implants that is applied to a humanoid life 
  form. The host must have died within a few hours in 
  order for the graft to be applied. Physical attributes 
  are enhanced but mental ones are canceled, thus 
  turning the host into a semi-sentient being that 
  act by following instructions from a central AI, in 
  this case the subroutine. See New Graft for more 
  details.
  CYBORG COLLECTIVE ICS
  The Cyborg graft consists of a collective AI 
  programmed by the subroutine to manage and 
  control recycled life forms of the humanoid type 
  and as a whole the collective mind can be treated 
  as an ICS as described in the Starfinder Core 
  
  11
  Rulebook.
  Computer Tier: 3 (+1 every 5 cyborgs for Root 
  Access; see below)
  User Interface: sub cranial micro-console for 
  direct access or communications unit for remote 
  access.
  It is possible to access any cyborg by direct or 
  remote access with a DC 29 Computer check to 
  hack (see below Access paragraph).
  Size: cyborgs employ subroutine computing power 
  and extreme miniaturization thanks to technology 
  advancement possessed by the Hive, the race that 
  programmed the subroutine.  The size of an ICS 
  does not respect the normal rules described in the 
  Starfinder Core Rulebook. A cyborg individual ICS 
  fits easily inside a humanoid body.
  Note for the game Master: A tier III computer 
  would not normally fit into a human sized head. 
  However, as described in “Distress Call” episode 1, 
  the Hive has accomplished amazing technological 
  advancements in the field of artificial intelligence. 
  The subroutine is actually a quantum software 
  enhanced by means of psionic powers.
  Access: once access is achieved it is possible to 
  take harmful actions against the cyborg that has 
  been hacked. See the below list of possible actions 
  a PC may take.
  Shut down – the cyborg stop to operate for 1 round 
  plus int modifier.
  Attack – the cyborg can be forced to attack the 
  closest being.
  Move – the cyborg can be forced to move at its top 
  speed in a straight line.
  Data overcharge – the cyborg can be forced to 
  overcharge the flux of data between all cyborgs. 
  This reduces the DC to hack any cyborg by one 
  point for one hour. The effects of this action stack 
  if made on a different cyborg.
  Root Access: In order to obtain Root Access 
  a DC 69 computer check must be successfully 
  rolled. Reduce the DC by 4 for every five cyborgs 
  terminated. Root Access means the hacker obtains 
  access to the collective main frame that control all 
  the cyborgs. The actions shut down, attack, move, 
  and data overcharge affect all of the cyborgs at 
  once instead of a single cyborg.
  A SPY ON BOARD
  Sah’Ah Mal works as a spy on behalf of the 
  Dominion and is employing a low frequency 
  transmitter hidden in her room under her bed 
  to send intelligence to a satellite located outside 
  the solar system around 3 light-days distant 
  from the Cerberus. During this episode, Sah’Ah 
  Mal  will play her role of introverted person that 
  doesn’t like to get involved too much in social 
  activity, this is for the purpose of having enough 
  time to gather intelligence, take notes of the main 
  events occurring on board, and transmitting the 
  information to the spy satellite. However, once 
  Captain Tibb orders that he wants the Nuclear 
  Transmutator to be studied and analyzed Sah’Ah 
  Mal will make a step forward insisting she is the 
  one suitable for the task. If none of the PCs decide 
  to study the artifact then Captain Tibb assigns 
  Sah’Ah Mal to the task.  If some of the PCs ask 
  explicitly to be in, then Sah’Ah Mal insists to join. 
  In the last case the role-play decides what the 
  outcome will be. It is possible that Sah’Ah Mal is 
  accepted in the research team or not.
  If Sah’Ah Mal is alone while studying the artifact, 
  she jeopardizes the outcome of the research by 
  
  12
  omitting key discoveries while making public lesser 
  details in order not to rise suspicion. If Sah’Ah Mal 
  joins the research team she eventually tries to slow 
  down the studies.  This implies a penalty on the 
  skill check performed by the PCs with an extremely 
  slight chance that the PCs notice what is going on.
  THE MAROONED ONE 
  (former Sawshark Captain Thomas Fraser)
  When the PCs, during the fi rst episode “Distress 
  Call”, went to save the Sawshark crew they didn’t 
  fi nd any survivors. The subroutine terminated 
  anyone on board and spaced their bodies. Since 
  then, all Sawshark crew members were declared 
  offi  cially dead and the event recorded in the logbook. 
  Indeed, this is how the events occurred. However, 
  the situation is, under certain points of view, 
  slightly diff erent. The Captain of the Sawshark, or 
  what is left of him, was Thomas Fraser. His body 
  kept fl oating in space until the life support of his 
  space suit ceased to function. Death was the natural 
  consequence given the circumstances, and his 
  return as an undead creature, also. When he woke 
  up he realized immediately he was something else, 
  he was changed, and he didn’t forget he was left 
  out there to die slowly either. His newly undead 
  form pushed him to pursue a single and important 
  goal; come back to the Cerberus and take revenge.
  Captain Thomas Fraser managed to reach the 
  Cerberus´ coordinates by employing the engine of 
  a drone abandoned after the Sawshark incident. 
  It took days to reach the Cerberus, but time 
  and vacuum of space were no longer a problem. 
  Fraser reached the Cerberus a few days before 
  the exploration team returned from the planet 
  DLB01.04 and stayed hidden in outer space close 
  to the station hull, studying the situation and 
  waiting for the proper moment and conditions 
  before taking action.
  GOAL: murder all the crew on the Cerberus.
  REASON: take revenge on those who didn’t save 
  him and left him to die in space.
  STRATEGY: Thomas Fraser is very familiar 
  with the Cerberus systems and knows how to 
  manipulate and hack the peripheral consoles to 
  hide his presence. He fi rst murders a couple of crew 
  members by simulating system malfunctions, well 
  aware that the suspicions will lead to address as 
  a responsible the subroutine, thus further feeding 
  the paranoia that the station could be infected. 
  Below you fi nd some possible actions Fraser can 
  take to sabotage the Cerberus. Feel free to employ 
  
  13
  different events according to your session goal or 
  game mastering style.
  Incident #1 – Storage Area room #6
  Thomas Fraser lures a soldier (lesser NPCs) 
  inside the storage area. He accomplishes this by 
  calling the victim on the radio transmitter, asking 
  for a routine task. Once the soldier reaches the 
  location, the trap is triggered. Fraser opens the 
  airlock, spacing the unlucky victim. At this point 
  the command room immediately detects that the 
  airlock was opened without authorization and that 
  one soldier is floating in space.
  Incident #2 – Housing Deck room #6 
  (swimming pool)
  At night, Fraser sabotages the swimming pool by 
  hiding an electric cable in the water. The day after 
  some civilians are found death due to high voltage 
  electrocution. An inspection of the swimming pool 
  requires a DC 20 perception check to discover the 
  planned sabotage.
  Incident #3 – Life Support
  This act of sabotage is probably the last step of 
  Fraser’s plan to murder the whole crew.
  The first step is to leave the emergency beacon 
  that was installed on his space suite, outside the 
  station to “announce” his presence. Until now the 
  beacon was shut down so no one on board was 
  aware of his presence. As a second step, he seals 
  himself inside the life support deck and shuts 
  down all life support subsystems; air, water and 
  artificial gravity. In order to prevent anyone from 
  entering the life support deck he hacks the doors 
  by rolling a computer check.  Keep in mind that 
  Fraser, now being a Marooned one, has a +21 
  bonus to its computer check rolls. If the PCs want 
  to hack the doors they have to beat Fraser’s hack 
  roll. The third and final step is to openly manifest 
  his presence on board. At this point he accesses 
  the communications system and openly declares 
  he is back and that everything will soon be over. 
  Fraser will mock the whole station, calling them 
  stupid and fools for leaving him to die in the 
  coldness of space.  Soon after, he unmasks Sah’Ah 
  Mal, revealing her as a spy who is working for the 
  Dominion.
  COUNTERMEASURES: it is possible to prevent 
  Fraser from wreaking havoc inside the Cerberus.  
  In order to accomplish this, two options exist:
  Option #1 – Catching Thomas Fraser during 
  the night
  Fraser always operates during nighttime.  This 
  means there is a chance that someone crosses his 
  path while he’s sabotaging a system, especially 
  when he is sabotaging the swimming pool. Keep 
  in mind that Fraser is very stealthy and has +21 
  on his stealth checks, making him very difficult to 
  detect.
  However, there is a chance to catch him and if this 
  event occurs the outcome can only be a fight. If 
  Fraser wins the fight he tries to cover his tracks 
  and go on with his plan.
  Option #2 – Negotiating with Fraser
  Despite his nature, Fraser preserves some 
  memories of his past life; they are there but 
  buried under is ongoing madness and rage against 
  everyone who is still alive. However, his wife and 
  son are still people he thinks about and are the only 
  things that are keeping his human nature alive. In 
  episode 1 of this adventure path, the PCs found a 
  photo of Fraser’s family. This object represents the 
  only hook that can open the mind of the captain 
  therefore granting a chance to negotiate with him.
  
  14
  If the portrait is shown to Fraser he will become 
  silent, almost catatonic, for few minutes, while the 
  memories of his past life violently emerge. At this 
  point the PCs can attempt to negotiate with him.
  If words are well chosen and the conversation is 
  lead by the finest psychologist, you can give the PCs 
  the chance to roll a DC 15 diplomacy check. If the 
  roll is successful then Fraser asks to be given the 
  portrait, once this happen he ceases every hostile 
  action and spends all his time grasping the photo 
  and watching his family, doing nothing other than 
  that.
  If the PCs are smart they could go even further. It’s 
  a fact that Fraser seeks revenge in some way but the 
  PCs can try to explain to Fraser how he died and 
  who killed him. The PCs can tell Fraser that they 
  tried to rescue him and they really tried everything 
  to save his life, but it was too late. They can tell 
  him that something unknown murdered him and 
  his crew and nearly destroyed the whole station. If 
  the conversation is plausible and well played give 
  the PCs a chance to roll a second DC 15 diplomacy 
  check. If successful, then Thomas Fraser finally 
  becomes aware of what has happened and will pick 
  a side and probably turn into a temporary ally.
  Note for the Game Master: the incident should 
  occur in Chapter 1 – Incident on the Cerberus. If 
  you want to go beyond this adventure, you can have 
  Thomas Fraser survive the whole affair, leave the 
  Cerberus, and turn him into an undead wandering 
  pirate. In the campaign setting that will follow 
  this adventure path, Thomas Fraser is present and 
  leads the dreaded Ghost Fleet.
  TIMELINE
  See the table below for the the day by day occurring 
  events.
  CERBERUS STATION
  A description of the Cerberus Station, including 
  the decks and the rooms.
   
  GENERAL DESCRIPTION
  The Cerberus is divided into decks and areas.  Each 
  one is composed by one or more rooms depending 
  on their purpose. Each room contains elements, 
  with some elements being specific for that room 
  while others are present in any room. If the 
  element is specific to a room then it is described 
  in the room description, otherwise it is reported 
  below in this paragraph.
  Every deck or area is usually occupied by skilled 
  personnel able to run the technological equipment.  
  In the room description you find which of the NPCs 
  can usually be found inside.
  Below come two elements that are to be considered 
  common subsystems that are active on all decks. 
  They have a tactical value once the Cerberus is 
  boarded and the PCs may decide to use them to 
  their advantage.
  Crew worksheet
  All crew members, except the civilians, work from 
  7.00 AM to 20.00 PM standard time. During this 
  time they are supposed to be occupying their 
  assigned station, outside of this time they are 
  employing their downtime on other activities, 
  unless an emergency occurs.
  Automated fire extinguishers
  This module is installed in every room of the 
  station. The automated fire extinguisher sprays a 
  foamy compound which completely fills the room 
  in one round and quench every fire. The foam 
  
  15
  DAY
  CHAPTER
  TIELINE
  EVENTS
  1
  2
  3
  4
  5
  6
  7
  8
  8
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  8
  8+
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  Chapter 1
  Installing the Nuclear Transmutator
  Analyzing the Nuclear Transmutator
  Analyzing the Nuclear Transmutator
  Analyzing the Nuclear Transmutator
  Analyzing the Nuclear Transmutator
  Analyzing the Nuclear Transmutator
  Repairing the Cerberus Systems
  Improving the Cerberus Systems
  Incident on the Cerberus
  Unidentified flying ship
  Cleaning the Decks
  Freighter Arrival
  First Strike
  Retreat!
  Warp!
  Chased
  The Cerberus is boarded
  The Cerberus is captured
  Enemy vessel approaching
  Chapter 1
  Chapter 1
  Chapter 1
  Chapter 1
  Chapter 1
  Chapter 1
  Chapter 1
  Chapter 1
  Chapter 2
  Chapter 2
  Chapter 3
  Chapter 3
  Chapter 4
  Chapter 4
  
  16
  HOUSING DECK
  STORAGE AREA
  ARMAENTS DECK
  ENGINEERING DECK
  POER CORE DECK
  LIFE SUPPORT DECK
  DOCKING AREA
  SENSORS AND RADAR
  THRUSTER
  TORPEDO LAUNCHER
  COMAND ROO
  CERBERUS STATION
  LENGHT 84m
  IDTH 78m
  POER CORE: 560 PCU
  PULSE ORANGE
  ONLINE
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  PULSE BRON
  ICRON LIGHT a
  ICRON LIGHT b
  ICRON LIGHT c
  ICRON LIGHT d
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  LENGHT 84m
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  PULSE BRON
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  HOOD
  VENTILATION DUCTS
  ELEVATOR TUBE
  
  17
  
  18
  possesses electric absorption properties capable 
  of neutralizing short circuits. Any electrical device 
  that comes into contact with the foam has a 50% 
  chance to stop working for that round. The foam 
  is very slippery and walking on it requires a DC 15 
  acrobatics check, if the check fails you suff er the 
  prone condition. The foam loses its eff ectiveness 
  after 1d4+1 rounds it comes into contact with 
  breathable air (typically oxygen/nitrogen/carbon 
  dioxide atmosphere). If the foam is exposed to the 
  space vacuum, thus to an extremely cold and airless 
  environment, it freezes immediately and solidifi es 
  in 1 round. It is possible to move 1d4 squares per 
  round across the foam once it solidifi es. After 
  being triggered, the automated fi re extinguisher is 
  exhausted and can´t be used again for 24 hours.
  Ventilation Ducts
  almost every deck and every room is served by 
  a ventilation duct, this has to be considered as 
  an alternate access point that could prove to be 
  useful for tactical movement once the Cerberus 
  is boarded. Each duct allows the passage of one 
  medium sized humanoid provided he moves 
  prone.
  COMMAND ROOM
  CREW 5 (Captain Victor Tibb, Engineer 
  Oﬃ  cer Tzaru, Gunner Hans Thissen, Pilot
  Tassel Borf, Science Oﬃ  cer Ivan Yukov)
  The Command Room is the brain of the 
  whole station and all systems can be remotely 
  controlled from this post. Under normal 
  circumstances Mr. Yukov, the science offi  cer, is 
  ELEVATOR
  CAPTAIN SEAT
  ARMAENT CONTROL
  SHIELD CONTROL
  RADAR CONTROL
  HELM CONSOLE
  COMAND 
  ROO
  
  19
  in charge and is always monitoring the outer space 
  for possible threats. The remaining offi  cers can 
  be found in their quarters or spending their time 
  on other activities. When the situation becomes 
  critical, the fi ve main offi  cers take their respective 
  places in the Command Room.
  The offi  cers occupy their seats as follow:
  Captain Seat: Captain, Victor Tibb
  Shields Control: Engineer Offi  cer, Tzaru
  Armament control: Gunner Offi  cer, Hans 
  Thissen
  Helm Console: Pilot Offi  cer, Tassel Borf
  Sensor Control: Science Offi  cer, Ivan Yukov
  Persistent Particle Beam. Each weapon can be 
  remotely controlled from the Command Room, 
  but a junior engineer takes the seat during hostile 
  events to intervene in case of emergency. Each 
  weapon is isolated from the rest of the deck by 
  a reinforced wall to isolate the weapon from the 
  rest of the deck when it is exposed to vacuum. 
  A senior engineer is present to supervise the 
  junior engineers and to control the power core 
  performance. The senior engineer is an expert in 
  his fi eld and the junior engineers are just soldiers 
  with skill points in the engineering skill.
  Pulse Brown Power Core: Senior Engineer, 
  Karsk
  Coil Guns: Junior Engineer (see Appendix, 
  NPC)
  Persistent Particle Beam: Junior Engineer 
  (see Appendix, NPC)
  Special access points: access inside the 
  armaments deck room is possible by passing 
  through the doors which open when the coil 
  guns and particle beam have to be fi red.
  SENIOR ENGINEER ACTION
  Karsk is in charge of the power core on this deck. 
  He knows every gear of this engine, is aware of 
  its limits, and knows how to go beyond them. 
  When ordered by Captain Tibb, he can perform 
  the following actions.
  Overcharge
  Karsk is able to overcharge the power core 
  to increase the energy output and empower 
  the persistent particle beam. Roll an DC 15 
  engineering check, if successful for every 5 points 
  below 15 you can add 1d4 damage points to the 
  damage infl icted by the persistent particle beam. 
  ARMAMENTS DECK
  CREW 6 (Senior Engineer Karsk, 5 Junior 
  Engineer)
  The armaments deck hosts four Coil Guns and one 
  
