E1 — Cyber-Hound Wave and Collar Overload
CombatEncounter Overview
Hold the conduit while neutralizing the twins’ subdermal restraint anchors. The encounter ends when the hounds are defeated or bypassed and the party reaches 6 Calibration Points.
Restraint Crisis
Subdermal Restraint Crisis
Track Calibration Points and Overload. The crew needs 6 Calibration Points before Overload reaches 4.
| Approach | Check | Use |
|---|---|---|
| Spoof the prison handshake | DC 15 Computers check | Success gains 1 Calibration Point; critical success gains 2. |
| Rewire an exposed anchor lead | DC 15 Crafting check | Success gains 1 Calibration Point; critical success gains 2. |
| Stabilize tissue around an implant | DC 15 Medicine check | Success gains 1 Calibration Point. On a critical success, also reduce Overload by 1. |
| Match the resonance frequency | DC 17 Occultism check | Success gains 1 Calibration Point and the twins can use Distortion Shelter that round. |
| Keep one twin focused | DC 15 Diplomacy check | Usable once per twin. Success grants a +1 circumstance bonus to the next Calibration check; critical success also prevents the end-of-round Overload increase once. |
Each attempt costs 2 actions and requires adjacency to a twin, except Computers can be attempted within 30 feet by a character linked through a comm unit. A PC can attempt only one Calibration check per round.
At the end of each round, increase Overload by 1 unless an effect prevents it. A failed Calibration check deals 1d4 electricity damage to the assisted twin. A critical failure also increases Overload by 1.
Success
At 6 Calibration Points, the anchors go inert. The twins regain full access to their support actions.
Overload 4
The anchors discharge. Each creature within 10 feet of either twin attempts a DC 17 basic Reflex save against 2d6 electricity damage. Both twins become unconscious but stable, and Scene 3 begins with the Warden Mech already alerted. The crew can still continue.
Cyber-Hound Wave
| Party | Budget | Roster | XP Award |
|---|---|---|---|
| 4 PCs | 80 XP | 4 Cyber-Hound Mk I (creature –1) | 80 XP |
| 5 PCs | 100 XP | 5 Cyber-Hound Mk I | 80 XP |
| 6 PCs | 120 XP | 4 Cyber-Hound Mk I and 1 Cyber-Hound Alpha (creature 1) | 80 XP |
| 7 PCs | 140 XP | 5 Cyber-Hound Mk I and 1 Cyber-Hound Alpha | 80 XP |
The first two hounds enter from the north at the start of round 1. Remaining hounds arrive in equal waves at the start of rounds 2 and 3. This prevents a large party from deleting the entire encounter before the technical objective matters.
Cyber-Hound Mk I Creature –1
SMALL ANIMAL CYBORG TECH
Perception +5; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +6, Athletics +5, Stealth +6
Str +2, Dex +3, Con +1, Int –4, Wis +1, Cha –2
AC 15; Fort +5, Ref +7, Will +3
HP 9
Pack Intercept [reaction] Trigger: An enemy within the hound’s reach moves away from another cyber-hound. Effect: The hound Steps toward the triggering enemy.
Speed 35 feet
Melee [one-action] jaws +7, Damage 1d6+1 piercing
Clamp [one-action] Requirements: The hound’s last action was a jaws Strike that damaged its target. Effect: The hound attempts to Grapple the target with a +5 Athletics modifier.
Cyber-Hound Alpha Creature 1
MEDIUM ANIMAL CYBORG TECH
Perception +7; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Athletics +7, Stealth +8
Str +3, Dex +4, Con +2, Int –3, Wis +2, Cha –1
AC 17; Fort +7, Ref +9, Will +5
HP 24
Pack Command [reaction] Trigger: The alpha damages a creature with its jaws. Effect: One Cyber-Hound Mk I within 30 feet can Step.
Speed 40 feet
Melee [one-action] reinforced jaws +9, Damage 1d8+3 piercing
Driving Pounce [two-actions] The alpha Strides twice and makes a jaws Strike. If it began at least 20 feet from the target, a creature hit by the Strike must succeed at a DC 17 Reflex save or fall prone.