Act 6: Combat

Not unexpectedly, things have gotten physical. Choose the scene that best matches the situation. Remember, in a zero-G situation, everybody's DX skills are capped at Free Fall. If the PCs are with Shindar, he will advise this. A Tactics roll will confirm this as a good idea once the element of surprise is lost.

Orions are an uncommon (-2) copper-blooded (-5) species. Kzniti are a rare (-5) mammalian (-5) species. Jindarians are a rare (-5) exoskeletal (-15) species. Physiology(or IQ-6)-5(species)+5(easy: vitals location) required to target vitals, i.e. straight Physiology or IQ-6 (add a -10 against Jindarian).

Scene 1: PC Surprising a Sleeping Pirate

Setting: Most likely in a stateroom aboard the Jindarian asteroid ship.

Activities:

Beam Weapon-type3 setting no. vs Hearing-5/wall-10/airlock-range table[B550] [G:Mysteries p48]
A firefight may wake up others. A shout is a +10 to Hear

Success: One down, but maybe some more to go.

Failure: The foe may sound an alarm.

Scene 2: Surprising a Pirate.

Setting: In the lounge of the Jindarian Rock Ship with Thumi (captain) and Tomean (covert) and Rumla (slave girl). Thumi will try to figure out why the PCs are here, how long they're staying, and if they know anything about Terilek Prime. Tomean will observe. Rumla will observe then seduce.

Activities:

Total Surprise [B393]
1d6s of Do Nothing, then an IQ roll each turn to snap out of it. Combat Reflex characters can only suffer Partial Surprise. A Fright Check might be in order for the Slave Girl and Jindarian.
Partial Surprise [B393]
an IQ roll with a cumulative +1 each turn to snap out of it.

Success: One down, but maybe some more to go.

Failure: The foe may sound an alarm.

Scene 3: Victory to Starfleet

Setting: It has become obvious that the PCs will defeat the Orion pirates. They fear their superiors more than any Federation rehabilitation. They prefer mass suicide to being taken alive; they will initiate self destruct of their ship rather than give it up to Starfleet.

Activities:

Influence and a successful Xenology-2(Orion),-5(Kzint,Jindarian) vs Will
At best, the pirates will agree to abort a self destruct if the PCs agree to grant them safe passage out of the system.

Success: PCs have eliminated the Orion pirate threat. They can not explore and gain info in relative safety.

Failure: PCs may have to settle with mere kicking the pirates out of the Terilek System.

Scene 3: Victory to the Pirates

Setting: It has become obvious that the pirates will defeat the PCs. The have no desire to antagonize Starfleet. It is possible to convince them to let the PCs escape with their lives.

Activities:

Influence and a successful Xenology-2(Orion),-5(Kzint,Jindarian) vs Will
The pirates know better than to an

Success: The PCs have convinced the pirates to leave them stranded on Terilek Prime.

Failure: TPK.