  20
  There is however a 10% chance that the beam, 
  after fi ring, will overheat and won’t be able to fi re 
  for the next round.
  If you roll 1: the persistent particle beam turns 
  off  and has to be reactivated, this action requires 
  a full  action and a successful DC 25 engineering 
  check.
  HOUSING DECK
  CREW variable (usually civilians or personnel 
  during break or rest)
  Captain, offi  cers, engineers, and civilians spend 
  most of their free time on this deck, enjoying the 
  holograms room, the swimming pool or practicing 
  jogging. The civilians, who are all family members 
  of some of the crew members must spend their 
  time here and are usually not allowed to leave the 
  housing deck.
   1. OUTER CORRIDOR
  This corridor off ers an open view to outer space 
  through portholes from where it is possible to 
  admire the majestic brown dwarf star at the center 
  of the star system. The crystal that the windows 
  are composed of have special refl ecting properties 
  which allow the viewers to not be blinded by the 
  light of the star. This corridor is often employed 
  by people to practice jogging, even if it should be 
  against the rules, Captain Tibb has always closed 
  an eye about this practice.
  2. QUARTERS
  Quarters are where the personnel and the civilians 
  sleep, rest, or just spend some time in privacy. 
  COIL GUN 1
  COIL GUN 2
  COIL GUN 3
  COIL GUN 4
  PERSISTENT PARTICLE BEA
  PULSE BRON POER CORE
  ELEVATOR
  ARMAENTS
                DECK
  
  21
  1
  1
  1
  1
  C
  C
  C
  C
  2B
  2A
  2A
  2A
  2A
  2G
  2F
  2E
  2D
  2A
  2C
  ELEVATOR
  2H
  2I
  2L
  2
  3
  4
  2N
  2O
  2O
  2O
  2Q
  5
  6
  7
  7
  7
  7
  7
  7
  8
  9
  HOUSING 
  DECK
  
  22
  Crew members and civilians are located in diff erent 
  sections of the deck. A quarter usually contains the 
  personal eff ects of each occupant plus other details 
  if it is relevant to the current or future adventures.
  2A. Junior Engineer’s Quarters
  These fi ve quarters belong to the four dwarf 
  engineers under command of Karsk. The junior 
  engineers can be found in their quarters during 
  night time. During the day they can usually be 
  found at the mess hall or walking in the outer 
  corridor.
  2B. Karsk’s Quarter
  This is the quarter of Senior Engineer Karsk, he 
  usually sleeps here but sometimes but also spends 
  time to rest or to study technical issues, leaving his 
  four junior engineers to carry out routine tasks at 
  the armaments deck. Karsk categorically asked to 
  be assigned to a private quarter because he didn’t 
  want to share his space with anyone else, especially 
  Numa the Verthani who always makes jokes that 
  the dwarf does not appreciate at all.
  2C. Captain Victor Tibb’s Quarter
  Captain Tibb spends around fi ve hours a day 
  in his room, exactly the time required for him 
  to sleep before going back to work. Recently he 
  spends even less time there because he has been 
  busy overseeing the repairs on the station. The 
  room contains his bed, a console and a bookshelf 
  fi lled with tablets, portable data storage and other 
  personal stuff .
  2D. Numa, Sah’Ha Mal and Tzaru’s Quarter
  The three engineers share the same room and 
  were the same Tzaru who proposed the deal. Tzaru 
  is a contemplative who loves communicating with 
  other beings and the fact that he’s telepathic clearly 
  plays in his favor. Numa and Sah’Ah Mal simply 
  agreed, with the exception of Karsk who preferred 
  to keep the distance between him, the invasive, 
  contemplative, and the pesky Numa. The three 
  friends can be found here before nighttime when 
  they plan to spend some time at the holographic 
  room before going to sleep. However, most of the 
  time Sah’Ah Mal politely declines the invitation 
  and leaves Tzaru and Numa together while she 
  spends her time immersed in her studies.
  Hidden stuff : Sah’Ah Mal carefully hid a couple 
  of devices under a mobile tile placed under her 
  bed. If the PCs actively search under the bed, may 
  be because they have suspicions about Sah’Ah Mal, 
  then secretly roll a DC 25 perception check to notice 
  and fi nd the mobile tile. Under the tile they fi nd a 
  couple of weird electronic devices; a low frequency 
  radio transmitter and a frequency attenuator. The 
  radio transmitter allows to send limited amounts 
  of data to a maximum distance of 3 light-days, 
  while the attenuator disguises the radio signals 
  making them appear as natural space noises. The 
  provenience of both devices is unknown at fi rst 
  glance, unless the PCs successfully roll a DC 30 
  culture check which reveal that both devices are 
  manufactured by the Dominion and such kinds of 
  devices can’t usually be found in the free market. It 
  is eventually possible to hack the radio transmitter 
  
  23
  in order to access some of its contents by rolling 
  a successful DC 30 computer check. If the check 
  fails by 5 or more, all the data stored inside the 
  transmitter are deleted and can’t be recovered. 
  If the check is successful it is possible to read all 
  previous messages stored inside. See below for the 
  transmitter content.
  These transmissions and its contents represent 
  the evidence that Sah’Ah Mal is a spy on behalf of 
  the Dominion.
  2E. Hans Thissen’s Quarter
  This is the gunner officer’s quarter and he spends 
  his free time in his room. His main downtime 
  activities are reading and sometimes having fun 
  in the holographic room. There is a 50% chance 
  to find him here, if not he can be found in the 
  holographic room.
  2F. Tassel Borf’s Quarter
  LOW FREQUENCY RADIO TRANSMITTER CONTENT (for player only)
  4D 5A 50 02 0F FF: lo#t co###ct ###h s#w#h##k vessel. 
  r#s### t#a# s#n#
  BA 00 0F 20 72 6F: rescue team came b###.  s##s#### c##w 
  d#a#. u#known re##o#  
  3E 9C 31 E3 9B F2: s#####e cr###ed in#o ##w#r c##e. h##v# 
  dam#ge
  ED E8 FF F4 80 95: l#f# su####t f##l#r#. p###se e#tr### me
  5A 23 F9 38 60 7E: Error. String corrupted.
  EE 57 87 F3 F7 3A: Error. String corrupted.
  E2 C6 92 A1 CF F4: Error. String corrupted. 
  80 95 5A 23 F9 38: Error. String corrupted. 
  60 7E EE 57 87 F3: ca#e bac# f### p##net u##nown a###fa#t 
  r####eved
  F7 3A E2 C6 92 A1: c####in wan## a###fa#t to be ana###ed
  LOW FREQUENCY RADIO TRANSMITTER CONTENT (for GM only)
  4D 5A 50 02 0F FF: lost contact with sawshark rescue team sent
  BA 00 0F 20 72 6F: rescue team came back sawshark crew dead 
  unknown reason
  3E 9C 31 E3 9B F2: shuttle crushed into power core heavy damage
  ED E8 FF F4 80 95: life support failure please extract me
  5A 23 F9 38 60 7E: Error. String corrupted.
  EE 57 87 F3 F7 3A: Error. String corrupted.
  E2 C6 92 A1 CF F4: Error. String corrupted. 
  80 95 5A 23 F9 38: Error. String corrupted. 
  60 7E EE 57 87 F3: came back from planet unknown artifact 
  retrieved
  F7 3A E2 C6 92 A1: captain wants artifact to be analyzed
  
  24
  The pilot has had a lot of free time since the 
  Cerberus arrival and his presence in the command 
  room is required only when the station has to 
  be maneuvered or moved to other coordinates. 
  With all this free time at his disposal, as the good 
  halfl ing he is, he has not lost time gossiping with 
  almost everyone on board actually becoming a true 
  living newspaper. If approached properly he´s an 
  interesting source of information about many key 
  fi gures on board, especially if he’s invited to drink 
  a good bottle of scotch. However, he gets bored 
  pretty quickly, so he is not willing to share news 
  with the same person, or the same group of people, 
  in the same day.
  If the PCs talk to Tassel with the purpose of 
  gathering information, roll a diplomacy check 
  and a D10 then consult the table below to know 
  what gossip they uncover. Keep in mind that the 
  result of the D20 determines the kind of gossip, 
  but if the diplomacy check is not high enough then 
  Tassel will be very elusive about the information 
  he knows.
  2G. Ivan Yukov Quarter
  The science offi  cer spends his free time sleeping 
  in his room. When not in his room Yukov can be 
  found at his station in the command room. Yukov 
  is indeed very busy, more than anything else on 
  board because he’s responsible for the radar, the 
  sensors and the communication system. Like 
  Captain Tibb he sleeps no more than fi ve hours 
  per night.
  2H. Common W.C.
  Nothing more than common W.C for all the crew.
  2I. Common Showers
  Nothing more than common showers for all the 
  crew.
  2L. Guards Barrack
  Here the six guards sleep and spend some of their 
  free time. The ordinary duty of a guard is to be 
  present at the docking area when a vessel docks 
  or when a vessel has to be boarded. If they are 
  not carrying out specifi c order they may be just 
  wondering around the station or exchanging the 
  last gossip  heard from the mouth of Tassel Borf.
  2M. Storage Area
  Gears, arms, ammo and armors belonging to 
  the guards are placed here, together with some 
  additional gears for emergency case.
  Gear: frag grenade I x10, frag grenade II x5, frag 
  grenade III x2.
  2N. Corporal Yuri Wassily
  Better known as the Doc, Yuri is a close friend of 
  Captain Tibb. He spends his time at the medical 
  bay carrying out routine medical check on the 
  crew following an established schedule. Every 
  day he examines two or three crew members and 
  then goes back to his medical research at the green 
  house. He sleeps here during night time, but it’s 
  not uncommon to fi nd him sleeping in the green 
  house.
  2O. Guest room
  Cerberus station doesn’t host many guests, except 
  
  25
  D10
  DC
  Tassel Gossips
  Information gathered
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  You know the six guards that are supposed to be in charge of the security? Of course you 
  know them. They are quite lazy and they attend their duties as I attend mine!
  Wow guys! Those dwarfs you brought on board are very weird! I mean, did you look at 
  them when they go around the station? It’s like watching a bunch of stupid cavemen 
  discovering fire for the first time. I’m not sure, but I think they are trying to learn our 
  alphabet.
  10
  12
  15
  15
  16
  17
  17
  18
  20
  n/a
  Do you want to know something weird? Of course you do, who doesn’t! Well, it happened 
  when we were about to die, a few days before you saved our asses by coming back all in 
  one piece from that shitty planet. I had to comply my duties as a pilot, every day, and I saw 
  for a moment a really small signature on the radar. A very small one, and then POOF. 
  Nothing. Not a rock for sure.
  I was talking with Numa, down at the engineering deck. She is very nice and very hot. Isn’t 
  she? I love her deep black eyes, but sadly, I’m too short for her. Well, she told me that 
  Sah’Ah Mal wants to be on the research team that will analyze the artifact. Hey, could you 
  put in a good word with her on my behalf?
  Now, don’t think Tassel is a drunkard or something like that. Because I’m not. More than 
  once I’ve heard noises. I mean, during the night. I spend many nights awake because I’m 
  not tired, you know, I really have nothing to do. What kind of noises? Footsteps! Yeah, 
  footsteps in the middle of the night. Then I open my door and no one is there. Funny eh? 
  You know Karsk? The Senior Engineer at the armament deck? He’s quite a freaky guy. 
  Always on his own, zero social relations. I don’t like him. He spends too much time in his 
  quarter.
  Let’s talk about that ryphorian. Her name is Sah’Ah Mal, many call her Sah. What a useless 
  and complicated name! Well, she is whining but in a silent way. Do you understand what I 
  mean? I can see she is unhappy. One day I went to the mess hall to munch something and 
  she was there. As soon as I sat down she got up and left her food on the table. She’s like 
  Karsk, maybe even worse! Always busy in her quarter and always busy when no one is 
  inside with her. Tassel keeps his open! Always!
  I’ve heard Captain Tibb is planning to abort the whole mission in this system. I’m not 100% 
  sure but I heard him talking with Mr Yukov and he seems to agree.
  I know for sure that Captain Tibb is not just the captain of this station, he’s a stakeholder 
  and his presence here is more important than the simple officer role. The more this station 
  gains, the more he gains. The more the station loses, the more he loses.
  Tassel is not very talkative and does not reveal anything interesting.
  
  26
  the crew that arrive every two or three weeks 
  to deliver fresh supplies and pick up some raw 
  materials. During the last months the Freighter 
  “Beetle” and his two crew members have been 
  sleeping here.
  2Q. Detention room
  This is actually the jail. It has never been used 
  since the Cerberus became operational. The 
  detention room can be opened only from outside 
  or by remote control.
  3.MEDICAL BAY
  The medical bay is run by Yuri Wassily. The 
  Doc receives his patients here and has recently 
  been pretty busy, due to the power core incident 
  and some radiation poisoning. Doctor Wassily 
  routinely calls in every crew member one by one, 
  civilians included, to perform a complete medical 
  check, both physical and psychological.
  Medical bay works as described in the Starfi nder 
  Core Rulebook – Chapter 7: Technological 
  Equipment. Besides that, it has other functions. 
  The medical lab can provide advanced surgeries, 
  tissue reconstruction, transplants, augmentation 
  implants and regeneration procedures. A human 
  driven robotic surgeon performs the complex 
  procedures described below.
  Advanced Surgery: this procedure can bring a 
  patient back to life that has suff ered mortal and 
  traumatic injuries, provided the subject has not 
  been dead for more than one hour. Performing this 
  procedure requires 1 hour and a DC 20 medicine 
  check. The patient will have 0 hit points after the 
  operation.
  Tissue 
  Reconstruction: 
  this 
  procedure 
  can restore injuries caused by fi re or acid, by 
  reconstructing the damaged tissue. Performing 
  this procedure requires 1 hour and a DC 20 
  medicine check.
  Transplants: this procedure transplants a vital 
  organ to replace a damaged one. The organ must 
  be grown beforehand and has to be customized for 
  the patient. Growing an organ requires 1d4 hours. 
  Replacing an organ takes 10 minutes and a DC 15 
  medicine skill check.
  Augmentations: this procedure follows the 
  rules detailed in the Starfi nder Core Rulebook – 
  Chapter 7: Augmentations. The medical bay can 
  3D-print any augmentation of tier 2 or lower. 
  Higher tier augmentations have to be assembled 
  at the Laboratory (see Room 8).
  Regeneration: this procedure can restore lost 
  limbs or body parts, except vital organs. The 
  robotic surgeon assists the regeneration procedure 
  and the operation takes 2d4 hours, depending on 
  the complexity.
  Note for Game Master: some of the medical 
  procedures described above make sense if, in 
  your set of home-rules, you employ the option of 
  
  27
  suff ering permanent injuries. If you do not employ 
  such home-rules, just change the outcome of the 
  medical procedure to a fl at hit point recovery.
  3. HOLOGRAPHIC ROOM
  The 
  holographic 
  room 
  off ers 
  many 
  kinds 
  of 
  programs, 
  ranging 
  from 
  entertainment, 
  simulations, training, and rehabilitation work 
  outs. The programs uploaded are many, but anyone 
  skilled enough can create their own holographic 
  scenario. The holographic room allows three 
  levels of reality, sight sense, full senses and contact 
  sense. Sight sense stimulate only the sight. Full 
  sense stimulate all of the fi ve senses. Contact sense 
  stimulates the fi ve sense and includes physical 
  contact by means of a micro-gravity lens, this last 
  level of reality can be set to a level that can actually 
  causes non-lethal damage.  To unlock the safety 
  level  so that the holographic programs can deliver 
  lethal damage, a specifi c permission from one of 
  the offi  cers is required.
  Entertainment: these programs are essentially 
  virtual reality games. The holographic room 
  database has plenty of them and are usually fi rst 
  person games.
  Simulations: these programs allow to run 
  scenarios where the player can bring to life 
  historical battles of almost any period.
  Training: these programs include physical 
  training programs that simulate those of an 
  advanced gym
  Rehabilitation: these programs are for medical 
  purposes and include a complete guided work out 
  to recover functionality of muscles and articulation.
  4. MESS HALL
  The mess hall has 30 seats, more than the present 
  crew-members. A set of food replicators can serve 
  vitamin and protein-based foods. The quality is not 
  great, but the food is nourishing and well balanced. 
  The replicator includes water and nothing else. If 
  the crew ever wants to drink alcohol they can rely 
  on the supplies stored in the Storage Area – Room 
  1, provided the Captain gives permission.
  5. SWIMMING POOL
  This facility is employed to provide some moments 
  of relaxing both for the crew and the civilians 
  hosted on board. The pool contains 3,000 cubic 
  feet of water and 5 feet deep. Six showers and a 
  changing room are placed south of the swimming 
  pool.
  Special actions: the water contained in the 
  pool can be released by opening a breach on the 
  surrounding wall. Given the Hobgoblin cyborg´s 
  weakness to water this could turn to be a useful 
  off ensive tactic to slow them down.
  
