Stealth Campaign


Homebrew


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So I plan to take my group through a short campaign in which stealth and sabotage will be the primary objective.

A colossal size ship will be approaching a target in near space, the PCs are given some one-time use experimental invisibility generators that grant invisibility for 4 hours. Their objective is to slow or disable the ship long enough so that their employers can evacuate the target.

The house rules I am implementing for this portion of the campaign are:

Sabotage: Different ship systems can be hacked (Computers skill) Disabled (Engineering skill) or Destroyed (using detonators and explosives with the Engineering skill). Hacking the security system would give the PCs bonuses to not being detected while on board, disabling would make the system useless for finding them, but would be discovered relatively quickly and could be repaired, destroying the system would make it useless to find them, but would immediately be discovered though it cannot be repaired.

The systems that can be targeted are Sensors (external/navigation), Engine, Power Core, Drift Engine, Thrusters, and Security Systems.

Different combinations of systems sabotaged will yield different results. For example, hacking the Sensors to give false information and the Thrusters to make minor adjustments to the ships course will place the ship at a Drift exit point much further away than the intended target.

Stealth Execution/Knockout: Any form of combat would be very bad for the PCs as the crew compliment on this ship is 300ish, all of which are mercenaries. If they are in a situation where they must remove someone they can attempt a stealth execution.

The PC will make a melee attack against an unaware opponent and add 10 to their damage after strength mod and this is the DC that the enemy must make a fortitude save against or suffer instant death/knockout. As the target is also unaware, they do not receive their dex bonus to AC.

I may have to adjust the numbers a bit by giving a +2 bonus to the DC of the fortitude save, but will have to see how it plays out.

Thoughts? Questions?


I like all those ideas, and see creating a Ninja mission or anti-ninja mission one-shot or full module to support my 3PP project. We are converting ninja to SF, with a corresponding theme and archetype, but your suggestions fit my project. I'd love to hear how it plays out. And as stated, it would be cool from either perspective - from a stealth team's point of view, or from a counter-intelligence team trying to stop a ninja mission. Sounds very cool!


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Ok so this weekend I'll be running the first session of the stealth and sabotage campaign arc.

I have made a table of DCs to hear sounds based off of the CRBs few examples:
Sound of battle 0
Small/medium creature walking 10
Whispered conversation details 15
Automatic door opening 20

Based off of these examples, I have created DCs to hear the sounds of weapons used:

Melee operative 10
Melee one-handed 7
Melee two-handed 5

Weapon firing
Cryo 0
Flame 0
Laser 5
Plasma 5
Projectile 0
Shock 5
Sonic -5
Dart or Flechette 10

Bulkheads and ship interior door dampen sound and add a +10 to the DC for anyone on the other side to hear the noise.

In addition I have created the weapon mod Suppressors which, when attached, add a +3, +5, +7, and +10 to the DC from Tactical to Paragon.

The weapon fusion "Quiet" may also be applied.

Weapon Fusion Level 3
Quiet: When active, this weapon fusion reduces the sound of the weapon when used. Add 5 to the DC of the check required to hear the weapon in use.

I feel that these additions will give the players the ability to think and act tactically in regards to removing obstacles or threats to their mission.

Anything I missed?

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