Starfinder [Starfinder] Complete alternate Starship construction and combat rules

Rolenet

Explorer
Everyone has his own Starfinder Starship Rules Rewrite!
Here's my own. Features:

- Much needed weapons rebalance and overhaul, with more interesting properties - and descriptions!
- Rescaled damage (and hp/shields) to base Light Laser = 1d4, to eliminate pointless rolling fistful of dice and doing lengthy sums. Also ships and shields are less sturdy. We don't need the fight to last LONGER.
- Revamped more detailed criticals, also shield hit critical overload shields
- Nerfed shield boost/rebalance actions
- Changed many actions, simplified DCs again (they're all 15+1.5T, no DC5 unfailable checks with trivial effects anymore)
- Better Scan actions with options (structural, energy, bio, tactical), leverages Knowledge checks, because their Science Officer... was a computer guy.
- Starship computer hacking rules (long to pull off, though) and counterhacking
- Adviser role, for your Envoy pleasure
- Mystical Officer role, that can perform magical scanning and spells (really, why wouldn't they implement an arcane detection action in a space fantasy game??)
- Ship now has a basic throttle setting; speed does not modify piloting; effect on targeting represented by the Still setting and Evade at full speed
- Added actual large crew limit rule (otherwise say hello to the 40-engineers destroyer?)
- Added ramming rule (yeah, unrealistic, but every group will want those eventually. And Space Pirates)
 

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Rolenet

Explorer
TWo more things planned:

* Adding faction/race/factory -specific features. I understand the space issues, but it's a real issue with the ship designs. They have great pictures, great write-ups, and very bland and irrelevant stats, sometimes wholly contradictory.
I have started some, especially for Eoxians, Shirrens etc.

* More class-specific actions for those that aren't space skill monkeys and are therefore not using their build.
 

Rolenet

Explorer
Here are four ship examples. May contain minor spoiler for Into the Unknown and Dead Suns.

ATech ODYSSEY (Tier 4 – DC21)
A common Abadarian design, widely used for medium-range courier and colonization duty in troublesome sectors.
The Starfinder Society commissioned this unit to act as a Q-ship, sent to distant locations for undercover study.
Part of the cargo area has been modified by AbadarCorp to accommodate a concealed missile launcher. Because of the power draw from the lab and sensors, the ship’s usual deterrent - a forward laser cannon - had to be equipped with step-down converters. The Coilguns are not linked: they are meant to be fired one at a time, while the other recharges.

Medium Transport (30HP; Crit 6) – Turn 2
Core: Pulse Gray Thrusters: M8 Drift engine: Signal Basic (1X)
Armor: Mk4 (AC14) Defenses: Mk2 (TL12) Shields: 32 (regen 3)
Computer: Mk1 Trinode Hybrid Sensors: basic long-range Hybrid (+2; 20)
Crew: 1-6 (Good)
Bays: Escape pods (6 creatures); Science lab (+1 life and physical); Arcane lab (+1 Mysticism); extra Core (Micron Light); cargo holds (2)
AbadarCorp design: concealed weapons; extra cargo; -2 defenses against scanning
Weaponry:
Forward Light Laser (Range 15; 1d4)
Forward concealed Missile launcher (Range 15; Speed 14; 1d12; Limited 5)
Aft Laser net (Range 10 max; 1d4; Point defense +2)
Concealed turret with dual Coilguns (Range 10; 1d6 mass; Recharge)

Norikama LAWBLIGHT (Tier 2+ – DC18)
This is a Norikama Syndicate scaled-down copy of an old Dashadz medical frigate design. It retains the Vesk-style maneuvering fins and good armor, but it mounts an Arcus core that’s meant for utility ships. The original Vesk-favorite dual plasma turrets, being impossible to obtain, let alone fit in this frame, were replaced with low-intensity ion cannons.
Throughout her troubled history, she was modified for pirate use with beefed-up anti-hacking defenses and EMP emitters.

Medium Explorer (25HP; Crit 4) – Turn 1 (Pilot +7)
Core: Arcus Heavy Thrusters: M4 Drift engine: Basic (1X)
Armor: Mk4 (AC15+2) Defenses: none (TL11+2) Shields: 12 (regen 1)
Computer: basic Sensors: budget short range (5)
Crew: 1-6 (Common quarters)
Bays: Medical bay (dilapidated, works as good guest quarters for 3 creatures) ; Life boats (4 creatures); Escape pods (converted to smuggler compartment)
Mods: firewall and wipe
Norikama design: Veskarium stabilizators fins (no random facing change); cramped bays; Fearsome, from a distance (+2 to Taunt checks but the duration is always 1)
Weaponry:
Turreted EMP emitter (Range 5, +6, 2d8 EMP)
Front light particle (Range 10, +6 1d8)
Front Heavy Torpedoes (Range 20, Speed 8, +6, 3d8, Homing, Limited 2)
Aft Flak (Range 5 max, +6, 1d4 Mass; Point +0)
Crew (+6)
Captain (taunt then demand; can also gunner); Gunner; Pilot; Science (target thrusters)





Ringworks LORESEEKER (Tier 2 – DC18)
An unusal Verces ship maintenance shuttle, discontinued after technological advances.
Bought and repurposed by the Starfinder Society as a mobile lab to study planetary anomalies and artefacts in quiet areas.
The Loreseeker remains a fast and nimble ship, though with weak defenses.

Medium Explorer (25HP; Crit 5) – Turn 1 (Pilot +1)
Core: Arcus Heavy Thrusters: M10 Drift engine: Aether Basic (1X)
Armor: Mk2 (AC12) Defenses: Mk2 (TL13) Shields: 16 (regen 2)
Computer: Mk1 Duonode Sensors: budget medium-range (10)
Crew: 1-6 (Good quarters)
Bays: Escape pods (6 creatures); physical Science lab (+2); Tech bay; cargo bay
Starfinder mod: concealed weapons
Weaponry:
Forward Swarm missile array (Range 10; Speed 14; 2d6; Limited 5, Point -2, Crit 19-20)
Concealed light Lasers port and starboard (Range 15; 1d4)
Concealed Coilgun turret (Range 10; 1d6 mass; Recharge)


Sanjaval SUNRISE MAIDEN (Tier 3 – DC19)
Produced on Akiton, this light escort is often employed in pairs to run pirate blockades, diverting shield power to one side. It mounts an unusual assymetric plasma cannon and a very light turret that’s meant to repel boarders.
This unit was modified with dual rec rooms and her computer has developed a personality of her own.

Medium Explorer (25HP; Crit 6/12/18/24) – Turn 1 (Pilot +1)
Core: Pulse Red (175) Thrusters: M10 Drift engine: Signal Basic (1X)
Armor: Mk3 (AC14) Defenses: Mk1 (TL12) Shields: 28 (regen 3)
Computer: Mk2 Mononode (artificial personality) Sensors: Basic medium-range (+2; Range 10)
Crew: 1-6 (Good quarters)
Bays: Escape pods (6 small creatures); Gym rec area (+1 athletics or acrobatics); Holographic Amusement Chamber
Sanjaval Spaceflight Systems design: Deployable combat wings (+1 Swerve checks); Sturdy; Cramped
Weaponry:
Forward light Plasma cannon (Range 10; 1d12)
Turreted light Laser (Range 15; 1d4)
Port and starboard Laser Nets (Range 10 max; 1d4; Point +2)
 
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