  28
  6. CIVILIAN QUARTERS
  Civilian quarters contain the essentials for a host 
  to conduct a comfortable life during a permanence 
  that could last months. The only civilians that are 
  usually admitted on board are the crew’s family 
  members. Civilians are admitted on board for 
  no more than two weeks every two months and 
  those who are on board now are supposed to leave 
  with the next incoming cargo. Civilians have no 
  noteworthy fighting skills but can perform lesser 
  tasks at Game Master discretion. At the moment 
  there are 15 civilians on board.
  Note for the Game Master: as the Game Master 
  you may decide that two of the civilians on board 
  are Thomas Fraser’s family members, specifically 
  his wife and son. Both are of course mourning the 
  death of their beloved husband and father. You 
  could opt for this decision if you need to solve 
  the encounter with the Marooned One (see The 
  Marooned One for more details) in a diplomatic 
  way.
   7. LABORATORY
  The lab works as a science lab or a physical lab 
  thus granting a +2 circumstance bonus to life 
  science and physical science checks. It contains 
  equipment to manufacture drugs, medicine and 
  poison as well as technological equipment to study 
  physical phenomenon.
  The Nuclear Transmutator is guarded here to 
  be studied, thus the access to the laboratory is 
  restricted to authorized personnel only and the 
  access to the lab is possible only by means of an 
  electronic badge.
  Authorized personnel include:
  -The PC with more ranks in physical science, if 
  none of the PCs possess ranks in physical science 
  then Captain Tibb just considers their presence 
  inappropriate in the laboratory.
  -Ivan Yukov, being the Science Officer, is 
  automatically included in the task force that study 
  the artifact. However, he won’t be present too 
  much and will leave the matter to someone else.
  -Sah’Ah Mal, if Captain Tibb included her in the 
  task force. If Sah’Ah Mal is not in the task force she 
  could plan to hack the access to the lab or clone one 
  badge to infiltrate the lab and steal some secrets. 
  Any plausible and alternative options is plausible.
  8. GREEN HOUSE
  The greenhouse contains exotic plant species 
  useful to craft medicines, rare or complex chemical 
  compounds and basic chemical compounds like 
  analgesic, antibiotics, etc. Yuri Wassily is supposed 
  to be in charge of the greenhouse and if he were 
  not always so busy he could dedicate more time 
  to research new formulas. Indeed the station is 
  looking for a researcher willing to take care of the 
  greenhouse, so the vacant position can be taken by 
  a PC. However, Doctor Wassily left some recipes 
  on the computer that can be crafted to obtain the 
  following extracts:
  Extract of Anti-radiation: this extract delays 
  the negative effects of radiation sickness for 24 
  hours and must be injected to work properly.
  Credits required: 1,000; medicine DC 15 to craft; 
  crafting time: 2 hours.
  Extract of Resistance: this extract increases 
  body resistance to extreme environmental effects 
  by granting +4 bonus to fortitude saves against 
  harmful heat and cold effects. The extract must be 
  injected and lasts for 24 hours.
  
  29
  Credits required: 2,000; medicine DC 20 to craft; 
  crafting time: 2 hours;
  Metabolic Enhancer: this extract enhances 
  and speeds up the metabolism, especially the 
  healing processes of organic tissues. The stronger 
  the metabolism is, the stronger the eff ect is. The 
  metabolic enhancer must be ingested to work 
  properly and takes 10 minutes before it grants 
  fast healing equal to the constitution modifi er. 
  The enhancement lasts for 10 minutes and then 
  expires. The extract has a side eff ect. Whoever 
  uses the substance must roll a DC 20 fortitude 
  save, if successful the subject suff ers the exhausted 
  condition, if the roll fails the subject enters a 
  comatose state for the next 24 hours and suff ers 
  the helpless condition.
  Credits required: 3,000; medicine DC 25 to craft; 
  crafting time: 6 hours.
  The greenhouse contains 10,000 credits in 
  equivalent raw materials to craft substances, 
  plant regrowth regenerates 100 credits every 
  day. To craft the substances the PCs may use the 
  greenhouse or the medical bay, both possess the 
  proper equipment to complete the procedures. 
  The required time refers to an automated process 
  that doesn’t require the constant presence of an 
  operator except for preparing the raw materials 
  and the equipment, which shouldn’t take more 
  than 10 minutes.
  Note for the Game Master: the PCs can use 
  the greenhouse to craft other substances other 
  than those described above. Which substances are 
  allowed is at Game Master discretion.
  C.INNER CORRIDORS
  The inner corridors connect the four sections of 
  the housing deck.
  STORAGE AREA
  CREW variable (usually guards)
  Here is where provisions, supplies, spare parts, 
  ammunition and machinery are stocked. A specifi c 
  area is employed as for the cages that contains 
  animals for medical or crafting purposes.
  
  30
  1. SUPPLIES
  This section of the storage area contains food, 
  molecular cartridges for the food replicator, small 
  spare parts, and ammo.
  2. FUEL TANKS
  There are three main fuel tanks, two of them 
  contain deuterium to feed the thruster and the 
  third one contains metallic hydrogen. Metallic 
  hydrogen allows the compression of a huge 
  amount of hydrogen that is then recombined at 
  molecular level to form deuterium. The engine 
  process prepares the deuterium and sends the fuel 
  directly to the thruster (see Thruster).
  Special actions: the fuel tanks section can be 
  released in space as an emergency measure and 
  detonated. This special action can be useful once 
  the war drones of the subroutine are swarming 
  around the station and the battle is turning in 
  their favor. The detonation causes 10d6 damage. 
  Distribute the damage among the attackers at 
  your discretion.
  3. WAREHOUSE
  The warehouse is employed to stock large spare 
  parts and processed raw materials ready to be sent 
  back in the Federation Space.
  4. TORPEDO AUTO-LOADER
  The whole machinery contains 4 tactical nuclear 
  torpedoes ready to be loaded in the torpedo 
  launcher placed at the area below. When the 
  torpedo auto-loader is empty it is possible, even 
  if not easy, to pass through the narrow opening 
  to reach the torpedo launcher. This allows a PC 
  to make a tactical move without resorting to the 
  elevator. If not in combat no skill check is required 
  to pass, during combat it requires a successful 
  DC 20 acrobatics check. Whoever falls inside 
  the torpedo auto-loader mechanism when this is 
  operating suff ers 10d10 damages.
  Special 
  actions: the auto-loader has an 
  emergency battery that allows the whole machinery 
  to work even when the power core is off ; indeed 
  during the second episode “Descent”, Captain Tibb 
  relied on this emergency power to save as much 
  energy as possible. The whole torpedo launching 
  system could technically open fi re even when the 
  Cerberus is short of or without energy at all or 
  when the hull points reach 0, provided the system 
  is not damaged (see Torpedo Launcher paragraph 
  for more details).
  5. ESCAPE POD BAY
  There are 18 escape pods docked at the bay. The 
  pods can be activated independently and the bay 
  can launch up to three pods in one round. Each 
  pod allows a creature to survive up to 7 days.
  6. VEHICLE AND MACHINERIES
  This section of the storage area contains some 
  vehicles to use for the station in case of emergency. 
  
  31
  5
  ELEVATOR
  1
  2
  3
  4
  6
  7
  STORAGE 
  AREA
  
  32
  The airlock is opened when the vehicles have to 
  be moved in and from the station. During episode 
  2 “Descent”, the PCs moved the mining machine 
  from this room to the Sawshark cargo hold.
  Vehicles: Basic Enercycle x2, Exploration Buggy.
  Special actions: vehicles can be remote controlled 
  from any local computer. The PCs may decide to 
  employ the vehicles to ram the Hobgoblin cyborgs 
  once they board the station.
  7. CAGES
  There are four cages in this section, one of them 
  is empty while the remaining three respectively 
  contain:
  Electrovores 
  (4): 
  enclosed 
  together 
  and 
  captured a few weeks ago, they have been studied 
  for their metabolic ability to absorb electricity and 
  then discharge it.
  Crest-eater (1): useful for its venom capable of 
  dissolving metals at molecular level allowing a 
  scientist to create specifi c and balanced alloys.
  Ksarik (1): Ksariks are, due to their plant-like 
  metabolism, a source of medical substances useful 
  to craft fast-healing medicines.
  Note for the Game Master: have the player 
  try to experiment or create innovative gears or 
  equipment, many alien creatures may possess 
  exploitable properties.
  TORPEDO LAUNCHER
  This section hosts the torpedo launching system 
  which is completely automatized. It is connected 
  with room 4, above in the storage area, where the 
  torpedo auto-loader is located.
  Special access points: access to the torpedo 
  launcher is possible by passing through the 
  ventilation duct or the torpedo auto-loader in 
  room 4.
  THRUSTER
  This is the main engine, a H1 Thruster, and can 
  push the whole Cerberus at a speed rate of 1. The 
  thruster receives deuterium from the fuel tanks 
  placed in the above deck through a complex 
  injection system.
  ENGINEERING DECK
  CREW 2 (Engineer Sah’Ah Mal, Engineer Numa)
  The engineering deck hosts the four power cores 
  that feed the aft, port, starboard and forward 
  shields.
  Each power core is dedicated to a single shield. 
  It is however, possible to relocate energy from 
  one shield to another in order to quickly restore 
  lost shield points. The procedure is not 100% 
  effi  cient and provoke some energy losses during 
  the transition. Each engineer can relocate shield 
  
  33
  points from one shield to another and the amount 
  of shield points moved depend on the skill ranks, 
  for each engineering skill ranks 5 shield points are 
  relocated.
  POWER CORE DECK
  CREW 4 (Junior Engineers)
  This power core is the main source of energy for 
  the whole station, serving all the systems on board.
  Four engineers constantly monitor the energy 
  fl uctuations, the power consumption, and are ready 
  to intervene if any anomaly arises. A reinforced 
  steel wall surround and protect the power core.
  LIFE SUPPORT DECK
  CREW variable (usually maintenance personnel 
  when required)
  The life support provides fresh air, fresh water, and 
  recycles both fl uids. The system is supported by a 
  local battery and can work up to 7 days if the main 
  power core ever ceases to function, keeping alive 
  up to 40 man sized people. The tanks contain gases 
  at their pure status, oxygen is highly fl ammable 
  and at certain pressure and temperatures reacts 
  with nitrogen.
  Special actions: the PCs can exploit the gases 
  explosive force to their advantage. An explosion 
  should cause at least 10d6 damage and invest the 
  whole deck.
  DOCKING AREA
  CREW 2 (guards)
  Four airlocks are placed around the hull and 
  each one has its own depressurizing chamber. 
  Each airlock can be remotely controlled from 
  the Command Room, it is eventually possible 
  to manually control each airlock by means of a 
  hydraulic lever place beside the airlock. Each 
  airlock includes safety measures against radiation 
  and biological hazard; the radiation attenuator 
  and the biological sterilizer.
  Radiation 
  Attenuator: this device emits 
  
  34
  frequencies capable of partially neutralizing 
  harmful radioactive effects like gamma-rays, 
  x-rays and ultraviolet-rays. The device allows 
  to roll an extra saving throw against radiation 
  sickness with a +2 circumstance bonus.
  Biological Sterilizer: this device reduces the 
  risk of biological contamination by providing a 
  +2 circumstance bonus on saving throws against 
  disease effects for the next 24 hours. The procedure 
  is usually harmless for humanoid life forms, it is 
  however possible to make it harmful for complex 
  organic tissues by removing safety measures. If 
  safety measures are removed, organic tissues 
  exposed to the device suffer 1d4 damages for every 
  round of exposition.
  Special access points: access to the docking 
  area is possible by passing through the ventilation 
  duct or one of the four airlocks. Placed on the 
  external hull there is an emergency hydraulic lever 
  for each airlock.
  SENSORS AND RADAR
  This room does not usually host any crew and is 
  completely remote controlled from the Command 
  Room. The elevator doesn’t grant direct access to 
  the sensors and radar room, instead it stops to an 
  upper room from where it is possible to access the 
  system by passing through a hatch. The Cerberus 
  mounts an Advanced long-range sensor which 
  permits passive detection up to 40 hexagons and 
  active detection up to 20 hexagons.
  Special actions: the radar can be manipulated 
  to emit a jamming frequency capable of disturbing 
  short range communication all around the station. 
  This function can be activated from the Command 
  Room or by direct activation. The frequency 
  impose a -2 penalty on gunnery check made by the 
  war drones during the space battle, at the same 
  time any remote communication is impossible 
  within 1 hexagon from the station, so the PCs and 
  their allies can’t communicate one another.
  CHAPTER 1 – LIFE ON 
  BOARD
  In this chapter, access to the Cerberus is limited 
  to the Housing Deck, the Power Core Deck and 
  the Docking Area and all civilians are confined to 
  their quarters. The Power Core needs to be turned 
  on again and the life support system has to start 
  recycling fresh air and water as soon as possible. 
  The engineer did his best to repair damages but 
  much more has to be done before the Cerberus 
  can be considered safe again. Soldiers report the 
  presence of electrovores inside the engineering 
  deck, where this creature is sucking residual 
  energy from capacitors. Ivan Yukov, science officer 
  and second in command, reports that three guards 
  are missing, probably death during the crash and 
  the subsequent explosion.
  INSTALLING THE NUCLEAR 
  TRANSMUTATOR (DAY 1)
  Captain Tibb wants the energy to be restored as 
  soon as possible, no matter the cost. As soon as 
  the PCs dock they receive instructions to proceed 
  with the Power Core reactivation by means of the 
  Nuclear Transmutator. The artifact fits inside the 
  elevator and moving the object should not pose a 
  problem due to lack of artificial gravity.
  The main Power Core, a Pulse Orange type, works 
  at specific energy frequencies and it’s synchronized 
  in order to work with specific systems and 
  
  35
  subsystems. The Cerberus station works with more 
  than one power core, so that all energy supply 
  does not depend on a single source, in this way 
  if one power core fails the lack of energy aff ects 
  only a portion of the systems and subsystems. 
  The drawback is that every power core must be 
  tuned and is compatible to its specifi c systems 
  and subsystem, this is a complex, dangerous and 
  energy demanding procedure because every Power 
  Core possesses an energetic matrix that is set the 
  very day the core it is connected to a ship. So, that 
  is what the PCs and their engineer skills have to 
  face while installing the Nuclear Transmutator. 
  The artifact more than enough of its own supply 
  of energy.  The problem will be tuning the energy 
  frequency so that the whole electric grid does not 
  fry or worse.
  Note for the Game Master: explain this detail 
  to your players so that they are aware of what they 
  are about to do, the risks and the consequences 
  of a mistake. The steps described below require 
  the Game Master to secretly roll any skill check 
  and the players should not know what the DC is. 
  The players will know only the outcome of their 
  roll and they’ll have to decide if that outcome is 
  suitable for the task. The players must accomplish 
  the installation within 24 hours, or the crew on the 
  housing deck will start to die.
  STEP 1 – DETECTING THE POWER CORE 
  FREQUENCY (required time: 1d4 hour, DC 
  25 engineering check)
  The PC in charge of this task has to roll a DC 25 
  engineering check. The player won’t know if the 
  check was successful or not, but will know the 
  outcome. Just for the sake of convenience consider 
  the outcome as D20 roll x 25 = X Gigahertz of 
  frequency detected. Communicate this frequency 
  to the player. If the skill check is successful it means 
  that the procedure has been correctly carried out 
  and thus the frequency detected is correct.  If it fails 
  it means that the lectures have been misleading. 
  
  36
  If the player is not confident with the outcome he 
  can decide to re-roll the skill check.  However, he 
  has to spend 1d4 hours on the task.
  STEP 2 – DETECTING THE NUCLEAR 
  TRANSMUTATOR FREQUENCY (required 
  time: 1d4 hours, DC 25 physical science 
  check)
  The PC in charge of this task has to roll a DC 25 
  physical science check. The player won’t know if 
  the check was successful or not, but will know the 
  outcome. Just for the sake of convenience consider 
  the outcome as D20 roll x 25 = X Gigahertz of 
  frequency detected. Communicate this frequency 
  to the player. If the skill check is successful it means 
  that the procedure has been correctly carried out 
  and thus the frequency detected is correct, if it fails 
  it means that the lectures have been misleading. 
  If the player is not confident with the outcome he 
  can decide to re-roll the skill check.  However, he 
  has to spend 1d4 hours on the task.
  STEP 3 – SYNCHRONIZING THE  
  FREQUENCIES (required time: 2 hours)
  Once the players are confident of the skill checks 
  rolled in Step 1 and Step 2, they can attempt to 
  synchronize the Nuclear Transmutator with the 
  Power Core, and the outcome of this task depends 
  on the outcome of step 1 and step 2.
  1) Both skill checks successful
  The Power Core turns on without any issue and 
  the energy is restored on the Cerberus. The life 
  support automatically turns on, and both air and 
  fresh water are restored.
  2) One skill check is successful
  The PCs fail to synchronize the frequencies, so 
  the outcome is a failure. The lack of synchronicity 
  has consequences. A high frequency radio burst 
  infests the station, damaging most of the smaller 
  electrical devices.  This includes powered weapons, 
  arms and armors, augmentations, implants and 
  technological items, all of these gears suffer the 
  broken condition. Computer, vehicles and other 
  larger equipment are screened against this harmful 
  effect and thus work normally. A broken gear can 
  be repaired, see the Starfinder Core Rulebook for 
  more details.
  3) Both skill checks fails
  This is the worse situation that could occur. First, 
  all the harmful effects described in the paragraph 
  above occurs. Second, the high frequency radio 
  burst is even more powerful because the two 
  frequencies are not compatible at all. Extend the 
  broken condition to any vehicle on board. The 
  radio burst affects the secondary electric grid, 
  where the cables are thinner.  This means that 
  many subsystems won´t work properly and lose 
  efficiency. Primary systems, that employ wider 
  cable, resist the harmful effect.
  Note for the Game Master: these damages can 
  be repaired in many ways.  However, it takes time 
  and effort. You could allow the PCs to repair every 
  damaged system. For example, you can state that if 
  every dedicate themselves to repair the elevator it 
  will increase the speed of the elevator by 1 or more 
  squares. Every day on the ICS, restore a +1 bonus. 
  Every day a good technician can repair a single 
  escape pod. Feel free to change the numbers, the 
  outcome and set a proper DC; repairing the ICS 
  should require at least a DC of 20, while repairing 
  the elevator should be much easier. Invite the 
  players to think about alternative or more creative 
  
  37
  solutions.
  XP award: 1,000 only if both checks are successful
  CLEANING THE DECKS (DAY 2)
  After the crush that damaged the main power core, 
  most of the safety subsystems shut down.
  Two main issues worry Captain Tibb.
  The fi rst are the cages located in the Storage 
  Area where some Ksariks employed for medical 
  purposes are now free and making that section of 
  the deck inaccessible.
  The second are the electrovores, which infi ltrated 
  the station after the shields failed due to the 
  electromagnetic waves that invested the decks 
  after the explosion. The creatures are now 
  wandering in the station causing minor damages 
  that are diffi  cult to spot. Some guards were sent 
  to hunt them down, but had to come back soon in 
  order to save energy and air.  
  ELECTROVORES
  These creatures are infesting the Engineering Deck 
  and the Thruster because the guards managed to 
  confi ne them and lock the doors to prevent the 
  creatures from escaping. Captain Tibb considers 
  this an easy task, and it’s the fi rst he wants to deal 
  with.
  Creature: electrovores in the Engineering Deck 
  (6), electrovores in the Thruster (5)
  KSARIKS
  The four cages in room 7 of the Storage Area are 
  open. Each one contained one Ksarik.   However, 
  two of them are now dead due to a ferocious fi ght 
  between the creatures. Captain Tibb asks that both 
  creatures should be captured alive because of their 
  usefulness for medical purposes.
  Creature: Ksarik in the Storage Area (2)
  Xp award: 2,400 only if the PCs manage to 
  capture both the Ksariks alive and put them in 
  their cages.
  NIHILI (optional encounter)
  According to what was reported by the science 
  offi  cer Yukov, three guards are missing and they 
  probably died during the explosion, and indeed 
  that is true. The three guards were overcome by 
  an explosion that occurred shortly after the crash, 
  
  38
  when they reached the Power Core Deck to enforce 
  the safety countermeasures and prevent any 
  further damage beyond those already suff ered. 
  They made it on time and indeed saved the Station 
  from certain destruction, but this cost them their 
  lives. They were wearing their space suit when a 
  burst of residual ionized gaseous lithium erupted 
  from a pipe and spaced all of them through the 
  hull breach.
  More so than any harsh desert or freezing 
  tundra, the airless void of space is an unforgiving 
  killer. Most life-forms can survive for about 90 
  seconds in a vacuum before dying, though rapid 
  depressurization can cause unconsciousness in as 
  little as 15 seconds. When an unprotected body is 
  introduced to a vacuum, the gases inside it begin 
  to expand due to the diff erence in pressure. While 
  this causes discomfort, especially in the abdominal 
  area due to the expansion of intestinal gases, the 
  real danger comes from any oxygen still in the 
  lungs. If that gas can’t escape (say, because the 
  person is trying to hold his breath), the delicate 
  pulmonary tissue can become severely damaged. 
  Those who survive such an event can be left with 
  permanent injuries, such as blindness, a collapsed 
  lung, or worse. Those who do not survive spend 
  their last few moments in terrible pain and mind-
  numbing terror, and sometimes such suff ering 
  prevents souls from passing on to the afterlife.
  The three guards are now Nihilis, which is the 
  undead described above (see Alien Archive for 
  more details). Their death was quick and extremely 
  painful, so painful that their souls are now 
  unresting. During the time it took the PCs to reach 
  the planet and come back, while the rest of the 
  crew was hiding in the housing Deck, the Nihilis 
  had time to infi ltrate the station and hide inside 
  the elevator tube, waiting for the proper moment 
  to strike. The Nihilis wait until someone uses the 
  elevator, at that moment they attack anyone inside 
  by tearing the upper fl oor off  the elevator and burst 
  into to attack the passengers. This encounter can 
  be pretty dangerous, potentially lethal for the PCs.
  Unless the PCs decide to explore the elevator tube 
  just to be sure that nothing is hiding there, like 
  more electrovores for example, they won’t fi nd the 
  Nihili at fi rst glance. However, they have a chance 
  to detect weird gravitational anomalies, caused by 
  the Nihili’s Gravity Well ability, emanating from 
  the elevator tube. This signature does not explain 
  the Nihili presence, but certainly represents 
  something that should not happen unless the 
  artifi cial gravity is not working properly.
  Creature: Nihili (3)
  Xp award: 1,000 to the player or players that 
  decide to explore the elevator tube and reveal the 
  threat, plus 1,600 for each Nihili eliminated.
  
  39
  ANALYZING 
  THE 
  NUCLEAR 
  TRANSMUTATOR (DAY 3 up to DAY 7)
  Once all the threats on board have been dealt with 
  it’s time for the crew to calm the nervea, breathe 
  some fresh air, and possibly bathe. However, this 
  does not mean the work is over, not at least for key 
  elements of the crew. The Nuclear Transmutator 
  has to be studied and analyzed and Captain Tibb 
  seems to be particularly interested in discovering 
  as much information as possible.
  Captain Tibb wants a task force of scientists to 
  work on the artifact and doing nothing else besides 
  eating and sleeping, so he and Yukov call the PCs 
  together with Karsk, Numa, Sah’Ah Mal and Tzaru 
  for a briefi ng in the laboratory (see Housing Deck, 
  room 8). Once there he explains his goals. He 
  initially wants Tzaru to be leading the research 
  team, but Tzaru refuses recommending Sah’Ah 
  Mal as the most indicated person for this task. Keep 
  in mind Sah’Ah Mal is a spy for the Dominion (see 
  For the Game Master, A Spy on Board section). 
  Captain Tibb eventually gives one PC (no more 
  than one) the opportunity to join the research task 
  force if one of them takes a step forward to join. 
  If this happens, Sah’Ah Mal, who wants to study 
  the artifact on her own, manifests her disapproval 
  by claiming she’s the best engineer on board and 
  remarking the fact that she works better alone. 
  At that point Tzaru intervenes supporting Sah’Ah 
  Mal position. If the PCs insist that one of them 
  has to join the task force have Sah’Ah Mal rolls a 
  Bluff  skill check to refl ect her attempt to persuade 
  and trick Captain Tibb into thinking she’s is right. 
  The PCs can roll a diplomacy skill check with a 
  DC equal to Sah’Ah Mal bluff  check. The PCs can 
  take the action aid another to increase the chance 
  
  40
  of success. If the check is successful then the PCs 
  manage to convince Captain Tibb to have one of 
  them join the task force. Give one PC the chance 
  to roll a Sense Motive skill check to notice Sah’Ah 
  Mal´s bluff .  If the check is successful the PC 
  notices that the ryphorian is playing dirty and has 
  in some way lied about her true intentions. Choose 
  the PC who appears to be more skeptic, or a PC 
  that is usually more suspicious.
  Once the research task force is formed, consult the 
  table below to see the result of the research team.
  The research team uncovers one artifact property 
  every day for the subsequent fi ve days, provided the 
  required skill check is successful. The fi fth day will 
  be the last because at that moment the subroutine 
  attack interrupts any activity. Every day roll 1d6 to 
  determine the outcome of the research.
  (*) not all checks involve one skill, some permit more than 
  one. If a PC does not have ranks in that skill and he’s in 
  charge of the project he or she can ask the help of another 
  PC or NPC who is skilled enough to assist in the discovery. If 
  Sah’Ah Mal is in charge of the project she omits the fact that 
  she is not able to achieve the discovery, at this point only if 
  another PC is with her as an assistant there is a chance he 
  can unmask Sah’Ah Mal true intentions.
  Note for the Game Master: if Sah’Ah Mal is in 
  the task force and is teaming with a PC she tries 
  to sabotage the research, any skill check suff ers -4 
  penalty. If Sah’Ah Mal is the only scientist in charge 
  of the project, she hides any relevant discoveries 
  except the Warp Enhancement.
  REPAIRING THE CERBERUS 
  SYSTEMS (DAY 4)
  After the crash, Captain Tibb and his engineers 
  repaired the damage infl icted to the power core 
  deck as best as they could. However, they had no 
  time to do more because they had to save energy 
  and air to survive as long as possible. Some 
  secondary damages still persist and have to be 
  dealt with before the Cerberus can operate at one-
  hundred percent.
  Note for the Game Master: tell the players 
  they can employ NPC crew to do some repairing 
  if required. Captain Tibb gives them full control 
  of the Junior Engineer and Karsk, the Senior 
  Engineer.
  Roll any related skill checks in secret and don’t tell 
  the players the outcome unless the specifi c task 
  asks you to do so. Some repairs won’t manifest any 
  fl aws until some conditions are triggered, others 
  will manifest immediately.
  ADVANCED LONG RANGE SENSOR 
  (required time: 24 hours, DC 25 
  engineering check)
  During the explosion caused by the crash the long 
  range sensors fried most of the capacitors and 
  circuits. At the moment both passive and active 
  radars are not working so the station is completely 
  blind.
  If the check is successful: the advanced long 
  
  41
  range sensors work normally. Passive sensors (20 
  hexagons) and active sensors (10 hexagons) sight 
  range are restored.
  If the check fails: the sensors apparently work 
  properly, but the engineer made a mistake or 
  forgot some detail. Every 24 hours (or every day) 
  there is a 50% that the sensors get damaged and 
  have to be repaired again.
  If the check fails by 5 or more: the repairs 
  are made with negligence and the whole system 
  balance is precarious. Every 24 hours (or every 
  day) there is a 50% that the sensors get damaged, 
  if this occurs an electrostatic discharge infests 
  the deck (anyone inside suff ers 10d6 damage). 
  The sensors can be repaired again, but this time 
  it takes 48 hours and the DC to repair the system 
  increases by 5, thus raising to 30.
  If 1 is rolled: the engineer probably did not know 
  what he or she was doing, so the outcome is a 
  disaster. An electrostatic discharge immediately 
  strikes the deck (anyone inside suff ers 10d6 
  damage). The sensors can be repaired again, but 
  this time it takes 72 hours and the DC to repair the 
  system increases by 10, thus raising to 35.
  Note for the Game Master: if the checks to 
  repair fail, it is highly possible that the situation 
  get worse and worse. Keep this in mind once the 
  subroutine launches the attack, because there is a 
  chance that the Cerberus won’t have a radar and 
  won’t detect the subroutine fl eet coming.
  Xp award: 5,000
  ICS TETRANODE (optional, see below, 
  required time: 24 hours, DC 25 computer 
  check)
  Note for the Game Master: this task is triggered 
  only if during the installation of the Nuclear 
  Transmutator to reactivate the power core both 
  skill checks in STEP 3 – SYNCHRONIZING THE  
  FREQUENCIES failed.
  The engineers attempt to fi x the ICS that got 
  damaged when they tried to reactivate the power 
  core. Every day spent on repairing the ICS reduces 
  the Tetranode penalty by 1 point. At the moment 
  the tetranode performance is 0/0/0/0, so after the 
  fi rst day, provided the skill check is successful, the 
  performance will be +1/+1/+1/+1, and so on until 
  the performance +3/+3/+3/+3 is restored.
  If 1 is rolled: if a 1 is ever rolled than the situation 
  gets even worse. The day spent repairing the ICS 
  is lost and the performance decreases by 1 point. 
  Keep in mind that it is possible that the ICS 
  performance goes negative, if such is the case any 
  skill related to station system or subsystem suff ers 
  that penalty.
  Xp award: 5,000
  HULL BREACHES (required time: 24 
  hours, DC 20 engineering check)
  Many breaches and structural fl aws are present 
  on the Cerberus hull because the explosion 
  jeopardized the hull integrity. At the moment 
  
  42
  four main breaches have been identifi ed and 
  every breach requires 24 hours to be sealed. One 
  engineer can work on every breach and for every 
  breach that is not repaired the Cerberus loses 5% 
  of its maximum hull points. Consider the Cerberus 
  has 270 hp, so 5% is 14 hp.
  Note for the Game Master: feel free to place 
  the breaches anywhere on the main axis of the 
  Cerberus, possibly not on the disk section. At 
  your discretion you can have the one Nihili (see 
  Cleaning the Decks) lurk outside and attack one of 
  the engineers while occupied on his task.
  If the check is successful: the hull breach is 
  perfectly repaired, however the engineers who 
  worked on it suff er the exhausted condition for the 
  next 24 hours.
  If the check fails: the repairing fails, however 
  the engineer assigned realizes that the task has to 
  be repeated.
  If the check fails by 5 or more: the repairing 
  fails, but the engineer doesn’t realize that it’s 
  fl awed. The day after, the breach opens again. 
  Whoever is in the room is spaced and suff ers 
  vacuum harmful eff ects.
  If 1 is rolled: the repairing fails and everything 
  seems to be all right. The fi rst time the hull takes 
  damage. However, the breach opens again and 
  the hull´s structural integrity is jeopardized thus 
  suff ering additional 3d6 damage.
  Xp award: 5,000
  FUEL TANKS (required time: Game 
  Master discretion)
  Yuri Yukov reports a fuel leak inside the fuel tanks 
  room. The leak has already saturated the room 
  and the environment inside is highly fl ammable. 
  Captain Tibb sent a couple of engineers some 
  days ago to seal the section in order to prevent 
  the sublimated metallic hydrogen from invading 
  other sections of the deck or leaking into the 
  thruster. Yukov informs the PCs that every fuel 
  tank contains and keeps compressed metallic 
  hydrogen by means of a powerful magnetic fi eld.  
  The frequency of the magnetic fi eld is tuned to the 
  hydrogen frequency. The science offi  cer assumes 
  that when the main power core shut down, the 
  magnetic fi eld collapsed, thus letting the metallic 
  hydrogen free to sublimate. In case the magnetic 
  fi eld collapses, each fuel tank automatically 
  activates a safety countermeasure that allows 
  gaseous hydrogen to sprout out of the tanks to 
  prevent explosions. The countermeasures require 
  a quick reaction to repair the fl aw, but by now, 
  days have passed and the pressure inside the room 
  is becoming unbearable for the structure.
  The PCs have to deal with this and possibly fi x the 
  damage as soon as possible, that means within 
  48 hours or the Captain will order to release the 
  whole section containing the fuel tanks. This will 
  
  43
  leave the Cerberus without thruster, but at least 
  will prevent worse damage.
  Note for the Game Master: this task allows the 
  players to openly decide how to solve the problem. 
  Instead of describing what they should do, the 
  paragraph below states what they should not do. 
  Assure that the players are aware of the following 
  clues:
  1) The pressure inside the room is slowing but 
  constantly rising.
  2) The hydrogen is highly fl ammable and, given 
  the present conditions, extremely explosive.
  The conditions described below lead to harmful 
  eff ects.  However, don’t tell the players and have 
  them make their assumptions.
  If the PCs open the door employing the 
  automated control: if the PCs try to reduce the 
  pressure by opening the automated door of room 2 
  (fuel tanks) or room 3 (warehouse) then the doors 
  electrical system produces a spark that causes a fi re 
  and detonates the hydrogen causing devastating 
  eff ects. Everything within 60 feet radius suff er 
  10d6 F(fi re) damage and 10d6 K(kinetic) damage.
  If the PCs try to drill the outer hull or the 
  inner walls with an electric or fi re source: 
  in such a case the action provokes the eruption of 
  pressurized plasma from the hole. If the drill is 
  made in outer space the person is drenched by the 
  scorching plasma, the space suit becomes useless 
  and he or she is subjected to vacuum eff ects. If 
  the drill is made on the walls that contain the fuel 
  tanks but inside the station then a scorching ray of 
  hydrogen plasma sprout from the hole. First, the 
  person who was performing the drill suff ers 3d6 F 
  damage, second the plasma eruption invades the 
  warehouse causing 1d6 cumulative damage every 
  round in a 30 feet radius, that means 1d6 the 1st 
  round, 2d6 the 2nd round, 3d6 the 3rd round, etc., 
  until it reaches 20d6 damages where at this point 
  the gas pressure stabilizes. Consider that all the 
  content in the warehouse will probably melt.
  The PCs may fi gure out creative and unpredictable 
  solutions, discuss these solutions with them and 
  have fun enjoying the outcome.
  Xp award: 5,000
  IMPROVING THE CERBERUS 
  SYSTEMS (DAY 5)
  Karsk, in quality of senior engineer, and Tzaru as 
  chief engineer, propose Captain Tibb to improve 
  some of the Cerberus systems the same way they 
  did on the Sawshark (see From Beyond – Descent 
  Ep.2). Both the engineers think it is worth a try, 
  even if it won’t be as easy as it was for the Sawshark.
  
  44
  Note for the Game Master: the improvements 
  allow only one attempt, so if a skill check fails it 
  means the improvement can’t be accomplished. 
  Improvements grant the Cerberus bonus and thus 
  a higher chance to stand during the space battle 
  against the subroutine fl eet (see Chapter 2), or at 
  worse buy more time to organize a defense against 
  the boarding. So keep track of the successful 
  improvements.
  IMPROVING THE THRUSTER (required 
  time: 4 hours, DC 30 computer check)
  Tzaru is convinced that the pattern of the 
  algorithm generated by the Sawshark’s ICS during 
  the descent on the planet (see Descent, episode 
  2) can be adapted and optimized to work on the 
  Cerberus ICS. If the improvement is successful, a 
  chance that the thruster can be enhanced exists.
  If the skill check is successful: the algorithm 
  is correctly installed on the Cerberus ICS. The 
  thruster speed increases from 1 to 2, but only for 
  1d4 rounds every combat.
  Xp award: 5,000
  IMPROVING THE SENSORS 
  (required time: 4 hours, DC 30 physical 
  science check)
  Cerberus sensors are particularly powerful and 
  thanks to the new source of energy represented 
  by the Nuclear Transmutator it is possible to 
  enhance its performance beyond the engineered 
  limits. The sensors can be modifi ed so that it 
  can emit a powerful jamming frequency capable 
  of disrupting auto-targeting weapons and radio 
  communications.
  If the skill check is successful: Cerberus TL 
  increases permanently by +2.
  Xp award: 5,000
  IMPROVING THE PERSISTENT PARTICLE 
  BEAM (required time: 8 hours, DC 35 
  engineering check)
  Karsk 
  states 
  he 
  can 
  optimize 
  the 
  power 
  consumption of the particle beam and increase the 
  amount of damage it deals.
  If the skill check is successful: the persistent 
  particle beam now deals 10d6+10 damage.
  Xp award: 5,000
  INCIDENT ON THE CERBERUS! 
  (DAY 6)
  The Cerberus seems to be working to the best of 
  its capabilities, and after all the damage suff ered, 
  the crew made a real miracle in the last days. 
  This is the moment where the crew is probably 
  tired and trying to recover their strength. The ex 
  Sawshark Captain, Thomas Fraser, now turned 
  into an undead, takes advantage of this moment 
  to make his move. See For the Game Master – The 
  Marooned One for more details.
  Xp award: 4,800 (if the Marooned One is 
  defeated), 9,600 (if the Marooned One is convinced 
  to help the PCs)
  
  45
  UNIDENTIFIED FLYING SHIP (DAY 7)
  Yukov warns the Captain that an unidentifi ed 
  vessel has appeared on the radar. The vessel 
  signature is unknown and no records appear on 
  the ICS database. It is fl ying at a distance of 100 
  hexagons and the sensors can barely analyze 
  the hull. Yukov has not given the alarm yet, but 
  he’s taking the emergency countermeasures and 
  energizing weapons. As soon as Captain Tibb 
  reaches the command room he announces the 
  red alert and informs the crew that a potentially 
  hostile vessel appeared on the radar.
  The vessel, which has the approximate size of 
  a corvette, is following a fi xed course around 
  the Cerberus and until now has not sent any 
  communication or attempted to actively scan the 
  station.
  Karsk, getting nervous, has already armed the 
  tactical nuclear missile and is aiming it at the 
  target waiting for Tibb to give the order to open 
  fi re. Yukov seals the comm receiver in order to 
  prevent any harmful codes from infi ltrating the 
  ICS and he already suspects that whatever the 
  thing out there is, is connected to what happened 
  to the Sawshark and its crew.
  Suddenly a wave frequency is emitted from the alien 
  vessel, the sensors do not identify the frequency 
  as a radio signal, a communication, or an attempt 
  to scan the station. The wave lasts few seconds 
  but Captain Tibb immediately orders to open fi re. 
  Karsk executes the order and a sequence of three 
  torpedoes are launched immediately.  At this point 
  the unknown vessel detects the torpedoes and 
  rapidly enters FTL speed, disappearing from the 
  radar and emitting an exotic FTL signature.
  Note for the Game Master: the radio wave 
  the unknown vessel sent is of psionic nature and 
  the vessel detected belongs to the Hive, the alien 
  race that programmed the subroutine. The vessel 
  is spying the experiment to record the response 
  of the subroutine to the environment and the 
  reaction of test subjects (the crew in other words). 
  While the subroutine is a new weapon, the psionic 
  wave has to be considered a conventional one 
  employed by the Hive. Indeed it’s nothing more 
  than an amplifi ed psionic power capable of writing 
  mental instructions deep inside the subconscious 
  of the host. Every mind on board receives the 
  subconscious message but not everyone is going to 
  carry the content out because only weaker minds 
  will be aff ected and manifest the eff ects. To know 
  more about who is aff ected and what he or she is 
  going to do, see the table below, pick one or more 
  subjects at your discretion:
  The eff ects presented above take a few hours to 
  manifest and eventually last for more than 24 
  hours. If you want the madness going on for more 
  time to spice-up your role-play situations for more 
  time just shift the next events by one or more days. 
  For example, the next day, which is the 8th in the 
  timeline, would see the freighter arrives at the 
  Cerberus and the subroutine launching the attack, 
  but if you want the PCs to deal with the madness 
  on board for two or three days just shift those 
  
  46
  events accordingly. It will work fi ne.
  Xp award: 5,000 (for establishing a fi rst contact 
  with an unknown vessel), 2,000 (for each crew 
  member saved from his or her mental disorder).
  If Tzaru the contemplative is on board: 
  Tzaru’s race possesses telepathy, which is nothing 
  else than a primitive psionic ability employed to 
  communicate. When the radio wave hit the station 
  Tzaru felt something was attempting to infi ltrate 
  his subconscious but he was unable to decipher 
  or understand the content.  Tzaru report this to 
  Captain Tibb, the offi  cers and the PCs, and it’s up 
  to the PCs to keep not of this clue.
  Xp award: 2,000
  If the FTL signature is analyzed: if such is the 
  case then more clues are revealed. Indeed the FTL 
  signature possesses the same basic characteristics 
  of the psionic signal, this means it was produced 
  by the same source.  However, the eff ects produced 
  are completely diff erent.
  Xp award: 3,000
  Note for the Game Master: the Hive employs 
  (*) this is just a suggestion, feel free to change the aff ected subject to refl ect your own GMing style or your roleplaying goals.
  (**) the eff ects presented are the most common mental destructive mental disorder, feel free to employ more exotic and 
  elaborated mental pathologies to fi t your Gming style or your roleplaying goals.
  
  47
  their psionic abilities for multiple purposes. The 
  same can be said for FTL travel. This alien race has 
  developed a technology that enhances their psionic 
  power enter FTL speed. Psionic Warp Speed will 
  be detailed in the future campaign setting together 
  with other FTL technologies.
  FREIGHTER ARRIVAL (DAY 8)
  Finally the 8th day the freighter and the provisions 
  arrive. The ship’s name is Beetle and belongs to a 
  small corporation who won the contract to resupply 
  the station. Since the star system was occupied the 
  Beetle has made many travels and both the Beetle 
  crew and those on the Cerberus know each other. 
  The Beetle has a small crew, one captain and one 
  pilot, but plenty of space in its cargo hold. The 
  freighter arrives in the early hours of the 8th day 
  after a two week journey.  The crew is tired and 
  more than happy to have some rest. The captain 
  of the Beetle hails the Cerberus asking permission 
  to dock, “Affirmative Beetle” is Yukov’s answer. 
  It doesn’t take too long before Captain Alexis, 
  commander of the Beetle, realizes that something 
  wrong has happened on the Cerberus in the last 
  days.
  Both the captains meet in private for a briefing, 
  where all the recent events occurred to the 
  Cerberus, the Sawshark and its crew are revealed. 
  After a couple of hours, Tibb and Alexis close the 
  briefing and sent an update to all the crew.
  “Crew of the Cerberus, this is your Captain. The 
  mission has changed. Considering all the events 
  that have occurred I am making the decision 
  to leave this system for the safety of us all. The 
  recent discoveries we made have to be preserved 
  and put at disposal of the high command. We 
  don’t know yet what kind of threat we are facing, 
  but we can’t face it alone and so far from home. 
  Within 24 hours we’ll enter warp speed and we’ll 
  head home”
  So the decision is made. The Cerberus have to 
  come back and the Beetle will follow during the 
  two week long journey toward the closest harbor.
  Note for the Game Master: at this point the 
  PCs are convinced that within 24 hours they’ll be 
  home, but this is not going to happen because the 
  subroutine is already preparing the attack and in 
  less than 8 hours its fleet will be upon them. Have 
  the PCs spend this time to do whatever they want 
  encourage them to relax if is required. Once the 
  attack begins, events will occur fast.
  Xp award: 10,000 (for story line accomplishment)
  ENEMY VESSELS APPROACHING 
  (DAY 8 – 6 hours after the Beetle 
  arrival)
  The voice of Yukov breaks the silence on the 
  decks when he reports that the radar has just 
  detected multiple signatures approaching at high 
  speed. Yukov directs the active scanners toward 
  the signatures and discover something more. It 
  seems that a bigger object is following the multiple 
  signatures and, whatever it is, it has just turned 
  the engine on. A few moments after a volley of fire 
  is shot from the signatures, heading against the 
  Cerberus, Captain Tibb gives the order. Everyone 
  reaches their battle stations. The attack begins.
  Xp award: 2,000 (for story line accomplishment)
  CHAPTER 2 – UNDER 
  ATTACK!
  During this chapter the two sides will face each 
  
  48
  other in a space battle. The PCs may try to slow 
  down the subroutine’s forces but can hardly 
  prevent them from boarding the station. They 
  have to weaken the attacker to gain time and plan 
  a retreat, using the Sawshark and the Beetle to 
  reach a safe place, this implies to leave behind the 
  Cerberus. The more civilians and crew members 
  they save, the better.
  FIRST STRIKE!
  The subroutine employs a swarm of 50 war drones 
  as shock troops to soften the Cerberus defenses.  
  Yukov detects the war drones are 20 hexagons to 
  the far right when they turn the engines on and 
  cease to be objects moved by inertia that could 
  be confused for the many small asteroids around, 
  that’s why it seems a whole fleet appears from 
  nowhere.
  HOW TO MANAGE THE BATTLE
  Below we describe some tips to manage a small 
  scale space battle.
  About the Subroutine’s forces
  If you don’t want to roll 50 hit rolls every round 
  you can roll 1 D20 dice for every five or every 
  ten war drones and then determine the damage 
  accordingly. Consider that the war drones have 
  a base gunnery check bonus of +7, bonus that 
  increases to +9 due to the amount of war drones 
  present in the fleet. See the war drone data sheet 
  for more details. The War Drones mount a chain 
  cannon which has short range (5 hexagons) and 
  thus for every 5 hexagons beyond the first five 
  receives a -2 penalty on attack rolls. The chain 
  cannon inflicts 6d4 damage (15 average damage) 
  and has the ripper special properties which half 
  the damage inflicted when it hits the shields (7/8 
  average damage on every hit). Keep in mind that 
  the war drones move at a speed of 6 hexagons 
  every round. The subroutine goal is to capture 
  the station to assemble more drones, so once the 
  Cerberus reaches 0 hull points the war drones 
  cease the attack and wait for the battleship and the 
  assault pods that will board the station.
  About the Cerberus
  Managing the Cerberus firepower is easier. You 
  just need to have everyone at their battle stations 
  and have them firing the weapons against the war 
  drone swarm. Weapons are taken from Starfinder 
  Core Rulebook. The Cerberus mounts the 
  following weapons: 2 coil guns at port, 2 coil guns 
  at starboard, 1 persistent particle beam at forward, 
  and 1 tactical nuclear missile launcher that counts 
  as a turret. Considering that the Cerberus can fire 
  straight at the enemy fleet with the turret (tactical 
  nuclear missile launcher) the port or starboard 
  coil guns batteries and the persistent particle 
  beam at the same time. You have to imagine that 
  the swarm proceed in a wide formation and that 
  the Cerberus is capable of exposing both port 
  and starboard by accomplishing simple spinning 
  maneuvers. Once the war drones swarm is upon 
  the Cerberus they will attack by surrounding the 
  station and at this point every weapon is able to 
  fire without limitations.
  STUNTS & MANEUVERS
  Here we propose some custom maneuvers 
  employable for the purpose of this battle. It’s up to 
  you, as the Game Master, to decide if the players 
  can use each and all the maneuvers in one round 
  or not.
  
  49
  Rotatory maneuver (Cerberus): piloting 
  check CD 20.
  This maneuver makes rotating the Cerberus on its 
  axis fast enough to distribute the shots received 
  equally on every shield, thus preventing one shield 
  from receiving all the damage or avoiding direct 
  damage on  the hull when the enemy fi re is directed 
  toward a depleted shield.
  If the piloting check is successful: if the 
  piloting check is successful the pilot is able to 
  redirect all the damage on a shield of its choice 
  (remember that the Cerberus has four shields).
  Shield compensation (Cerberus): 
  engineering check CD see below
  This maneuver pushes the Cerberus’s power cores 
  to the limit by draining energy from secondary 
  systems, except weapons and shields. The fresh 
  pumped energy becomes available to recharge the 
  shield and any exceeding shield points beyond the 
  maximum allowed have to be transferred in order 
  to avoid an overcharge. The higher the engineering 
  check the higher are the shield points transferred 
  and gained.
  Eff ect of the engineering check: the result 
  of the engineering check is the amount of shield 
  points regenerated in one round.
  If 1 is rolled (critical failure): the shield 
  points are lost instead of being gained and an 
  electromagnetic wave emanates through the 
  engineering deck causing 5d6 damage to the 
  occupants.
  Overcharge eff ect: any consecutive round the 
  compensation is attempted increases the critical 
  failure by 1. So, the fi rst round the critical failure 
  is a natural 1 on a D20 dice, the second round the 
  critical failure is a natural 1 or 2 on a D20 dice, and 
  so on. If the sequence is interrupted for one round 
  the critical failure is restored to 1.
  Focus fi re (war drones): piloting check CD 
  24
  The war drones can perform this stunt if they 
  
  50
  properly coordinate an attack and concentrate 
  their fi re on a single shield or, if the shield is 
  already depleted, hit directly the hull.
  If the piloting check is successful: instead of 
  distributing the whole damage on all the four 
  shields the war drones can infl ict half the whole 
  swarm damage on a single shield.
  DAMAGE EFFECTS ON HULL
  Once the shield points are exhausted the hull 
  receives direct damage, thus causing dangerous 
  and harmful eff ects on the crew and the systems. 
  The table below describes what harmful eff ects 
  occur when a randomly determined section of the 
  station receives a hit. Roll one or more times, at 
  Game Master discretion, each round of combat 
  and only when the hull is hit, to determine the 
  damage eff ect.
  BATTLE HISTORY
  Below is a description of the sequence of rounds 
  that compose the space battle. It is an estimate of 
  what could happen in every round, what distance 
  the war drones are, the automated fi ghters and the 
  battleship. For every round an estimated gunnery 
  penalty is shown in order to better manage the 
  encounter. It is possible that the situation may 
  change depending on PCs decisions. The PCs may 
  for example decide to launch the Sawshark to a 
  frontal attack in order to slow down the attackers 
  or may have prepared other countermeasures.  
  Xp award: 2,000 (for each war drone destroyed).
  Round 1
  The war drones have just been detected and are 
  at a distance of 20 hexagons.  They open fi re and 
  suff er a -6 penalty on gunnery checks. Given the 
  distance and the angulation only two of the four 
  shields receive damage. The war drones do not 
  attempt to focus the fi re on a single shield. The 
  Cerberus can counter fi re provided someone is 
  overseeing the armament deck.
  Round 2
  The war drones are at a distance of 14 hexagons, 
  suff er a -4 penalty on gunnery checks and can aim 
  only at two shields, like round 1.  However, the 
  Cerberus can rotate easily to expose untouched 
  shields. At this point the Cerberus has probably 
  open fi re and the swarm is suff ering losses.
  Round 3
  The war drones are at a distance of 8 hexagons, 
  suff er a -2 penalty on gunnery checks and can aim 
  at two shields only and as per round 2 the Cerberus 
  can rotate to expose untouched shields.
  Round 4
  The war drones are at a distance of 2 hexagons, 
  suff er no penalty on gunnery checks and can aim 
  at two shields only. The Cerberus can rotate to 
  expose untouched shields.
  Round 5
  The war drones have engaged the Cerberus and 
  now the damage dealt is divided among the four 
  shields. Keep in mind that the war drone weapon 
  
  51
  
  52
  
  53
  
  54
  
  55
  each. The auto-fi ghters have good maneuverability 
  and must spend 3 movement points to perform a 
  180° turn.
  Round 7-9
  The battle continues, keep track of the damage 
  suff ered by the shield and those suff ered by the 
  hull. It is probable that at this point of the battle 
  the shields are completely exhausted and the 
  hull is crippled. Once the Cerberus reaches 0 hull 
  points the war drones cease fi re and wait for the 
  battleship to launch the assault pod containing the 
  cyborgs.
  Round 10
  If the radar is working it detects the battleship 
  20 hexagons distant, otherwise the radar of the 
  Sawshark or the Beetle can easily detect the enemy 
  infl icts half damage when hitting the shield, unless 
  that specifi c shield is already depleted, in such case 
  the war drones deal full damage on the hull.
  The Cerberus can rotate to expose a specifi c 
  shield in order to protect a depleted or about to 
  be depleted one (see above Stunts & Maneuvers - 
  Rotatory Maneuver paragraph). At the same time 
  the war drones attempt to Focus Fire on the most 
  depleted shield in order to hit the hull.
  Round 6
  Two auto-fi ghters appear on the radar from 
  nowhere employing the same stealth technique 
  employed by the war drones. They are a distance 
  of 20 hexagons and move at a speed of 8 hexagons 
  per round. Each auto-fi ghter mounts three particle 
  beams on the forward side that deal 3d6 damage 
  
  56
  vessel approaching provided someone is on board 
  on one of the two ships of course. Otherwise the 
  battleship goes undetected until it is within a1 
  hexagon distance and can be spotted on sight.
  Round 11-13
  The battleship takes 3 rounds to cover the distance 
  with the Cerberus and by the 13th round its 2 
  hexagons close, enough to launch the assault pods. 
  Five pods are launched and each one contains 10 
  cyborgs (see Appendix – New Creatures).
  THE CERBERUS IS BOARDED
  Under a massive rain of fi re the Cerberus cease 
  to function and its metal body fl oats defenseless 
  in space. The hull presents various breaches and 
  many decks have lost pressurization. Metal wrecks 
  surrounds the space around the station, small 
  explosions and fi re scar the Cerberus hull. From 
  the battleship, fi ve assault pods are launched. 
  Four of them board the housing deck while the 
  fi fth hooks at the docking area. The goal is to 
  capture many living humanoids as possible and 
  prevent them from escaping. At this point the 
  war drones have ceased any hostile action and the 
  battle moves inside the station, where the cyborgs 
  attempt to occupy and secure strategic points (see 
  Chapter 3 - Retreat to know more about strategic 
  points). Each assault pod carries 10 cyborgs that 
  forms an assault squad, each squad is capable of 
  communicating by means of radio signals.
  Note for the Game Master: this part of the 
  adventure is pretty tactical and requires the PCs 
  to carefully plan their moves. Even if the cyborgs 
  have a challenge rating the PCs can handle, they 
  have their advantage in numbers and are driven 
  by the extremely effi  cient computing power of 
  the subroutine. This implies the cyborgs employ 
  advanced tactics, aiming at tiring PCs and their 
  allies and consume their resources. Keep in mind 
  that the cyborgs use tactically their fast healing 
  ability and can recover the body of the fallen to 
  repair them.
  Xp award: 1,600 (for each Hobgoblin cyborg 
  destroyed that does not manage to heal and return 
  into combat).
  CHAPTER 3 - RETREAT
  After a fi erce fi ght Captain Tibb, and probably the 
  PCs too, realize that rescuing the Cerberus is not 
  possible and the only reason the war drones have 
  not destroyed the crew is because the enemy is 
  trying to get them alive. Given the situation, this 
  is the only advantage the crew has. The order is to 
  retreat and save as many lives as possible before 
  every deck is overrun. The PCs have to reach the 
  Sawshark or the Beetle, or both, and use them to 
  warp away from here to a safer harbor.
  THE CERBERUS IS CAPTURED
  The subroutine is trying to capture strategic 
  
  57
  positions on the Cerberus and secure them from 
  any counterattack. These key positions are the 
  power core deck, the engineering deck and the 
  armaments deck. Until these positions are secured 
  the subroutine won’t concentrate its attention to 
  anyone or anything else. Once the strategic points 
  are secured the cyborg commence to repair these 
  positions. The PCs have time to organize a retreat 
  and they may try to sabotage the subroutine’s 
  actions in order to buy time. Every strategic 
  position gives the subroutine an advantage that 
  can be employed against the PCs and their allies, 
  but every strategic position requires some time to 
  become operational. Read below for more details.
  POWER CORE DECK (required time to 
  repair: 1d4 hours; double this amount if 
  the deck was hit during the battle in space; 
  cyborgs assigned: 6)
  The power core is the first strategic position. 
  Capturing this deck and putting the power core 
  on line allows any other system, both primary and 
  secondary to turn on. The efforts of the cyborgs 
  go toward this goal so they move from their 
  boarding points and, fighting defensively, they try 
  to reach this deck. At the same time the cyborgs 
  try to prevent the PCs from reaching the docking 
  area so that they cannot escape and they do this 
  by controlling the elevator and the outer space to 
  prevent the crew from reaching the ships. In the 
  latter case it’s possible that the PCs have to fight 
  in vacuum.
  Advantage: once the power core is active the 
  cyborgs inundate the station and its surroundings 
  with low radiation. Anyone on board must roll a 
  successful DC 13 fortitude saving throw or contract 
  radiation sickness.
  ENGINEERING DECK (required time to 
  repair: 1d4 hours for every power core; 
  double this amount if the deck was hit 
  during the battle in space; cyborgs assigned: 
  2 for every power core)
  The engineering deck allow to control the shields, 
  thus impeding anything from entering or exiting 
  the station without suffering heavy damage. If 
  the cyborgs take this strategic position, running 
  away gets even more difficult because opening a 
  breach into a shield requires fire power. However, 
  the shields are not fully effective, having only 10% 
  of their capacity. The cyborgs can repair all the 
  power core simultaneously, but every power core 
  takes its own time to be repaired.
  Advantage: when the shields are on, no life forms 
  can leave the Cerberus without being incinerated, 
  unless they find a way to counter the shields 
  magnetic field.
  ARMAMENTS DECK (required time to 
  repair: 2 hours for every weapon; cyborgs 
  assigned: 2 for every weapon)
  The armaments deck allows the invaders to seize 
  control of the coil guns and the persistent particle 
  beam. If the subroutine gains such an advantage 
  it will be able to open fire on any ship trying to 
  leave the docking area. The armaments firepower 
  is not enough to take down a ship in a single round 
  but can easily destroy any escape pods or other 
  smaller objects.
  RETREAT!
  During this phase the PCs and their allies, as 
  
  58
  ordered by Captain Tibb, begin the retreat. They 
  have to reach the ships at the docking area, or it 
  is even possible they try to assemble something to 
  leave the station and save their lives. This phase 
  requires tactical planning and careful steps if the 
  PCs want to make it. The war drones, or what is 
  left of them, won’t attempt to fi re on living beings 
  until the last moment. Keep in mind that the 
  subroutine’s strategy is capturing as much sentient 
  beings as possible.
  Diff erent scenarios may be occurring at this point. 
  The PCs can plan to move outside the station or 
  inside. Outside the station means walking on the 
  hull, inside the stations means taking advantage 
  of the ventilation ducts or other tactics the PCs are 
  capable of putting in place. The only advantage the 
  PCs have is that probably the Hobgoblin cyborgs 
  are still attempting to repair the strategic points, 
  this gives the PCs some time to organize.
  CAPTAIN TIBB SACRIFICE
  Tibb is the captain, and covering such a role 
  imposes doing whatever it takes to save his crew. 
  Situations may go dire, and extreme measures may 
  be necessary. After ordering the retreat, Captain 
  Tibb has already planned a last desperate attempt 
  to delay the cyborgs and give the crew enough time 
  to reach the ships and abandon the system. Tibb´s 
  sacrifi ce may occur at any moment the PCs decide 
  so, and in diff erent circumstances. Read below for 
  more details.
  Blowing up a strategic point
  Captain Tibb decides to blow one of the strategic 
  points up, so that the cyborgs have to start the 
  repairing again. This action grants the PCs extra 
  time to organize the retreat while Tibb draws 
  their attention toward him. This action sees 
  Tibb blowing himself up by means of explosives 
  together with the designated deck.
  Last stand
  Captain Tibb covers the retreat of the PCs and any 
  survivor by blocking the passage of the cyborgs. 
  This action should occur when the PCs are about 
  to reach the docking area or are surrounded on 
  both sides by overwhelming enemy forces. Tibb 
  stands to stop the attackers by covering one of 
  the two sides thus giving the PCs the possibility to 
  focus their strength on one side only. The PCs are 
  granted 1 minute of time where they don’t have to 
  worry about their fl ank. After 1 minute passes Tibb 
  is overwhelmed and killed.
  Radio disruption
  Captain Tibb attempts to reach the sensor and 
  radar deck in a desperate attempt to disrupt 
  communication 
  between 
  the 
  cyborgs. 
  He 
  accomplishes this by manipulating the radio 
  frequency emitter so that the emission is strong 
  enough to damage all communications between 
  the enemies. This action has the eff ect of paralyzing 
  the cyborgs, and the war drones too, for 1 minute. 
  However, the frequency damage Tibb nervous 
  systems and kills him also.
  Note for the Game Master: this paragraph 
  
  59
  describes how Tibb could save the day or at least 
  help the PCs attempt to flee easier. Don’t play this 
  on rules and game mechanic, just give the actions 
  the right drama and rely more on the role playing 
  aspect.
  CHAPTER 4 - ABANDON 
  THE CERBERUS!
  At this point the PCs have somehow reached the 
  ships, not necessarily both the Sawshark and the 
  Beetle, may be just one of them and it is possible 
  they have lost people in the attempt. Turning on 
  the warp drive requires 1 minute and during this 
  time the war drones do not open fire. The PCs have 
  to decide where to head to warn the Federation 
  in time, to do so they need a powerful radio 
  transmitter capable of sending a signal before the 
  subroutine reaches the Federation Space. Heading 
  straight into Federation space requires 2 weeks of 
  warp travel which means that for two weeks the 
  crew won’t be able to do anything but travel and 
  wait. During this time the subroutine could easily 
  warp and reach Federation space well before the 
  PCs, due to superior warp speed. In that case it 
  would be too late.
  Ivan Yukov proposed another plan, a risky one, 
  but a plan that gives the opportunity to contact 
  the Federation in few days instead of 2 weeks. 
  Whether Yukov is alive or not, he placed his 
  plan inside a portable memory that the PCs now 
  possesses. Inside the portable memory there are 
  the coordinates of an outpost occupied by the 
  Dominion. The outpost was built during the war 
  between the Federation and the Dominion as a 
  safe harbor for Dominion forces in need of repair 
  and supplies. After the war the outpost became 
  of lesser importance and now is guarded by few 
  garrisons. The outpost possesses a powerful radio 
  transmitter built with Dominion technology that 
  is not yet mastered by any federation member. 
  However, 
  any 
  Federation 
  vessel 
  entering 
  Dominion’s space is usually boarded and captured, 
  the ship seized and the crew executed or deported. 
  The advantage is that the outpost is only 2 days 
  away and the radio transmitter can send a signal 
  into Federation space in just 24 hours.
  WARP!
  After 1 minute the warp engine is ready to work. 
  In the very moment the ships are about to enter 
  warp speed the war drone attempts to stop those 
  trying to escape. Not all of the war drones attack 
  the ships at once however, at best just a couple of 
  them open fire. The real danger comes from the 
  Cerberus armaments, provided they have been 
  repaired, because they have enough firepower to 
  heavily damage on of the ships. Many conditions 
  could influence this step. Beside the armaments 
  capable of damaging the ships, the station shields 
  have to be considered. If the Cerberus shields are 
  on line because the cyborgs have already repaired 
  them, then their electromagnetic force clashes 
  with those of the ships thus causing a magnetic 
  shock wave. If such is the case the shield points 
  of both the Sawshark and the Beetle drop to zero, 
  leaving the hull completely unprotected. When 
  and if the PCs enter warp, give the war drones and 
  the armaments only one round of fire.
  Xp award: 5,000 (for story line accomplishment)
  CHASED
  The PCs have entered warp speed and are tnow 
  
  60
  traveling to the outpost. However, the fight is not 
  over.
  Have 4 war drones (modify the amount of war 
  drones accordingly if required) chase the ships 
  into the warp and persecute the PCs up to their 
  destination. Once they leave warp speed, the 
  Sawshark and the Beetle have to engage a small 
  scale space battle against the pursuer.
  The battle occurs far from the planet that host the 
  outpost and the radio transmitter, so consider that 
  the PCs are outside the Dominion’s radars reach.
  Xp award: 5,000 (for the battle in space)
  ENDING
  This episode ends with the PCs and their allies 
  preparing to attack the outpost and plan how to 
  avoid detection and defense systems in order 
  to seize the radio transmitter and warn the 
  Federation. The PCs should have reached level 
  11 at this point. When PCs reach this level it is 
  important to consider their role and position in 
  the campaign setting.  They have enough skill and 
  power to mold the events actively and not just them 
  suffering in a passive way. Their decisions and their 
  actions influence the surrounding environment 
  and have repercussions at political level, so they 
  are not supposed to just receive orders or follow 
  an agenda, they must be encouraged to have an 
  agenda on their own. This first part of “From 
  Beyond” adventure path gives them resources, 
  allies, contacts and places useful to build their own 
  path.
  THE NEXT EPISODE
  The next episode of this adventure path proposes 
  a radical change in what we consider a traditional 
  adventure path. The next episode assumes that our 
  old PCs have seized the outpost, took control of 
  the radio transmitter and warned the Federation. 
  All these events occurred within the boundaries 
  of the Dominion. The old PCs are now important 
  and influential actors in the eye of the Federation 
  and have become the target of the Dominion 
  vengeance. So it’s time to switch the role and wear 
  the shoes of 
  another faction. The players will become those 
  who suffered the attack at the outpost, they will 
  be the survivors of this brutal and merciless 
  assault, at least under their point of view, carried 
  by unknown Federation forces that without any 
  apparent reason slaughtered their comrades 
  and forced them to hide like rats. This approach 
  presents the opportunity to introduce another 
  power in the future campaign setting, the so called 
  Dominion. The players will have to retake control 
  of the outpost after the Federation invaders have 
  destroyed the place...but will have to deal with 
  something else, something unknown to them.
  
  61
  GUARD 
  SOLDIER 1  
   
   
   
   
   
  CR 1  
  XP 400
  LN M Humanoid (elf, human)
  Init +7; Senses low-light vision; Perception +4
  DEFENSE  
   
   
   
   
   
  HP 11   
  SP 18
  EAC 15; KAC 16
  Fort +4; Ref +3; Vol +3
  OFFENSE
  Speed 40 ft.
  Melee weapon +4 dueling sword (1d6+3 S)
  Ranged weapon +4 azimuth laser rifle (1d8 F)
  STATISTICS
  Str 17; Dex 17; Con 15; Int 12; Wis 13; Cha 7 
  Feats skill focus(stealth), mobility
  Other abilities half-elf traits, primary fighting style(blitz), primary style technique(rapid response)  
  Skills acrobatics +7, athletics +7, perception +4,stealth +7, survival +5
  Languages human, elvish
  Gear tactical dueling sword, azimuth laser rifle, flash grenade I, freebooter armor I
  SPECIAL ABILITIES
  Rapid Response (Ex) You gain a +4 bonus to initiative checks and increase your land speed by 10 
  feet. 
  DESCRIPTION
  The secessionist colonies have started to train their own military forces soon after the end of the 
  independence war, taking advantage of the experience and tactics learned during the engagement 
  against the Dominion forces. Colonial guards are specialized in fast movement tactics and stealth 
  actions.
  HANS THISSEN, GUNNER OFFICER
  SOLDIER 6  
   
   
   
   
   
  CR 6  
  XP 2,400 
  NG M Humanoid (human)
  Init +12; Senses low-light vision, darkvision 60 ft., infrared, ultraviolet; perception +7
  DEFENSE  
   
   
   
   
   
  HP 46 
   SP 48
  EAC 16; KAC 17
  Fort +6; Ref +6; Vol +6
  OFFENSE
  Speed 40 ft.
  
  62
  Melee weapon +9 tactical knife (2d4+2 S)
  Ranged weapon +11 advanced semi-auto pistol (2d6+8 P)
  STATISTICS
  Str 14; Dex 18; Con 13; Int 12; Wis 12; Cha 13
  Feats improved combat maneuver(bull rush), improved feint, improved initiative, quick draw, 
  skill focus(bluff), weapon focus(basic melee weapons), weapon focus(small arms), weapons 
  specialization(small arms), 
  Other abilities gear boost(bullet barrage +2), primary fighting style(blitz), primary style 
  technique(rapid response, charge attack)
  Skills acrobatics +13, athletics +8, bluff +10, intimidate +10, perception +7 (+9 for sight based checks), 
  stealth +10
  Languages human, orcish
  Gear advanced semi-auto pistol, tactical knife, freebooter armor I, advanced darkvision capacitors
  SPECIAL ABILITIES
  Bullet Barrage (Ex) You gain a +1 insight bonus to damage rolls for weapons in the projectile category. 
  This bonus increases by 1 for every 4 soldier levels you have. 
  Charge Attack (Ex) As a standard action, you can make a charge without the charge penalties, and 
  you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s 
  onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a 
  –4 penalty. 
  Rapid Response (Ex) You gain a +4 bonus to initiative checks and increase your land speed by 10 
  feet. 
  DESCRIPTION
  Hans Thissen, as Captain Victor Tibb, is a veteran of the independence war against the Dominion. He 
  took part in the first act of hostilities against Dominion’s occupying forces in his city. He’s specialized 
  in surprise attacks, infiltration and night time operations.
  IVAN YUKOV,  SCIENCE OFFICER
  MECHANIC 5 
   
   
   
   
   
  CR 5  
  XP 1,600
  NG M Humanoid (human)
  Init +6; Senses human; perception +9
  DEFENSE  
   
   
   
   
   
  HP 34 
   SP 35
  EAC 13; KAC 14
  Fort +5; Ref +6; Vol +2
  OFFENSE
  Speed 40 ft.
  
  63
  Melee weapon +3 tactical knife (2d4 S)
  Ranged weapon +5 (1d6+5 P)
  STATISTICS
  Str 11; Dex 15; Con 12; Int 21; Wis 12; Cha 10 
  Feats far shot, fleet, heavy armor proficiency, improved initiative, kip up, longarms proficiency, skill 
  focus(computers), weapon specialization(longarms),
  Other abilities artificial intelligence(exocortex), bypass +2, custom rig, exocortex(combat tracking, 
  memory module, wireless hack), mechanic trick(neural shunt, portable power), overload, remote hack
  Skills acrobatics +7, athletics +8, computers +18, engineering +15, mysticism +6, perception +9, 
  piloting +10
  Languages dwarvish, halfling, humans, orcish, ratfolk, 
  Gear tactical knife, autotarget rifle, casual stationwear 
  SPECIAL ABILITIES
  Bypass (Ex) You are skilled at getting inside computer systems and electronic devices. At 1st level, 
  you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels 
  thereafter, and at 20th level, this bonus increases by 1. 
  Combat Tracking (Ex) Your exocortex provides you with enhanced combat ability, granting you 
  proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms 
  just as if your class granted proficiency. As a move action during combat, you can designate a foe for your 
  exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, 
  and combat tactics, allowing you to make attacks against that target as if your base attack bonus from 
  your mechanic levels were equal to your mechanic level. Designating another target causes you to 
  immediately lose this bonus against the previous target. 
  Custom Rig (Ex) see Starfinder Core Rulebook Mechanic class.
  Memory Module (Ex) You can use your exocortex’s memory module to enhance your own knowledge. 
  Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. 
  In addition, your exocortex grants you the Skill focus feat as a bonus feat. You can’t use your exocortex’s 
  memory module while combat tracking is activated. Every time you gain a mechanic level, you can 
  rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill focus feat with Skill 
  focus in a different skill.
  Neural Shunt (Ex) Once per day, as a reaction when you fail a saving throw against a mind-affecting 
  effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the 
  mind-affecting effect, but for the normal duration of that effect, you lose the Skill focus feat granted by 
  your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including 
  any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, 
  spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were 
  
  64
  affected by it. Once the duration of the mind-affecting effect has ended, your exocortex resumes its 
  normal functions. You must have an exocortex to learn this trick.  
  Overload (Ex) As a standard action, you can cause a short in an electronic device, including most 
  ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. 
  This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other 
  device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to 
  use this ability. You can instead use this ability on any electronic device within range of your exocortex’s 
  wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner 
  can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your 
  intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, 
  or creatures with the technological subtype (all of which have shielding against this sort of attack), or 
  items larger than Medium. Once a device has been successfully overloaded, a residual static charge 
  prevents that device from being overloaded again for 1 minute. 
  Portable Power (Ex) You can use your custom rig to supply limited power for up to 1 minute to a 
  computer or starship system that lacks power. If this system is part of a much larger network, this trick 
  does not supply power to the entire network, just to a limited point of access (typically a terminal), 
  which might greatly limit functionality. Once you have used portable power on a system, you cannot do 
  so again on that system for 24 hours. 
  Remote Hack (Ex) You can use your custom rig to attempt Computers and Engineering skill checks 
  at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of 
  this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive 
  check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are 
  the origin of this activity. 
  Wireless Hack (Ex) Instead of combat tracking, your exocortex can access another computer system 
  within 20 feet, allowing it to attempt a Computers check against that computer each round, using your 
  skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain 
  within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. 
  If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work 
  in concert with your exocortex, counting both your action and the exocortex’s effective standard action 
  toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to 
  the computer to attempt your checks. 
  DESCRIPTION
  Ivan Yukov is the right arm of Captain Tibb on board the Cerberus. He went through the independence 
  war but before the war erupted worked for a Dominion high tech facility to design and produce remote 
  controlled torpedoes and other last generation armaments. He was more a captive then a free engineer 
  and when the war started he took the chance to run away during the bombing of the facility. He then 
  
  65
  joined the colonial forces and offered his services and his brilliant mind to enhance the colonial 
  firepower. He is known for having invented a bio-mechanical remote guide for torpedoes to use against 
  the Dominion fleet. More than one captain from the colonial warships claims that this remote guide 
  system actually reverted the result of the war in favor of the colonies.
  JUNIOR ENGINEER
  SOLDIER 2  
   
   
   
   
   
  CR 2  
  XP 600 
  LN M Humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; perception +3
  DEFENSE  
   
   
   
   
   
  HP 20 
   SP 16
  EAC +1; KAC +1
  Fort +4; Ref +1; Vol +4
  OFFENSE
  Speed 20 ft.
  Melee weapon +4 tactical starknife (1d4+2 P)
  Ranged weapon +3 semi-auto pistol (1d6 P)
  STATISTICS
  Str 14; Dex 13; Con 13; Int 16; Wis 13; Cha 8  
  Feats Kip Up, Skill Focus(engineering)
  Other abilities dwarf traits, primary fighting style(bombard), primary fighting technique(grenade 
  expert)
  Skills acrobatics +6, athletics +7, computer +5, engineering +11, medicine +8, perception +3, survival 
  +6
  Languages dwarvish, hafling, human, orcish
  Gear tactical starknife, tactical semi-auto pistol, flash grenade I, incendiary grenade I, smoke grenade 
  I, shock grenade I x3
  SPECIAL ABILITIES
  Grenade Expert (Ex) You increase the range increment of your thrown grenades by 5 × your strength 
  bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. 
  Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal 
  to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries 
  to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you 
  create a new grenade using this ability, the old grenade no longer works). 
  DESCRIPTION
  Engineers with basic knowledge are required on all space ships but those coming from the secessionist 
  colonies are prepared for the next coming war against the Dominion. Due to this reason the ex-colonies 
  
  66
  implemented a training program where the recruit had to be able to solve technical problems and enter 
  battle as well.
  KARSK, SENIOR ENGINEER
  ENGINEER 7 
   
   
   
   
   
  CR 7  
  XP 3,200
  NG M humanoid (dwarf) 
  Init +1; senses darkvision 60 ft.; perception +7
  DEFENSE  
   
   
   
   
   
  HP 34 
  SP 14 
  EAC 12; KAC 13
  Fort +3; Ref +3; Vol +5
  OFFENSE
  Speed 20 ft 
  Melee weapon +5  cestus battle-glove (1d4 B)
  Ranged weapon +7 azimuth laser pistol (1d4+7 F)
  STATISTICS
  Str 10; Dex 12; Con 13; Int 14; Wis 10; Cha 7
  Feats skill synergy (engineering/culture), small arm proficiency, weapon focus(small arms), weapon 
  specialization(small arms)
  Other abilities expertise field(engineering, medicine)
  Skills computers +9, culture +11, engineering +14, medicine +12, perception +7, stealth +8
  Languages Dwarvish, Triaxian
  Gear advanced engineering tool kit, engineering tool kit (identify technology specialty), second skin 
  armor, azimuth laser pistol (20 charges), cestus battle-glove
  SPECIAL ABILITIES
  Ship Repairing (Ex) An engineer working with an advanced engineering toll kit can repair hull 
  damage to the ship from scraps, fix breaches, etc. For every eight hours of uninterrupted work roll and 
  engineering skill check and divide the result by ten (rounding down), this is the amount of hull points 
  restored.
  BACKGROUND
  Karsk has been hired by Basirius corporation few weeks before the Sawshark departed for the DLB01 
  star system. Basirius accepted his petition in case they found any alien technology or artifact. Karsk left 
  his community and specialized in xeno-technology, mostly because bored by the lack of innovation by 
  their kins. He is sophisticated when it comes to talk about technical specifications, but when a task is 
  accomplished he loves to relax and spend his free time with good comrades.
  NUMA, ENGINEER 
   
   
   
   
   
   
  
  67
  ENGINEER 4, MECHANIC 3  
   
    
  CR 7  
  XP 3,200
  LN M humanoid (verthani)
  Init +7; Senses low-light vision; perception -1
  DEFENSE  
   
   
   
   
   
  HP 40 
  SP 44 
  EAC 12; KAC 13
  Fort +6; Ref +7; Vol +4
  OFFENSE
  Speed 30 ft 
  Melee weapon +4 cestus battle-glove(1d4-1 B)
  Ranged weapon +7 azimuth laser pistol (1d4+4)
  STATISTICS
  Str 8; Dex 12; Con 14; Int 15; Wis 8; Cha 9
  Feats improved initiative, skill focus(engineering), skill synergy(engineering/medicine), toughness, 
  weapon focus(small arms), weapon specialization(small arms) 
  Skills computers +12, culture +9, engineering +17, life science +9, medicine +15, sleight of hand +8
  Other abilities artificial intelligence(exocortex), bypass(+1), custom rig(arm), exocortex(memory 
  module), expertise field(engineering), mechanic trick(overclocking) , overload 
  Languages vercite, triaxian, dwarvish
  Gear advanced enginering tool kit, engineer tool kit (craft item specialty), azimuth laser pistol (20 
  charges), cestus battle-glove, second skin armor, prosthetic left arm (+1 circumstance bonus on 
  engineering check)
  SPECIAL ABILITIES
  Custom Rig (Ex) You have created a customized toolkit you can use to hack systems and items. Your 
  custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic 
  augmentation system in your brain (though it can be combined with a datajack for the same price 
  as installing a datajack normally), your eyes, or an arm. For more information on augmentation, see 
  Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve 
  it and hold it to use it effectively. While using this rig, you always count as having the appropriate 
  tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and 
  drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm 
  unit (see Equipment). Finally, if you have a drone, you can use your custom rig to communicate over 
  an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 
  2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from 
  any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new 
  custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom 
  rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be 
  
  68
  used with your mechanic tricks.
  Memory Module (Ex) You can use your exocortex’s memory module to enhance your own knowledge. 
  Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In 
  addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s 
  memory module while combat tracking is activated. Every time you gain a mechanic level, you can 
  rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill 
  Focus in a different skill. 
  Overclocking (Ex) You have augmented the performance of your AI for maximum response timing. 
  You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone 
  (if you have a drone) gains a +2 insight bonus to Reflex saves. 
  Overload (Ex) As a standard action, you can cause a short in an electronic device, including most 
  ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. 
  This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other 
  device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device 
  to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent 
  to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability 
  on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item 
  or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate 
  the effect (DC = 10 + half your mechanic level + your intelligence modifier). Overload doesn’t affect 
  androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all 
  of which have shielding against this sort of attack), or items larger than Medium. Once a device has 
  been successfully overloaded, a residual static charge prevents that device from being overloaded again 
  for 1 minute. 
  Skin mimic (Ex) see Alien Archive: Verthani
  Ship Repairing (Ex) An engineer working with an advanced engineering toll kit can repair hull 
  damage to the ship from scraps, fix breaches, etc. For every eight hours of uninterrupted work roll and 
  engineering skill check and divide the result by ten (rounding down), this is the amount of hull points 
  restored.
  BACKGROUND
  Numa is an engineer specialized in designing and crafting technological items. Her fields of study is 
  biotechnological engineering which requires knowledge in both anatomy and mechanical devices. 
  She voluntarily implanted her prosthetic left arm to improve her efficiency in her tasks. She is a 
  straightforward aptitude toward almost any issues and her critics tend to be as much as constructive 
  as possible. Renowned in Basirius corporation for her loyalty she always puts mission goals above 
  anything else. 
  SAH’AH MAL, ENGINEER 
   
   
   
   
   
  
  69
  ENGINEER 5, OPERATIVE 2  
   
   
  CR 7  
  XP 3,200
  CG M humanoid (ryphorian)
  Init +2; Senses low-light vision; Perception +4
  DEFENSE  
   
   
   
   
   
  HP 40 
  SP 26 
  EAC 12; KAC 13
  Fort +4; Ref +7; Vol +7
  Resistances cold 5
  OFFENSE
  Speed  30 ft 
  Melee weapon +3 cestus battle-glove (1d4-1 B)
  Ranged weapon +5 azimuth laser pistol (1d4 F)
  STATISTICS
  Str 8; Dex 12; Con 13; Int 14; Wis 10; Cha 9
  Feats great fortitude, lighting reflexes, skill focus (engineering), skill focus (stealth), master crafter 
  (computers), 
  Other abilities evasion, expertise field (computers, engineering), operative edge (+1), operative 
  exploit(jack of all trades), specialization (spy), trick attack(1d4)
  Skills bluff +9, computers +14, engineering +21, medicine +14, perception +12, sense motive +13, 
  sleight of hand +5, stealth +13 
  Languages Triaxian, Dwarvish, Human.
  Gear advanced engineering tool kit, engineer tool kit (disable device specialty), azimuth laser pistol 
  (20 charges), cestus battle-glove, second skin armor 
  SPECIAL ABILITIES
  Evasion (Ex) If you succeed at a Reflex save against an effect that normally has a partial effect on a 
  successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing 
  light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. 
  Jack of all Trades (Ex) You’ve learned how to handle any situation. You can use all skills untrained, 
  and you double your operative’s edge bonus when using a skill in which you have no ranks. 
  Operative Edge (Ex) Your diverse training as an operative grants you a +1 insight bonus to initiative 
  checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter. 
  Ship Repairing (Ex) An engineer working with an advanced engineering toll kit can repair hull damage to 
  the ship from scraps, fix breaches, etc. For every eight hours of uninterrupted work roll and engineering 
  skill check and divide the result by ten (rounding down), this is the amount of hull points restored.
  Specialization (Ex) Your specialization represents your primary area of expertise. Pick one 
  specialization upon taking your 1st level of the operative class. Once made, this choice cannot be 
  changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, 
  
  70
  and you gain a free skill rank in each of those skills at each operative level (this does not allow you to 
  exceed the maximum number of skill ranks in a single skill). 
  Trick Attack (Ex) You can trick or startle a foe and then attack when she drops her guard. As a full 
  action, you can move up to your speed. Whether or not you moved, you can then make an attack with 
  a melee weapon with the operative special property or with any small arm. Just before making your 
  attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) 
  with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage 
  and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an 
  additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy 
  special property or that requires a full action to make a single attack. 
  BACKGROUND
  Sah’ah Mal is specialized in reverse-engineering, however she has never finished her career of studies. 
  Basirius corporation hired her due to her merits in analyzing and replicating hi-tech discoveries 
  produced by market competitor. She is supposed to work in team with Karsk, but the ryphorian is too 
  taciturn and introverted to be a good company for the dwarf. She spends most of her time at the lab, 
  studying devices and executing security protocols.
  TASSEL BORF 
  ACE PILOT SOLDIER 4  
   
   
   
  CR 4  
  XP 1,200
  NG S Humanoid (halfling)
  Init +5; Senses halfling; Perception +7
  DEFENSE  
   
   
   
   
   
  HP 30 
   SP 32
  EAC 15; KAC 16
  Fort +6; Ref +6; Vol +6 (+3 vs fear)
  OFFENSE
  Speed 30 ft.
  Melee weapon +2 tactical knife (1d4-2)
  Ranged weapon +10 hunting rifle (1d8+5)
  STATISTICS
  Str 6; Dex 20; Con 13; Int 11; Wis 12; Cha 17    
  Feats far shot, skill focus(piloting), weapon focus(long arms), weapon specialization(long arms), 
  Other abilities gear boost(bullet barrage +1), halfling traits, primary fighting style(sharpshoot), primary 
  fighting technique(sniper aim) 
  Skills culture +4, perception +7, piloting +15, stealth +11
  Languages dwarvish, halfling, human, orcish, ratfolk
  Gear hunting rifle, tactical knife, flight suit stationwear, 
  
  71
  SPECIAL ABILITIES
  Bullet Barrage (Ex) You gain a +1 insight bonus to damage rolls for weapons in the projectile category. 
  This bonus increases by 1 for every 4 soldier levels you have. 
  Sniper Aim (Ex) When you make a ranged attack against a target with cover, reduce the AC bonus 
  from cover by 2. You can’t use sniper’s aim against an enemy with total cover. 
  DESCRIPTION
  Tassel Borf joined the independence war in its last and most violet moments. Once he realized that the 
  colonies had a chance to win the war he fetched all his courage and decided to enlist. His purpose was 
  to save as many of his people as possible from the slavery and brutality of the Dominion. He proofed to 
  be an excellent pilot and was assigned to civilian rescue on the hottest war zones. If asked about the war 
  he just say he handled small transport ship from planet surfaces to orbit, dodging anti aircraft enemy 
  fire and he has been close to death so many times that he doesn’t even remember.
  TZARU, CHIEF ENGINEER 
  ENGINEER 7 
   
   
   
   
   
  CR 7  
  XP 3,200
  LG M monstrous humanoid (Contemplative)
  Init +1; Senses blindsense (thought) 30 ft; darkvision 60 ft; Perception +9
  DEFENSE  
   
   
   
   
   
  HP 30 
  SP 21 
  EAC 12; KAC 13
  Fort +5; Ref +2; Vol +5
  Weakness atrophied
  OFFENSE
  Speed 5 ft; fly 30 ft (average)
  Melee weapon claw +4 (1d4 S)
  Ranged weapon +6 azimuth laser pistol (1d4 F)
  Offensive abilities applied knowledge
  STATISTICS
  Str 8; Dex 12; Con 12; Int 17; Wis 8; Cha 11
  Feats great fortitude, skill focus(engineering), skill synergy (engineering/computers), toughness
  Other abilities expertise field(engineering, physical science)
  Skills acrobatics +6, computers +15, diplomacy +7, culture +7, engineering +19, mysticism +2, 
  perception +9, physical science +13
  Languages Akitonian, Dwarvish, Triaxian, Vercite, telepathy 100 feet.
  Gear advanced enginering tool kit, engineering tool kit (repair item specialty), second skin armor, 
  azimuth laser pistol (20 charges) 
  SPECIAL ABILITIES
  
  72
  Applied Knowledge (Ex) see Starfinder Alien Archive: Contemplative
  Atrophied (Ex) see Starfinder Alien Archive: Contemplative
  Ship Repairing (Ex) An engineer working with an advanced engineering toll kit can repair hull 
  damage to the ship from scraps, fix breaches, etc. For every eight hours of uninterrupted work roll and 
  engineering skill check and divide the result by ten (rounding down), this is the amount of hull points 
  restored.
  Expertise Field (Ex) The expert extends her knowledge and add a new skill as a class skill. She can 
  choose among the following skills: computer, engineering, life science, medicine, physical science.
  BACKGROUND
  Tzaru is specialized in repairing and maintenance and he is considered as the team leader among all 
  the other engineers on board. Patient, kind and brilliant he is the one who makes the whole machine 
  working. Beside being a good engineer and computer expert he always openly recognize that Sah’Ah 
  Mal is the best engineer in his team. He tends to be very talkative when relaxed and when he has free 
  time he spends some hour with the ryphorian, trying to compensate her introverted personality. He 
  loves to tell stories and anecdotes.
  VICTOR TIBB, CAPTAIN 
  ICON SOLDIER 8  
   
   
   
   
  CR 8  
  XP 4,800
  LG M Humanoid (Human)
  Init +6; Senses humans; Perception +8
  DEFENSE  
   
   
   
   
   
  HP 60 
   SP 64
  EAC 16; KAC 18
  Fort +7; Ref +4; Vol +6
  OFFENSE
  Speed 50 ft. (50 ft. climbing master feat)
  Melee weapon +9 (4d4+1 P)
  Ranged weapon +12 aphelion laser rifle (3d6+8 F burn 1d6); deadly aim feat +10 aphelion laser rifle 
  (3d6+12 F burn 1d6)
  STATISTICS
  Str 13; Dex 15; Con 13; Int 11; Wis 11; Cha 17       
  Feats adaptive fighting, climbing master, deadly aim, dive for cover, improved initiative, mobility, 
  parting shot, shot on the run, side step, weapon focus(longarms), weapon specialization(longarms) 
  Other abilities gear boost(armored advantage, laser accuracy), primary fighting style(sniper aim, 
  focus fire),  primary style technique(sharpshoot)
  Skills athletics +12 diplomacy +11, engineering +11,  perception +8, survival +11
  Languages human
  
  73
  Gear Aphelion laser rifle, sintered starknife, elite stationwear, standard speed suspension.
  SPECIAL ABILITIES
  Armored Advantage (Ex) When you are wearing armor, you gain a +1 insight bonus to your Kinetic 
  Armor Class
  Focus Fire (Ex) When you make a full attack with a ranged weapon, you can make both attacks with 
  a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack 
  kills or knocks out the target, you can instead make the second attack against a different creature at a 
  –4 penalty. Once you have the soldier’s onslaught class feature, you can use this ability with it, making 
  three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out 
  your target, you can make your remaining attacks against a different creature at a –6 penalty. 
  Laser Accuracy (Ex) You gain a +1 insight bonus to attack rolls with weapons in the laser category. 
  Sniper Aim (Ex) When you make a ranged attack against a target with cover, reduce the AC bonus from 
  cover by 2. You can’t use sniper’s aim against an enemy with total cover.
  DESCRIPTION
  Vitkor Tibb is a middle aged officer and veteran soldier from the independence waged by the out human 
  colonies against their mother system, the Dominion. His hairs are becoming grays and he rarely cut 
  his beard preserving the habit during the ongoing war of not shaving, mostly due to lack of time. He 
  was badly injured during a skirmish and now both his legs have been restored and enhanced with 
  cybernetics augmentation. He’s a quiet man now, tired of fighting and accepted the assignment on 
  the Cerberus as soon as he knew that the station would have been sent in the outer space and far from 
  civilization. When the war ended he earned a good reputation on the colonies and for a while became 
  famous on the stream due to the many interviews he had, where he talked about the heroic actions in 
  battle performed by him and his mates. Having served as   sniper, infiltrator and saboteur among the 
  colonial army he’s a quite experienced and fierce fighter. He kept in his quarter the many decorations 
  received by the colonial army. He has not lost his habit to clean and keep in efficiency his aphelion laser 
  rifle.
  YURI WASSILY, SERGENT
  WAR MEDIC 4 
   
   
   
   
   
  CR 4  
  XP 1,200
  LN M Humanoid (human)
  Init +1; Senses human; Perception +9
  DEFENSE  
   
   
   
   
   
  HP 20 
   SP 12
  EAC 12; KAC 13
  Fort +1; Ref +5; Vol +3
  OFFENSE
  Speed 30 ft.
  
  74
  Melee weapon +3 tactical dueling sword (1d6 S)
  Ranged weapon +4 azimuth laser pistol (1d4 F; burn 1d4)
  STATISTICS
  Str 10; Dex 12; Con 11; Int 13; Wis 14; Cha 12
  Feats basic melee weapons; light armor; small arms; Skill Focus (medicine), toughness
  Other abilities first aid
  Skills diplomacy +6; medicine +11; perception +9; survival +9
  Languages human
  Gear tactical dueling sword, azimuth laser pistol (20 charges), second-skin armor, advanced med-kit, 
  spray-flesh (3).
  STATISTICS
  First Aid (Ex) A warmedic who rolls a successful medicine skill check to provide first aid heals 1 hit 
  point in addition to normal effects of the skill.
  CYBORG, HOBGOBLIN 
   
   
   
  CR 5  
  XP 1,600 
  N M Humanoid (Cyborg)
  Init +2; Senses darkvision, thermal vision; Perception +10
  DEFENSE  
   
   
   
   
   
   
  HP 50
  
  75
  CYBORG, HOBGOBLIN 
   
   
   
  CR 5  
  XP 1,600 
  N M Humanoid (Cyborg)
  Init +2; Senses darkvision, thermal vision; Perception +10
  DEFENSE  
   
   
   
   
   
   
        
  HP 50
  EAC 16; KAC 18
  Fort +9; Ref +7; Vol +1
  Defensive abilities fast healing 2 (see below nanobots)
  DR 5
  Resistance 5 (see below energy field)
  Weakness water (see below weakness to water)
  OFFENSE
  Speed 30 feet
  Melee weapon incapacitator +14 (3d4+4 B staggered)
  Ranged weapon light machine gun +12 (2d10+2 P)
  STATISTICS
  Str +4; Dex +2; Con +4; Int -; Wis -; Cha -
  Skills computers +15, culture +10, engineering +15, perception +10 
  Languages long-wave radio communication as a comm unit.
  Gear integrated exoskeleton (eac+4, kac+6, body), integrated incapacitator (right arm, 20 charges), 
  integrated light machine gun (left arm, 60 rounds)
  ECOLOGY
  Environment any
  Organization solitary, platoon (5-8), commando (4-16) or brigade (6-36)
  SPECIAL ABILITIES
  Energy Field (Ex) grants resistance 5 against energy based attack of the cold, fire and electricity type. 
  The cyborg can pick one resistance type per round and can switch to another type as a full round action.
  Force Field (Ex) grants damage reduction 5.
  Integrated Armor, Arms and Weapons (Ex) cyborgs have armors, arms and weapons integrated 
  in their bodies, they can occupy the following slots: right arm, left arm and body.
  Nanobots (Ex) grants fast healing 2 by means of regeneration nanobots.  Damage dealt by a source 
  of electricity can’t be healed.
  Weakness to Water (Ex) when a cyborg enters in contact with enough water to cover most of his 
  body it suffers the staggered condition for 10 minutes.
  
  76
  WAR DRONE 
   
   
   
   
   
   
   
  TIER ¼ 
  Subroutine fl eet Interceptor
  Tiny Racer
  Speed 6 (T6 thruster); Maneuverability (perfect); Warp - 
  AC 16; TL 22 (see description); 
  HP 20; DT -; CT 4
  Shields 0 (forward 0, port 0, starboard 0, aft 0)
  Attack (forward) chain cannon (6d4; ripper)
  Power Core Micron Light (50PCU)
  Warp Engine n/a
  Systems basic computer, MK5 defense (+5 TL)
  Expansion bays none
  Modifi ers +7 piloting (see description)
  Complement AI pilot (see description)
  Description
  War drones are tiny ships around 20 feet long, specialized in dog fi ghting. They are cheap and easy 
  to assemble. This tiny machines swarm the target and are able to bring it down by the force of sheer 
  number.
  AI pilot: War drones do not require a pilot. The pilot’s rank depends only on the AI complexity and 
  consequent calculation speed. For the purpose of this adventure, First Strike, the subroutine has 
  developed basic war tactics thanks to complex probabilistic algorithm supported by all the basic 
  computer installed on each war drone, thus forming a sort of collective AI. Indeed the more war drones 
  are connected during a battle, the higher is their performance. The base pilot’s rank is +4, which can 
  increase depending on the number of war drone that compose the fl eet. The stats described above do 
  not include the bonus due to the number of drone. Increase the piloting rank as explained in the table 
  
  77
  below:
  10 or more drones / +1
  20 or more drones / +2
  40 or more drones / +3
  80 or more drones / +4
  160 or more drones / +5
  AUTO-FIGHTER  
   
   
   
   
   
  TIER 1
  Subroutine fleet Auto-fighter
  Tiny Fighter
  Speed 8 (T8 thruster); Maneuverability good; Warp -
  AC 20; TL 16;
  HP 40; DT -; CT 8
  Shields 70 (forward 18, port 18, starboard 17, aft 17)
  Attack (forward) light particle beam (3d6)
  Attack (forward) light particle beam (3d6)
  Attack (forward) light particle beam (3d6)
  Power Core Micron Heavy (70PCU)
  Warp Engine n/a
  Systems Basic computer, MK4 armor (+4 AC),
  Expansion bays none
  Modifiers +5 piloting (see description)
  Complement AI pilot (see description)
  Description
  Auto-fighters are tiny ships around 60 feet long. In some aspect they are drones with higher firepower 
  and durability. Auto-fighters usually follow a wave attack of war drones and fore run the the the strike 
  of heavier warships like cruisers or battleships.
  
  78
  AI pilot: Auto-fighters do not require a pilot. The pilot’s rank depends only on the AI complexity 
  and consequent calculation speed. For the purpose of this adventure, First Strike, the subroutine has 
  developed basic war tactics by a complex probalistic algorithm supported by all the basic computer 
  installed on each war drone, thus forming a sort of collective AI. The base pilot’s rank is +4, however it 
  can increase in case of better performing ICS installed on the auto-fighter.
  
  79
  CYBORG (CR 3+) 
  Any small, medium or large sized humanoid with at least intelligence 10 can be converted into a cyborg. 
  The cyborg graft replaces any previous creature subtype.
  Required creature type: Humanoid
  Weakness: Weakness to Water (Ex), when a cyborg enters in contact with enough water to cover most 
  of his body it suffers the staggered conditions.
  Abilities: 
  Fast Healing (Ex), grants fast healing 2 by means of regeneration nanobots. 
  Energy Field (Ex), grants resistance 5 against energy based attack of the cold, fire and electricity type. 
  The cyborg can pick one resistance type per round and can switch to another type as a full round action. 
  Force Field (Ex), grants damage reduction 5.
  Integrated Weapons and Arms (Ex), cyborgs have weapons integrated in their bodies, they can occupy 
  the following slots: right arm, left arm and body.
  Ability score modifiers: Strength +4, Dexterity +0, Con +2. Intelligence, Wisdom and Charisma 
  are all set to “-”, cyborgs have no self awareness or personality traits and obey to an artificial collective 
  intelligence.
  
  80
  ELEVATOR
  to torpedo launcher
  THRUSTER
  TORPEDO LAUNCHER
  ELEVATOR
  
  81
  ELEVATOR
  ENGINEERING
  DECK
  ELEVATOR
  POER CORE
  DECK
  
  82
  LIFE SUPPORT DECK
  ELEVATOR
  H2
  O3
  N2
  H O
  2
  ELEVATOR
  DOCKING 
  AREA
  
  83
  SENSORS
  AND RADAR
  ELEVATOR
  
  84
  CREDITS
  Story by Davide Tramma
  Written by Davide Tramma
  Text Revision by Shennen Valdez
  Graphic by Davide Tramma
  Illustrations by Arturo Quesada
  Editing by Davide Tramma
  Presented to you by
  ANGRY GOLEM GAMES
  2018 all copyright reserved
  
  85
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Angry Golem - From Beyond Ep. 3 - First Strike.pdf