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[Starfinder] Complete alternate Starship construction and combat rules
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<blockquote data-quote="Rolenet" data-source="post: 7454771" data-attributes="member: 6874615"><p>Here are four ship examples. May contain minor spoiler for Into the Unknown and Dead Suns.</p><p></p><p>ATech ODYSSEY (Tier 4 – DC21)</p><p>A common Abadarian design, widely used for medium-range courier and colonization duty in troublesome sectors.</p><p>The Starfinder Society commissioned this unit to act as a Q-ship, sent to distant locations for undercover study.</p><p>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.</p><p></p><p>Medium Transport (30HP; Crit 6) – Turn 2</p><p>Core: Pulse Gray Thrusters: M8 Drift engine: Signal Basic (1X)</p><p>Armor: Mk4 (AC14) Defenses: Mk2 (TL12) Shields: 32 (regen 3)</p><p>Computer: Mk1 Trinode Hybrid Sensors: basic long-range Hybrid (+2; 20)</p><p>Crew: 1-6 (Good)</p><p>Bays: Escape pods (6 creatures); Science lab (+1 life and physical); Arcane lab (+1 Mysticism); extra Core (Micron Light); cargo holds (2)</p><p>AbadarCorp design: concealed weapons; extra cargo; -2 defenses against scanning</p><p>Weaponry:</p><p>Forward Light Laser (Range 15; 1d4)</p><p>Forward concealed Missile launcher (Range 15; Speed 14; 1d12; Limited 5)</p><p>Aft Laser net (Range 10 max; 1d4; Point defense +2)</p><p>Concealed turret with dual Coilguns (Range 10; 1d6 mass; Recharge)</p><p></p><p>Norikama LAWBLIGHT (Tier 2+ – DC18)</p><p>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. </p><p>Throughout her troubled history, she was modified for pirate use with beefed-up anti-hacking defenses and EMP emitters.</p><p></p><p>Medium Explorer (25HP; Crit 4) – Turn 1 (Pilot +7)</p><p>Core: Arcus Heavy Thrusters: M4 Drift engine: Basic (1X)</p><p>Armor: Mk4 (AC15+2) Defenses: none (TL11+2) Shields: 12 (regen 1)</p><p>Computer: basic Sensors: budget short range (5)</p><p>Crew: 1-6 (Common quarters)</p><p>Bays: Medical bay (dilapidated, works as good guest quarters for 3 creatures) ; Life boats (4 creatures); Escape pods (converted to smuggler compartment)</p><p>Mods: firewall and wipe</p><p>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)</p><p>Weaponry:</p><p>Turreted EMP emitter (Range 5, +6, 2d8 EMP)</p><p>Front light particle (Range 10, +6 1d8)</p><p>Front Heavy Torpedoes (Range 20, Speed 8, +6, 3d8, Homing, Limited 2)</p><p>Aft Flak (Range 5 max, +6, 1d4 Mass; Point +0)</p><p>Crew (+6)</p><p>Captain (taunt then demand; can also gunner); Gunner; Pilot; Science (target thrusters)</p><p></p><p></p><p></p><p></p><p></p><p>Ringworks LORESEEKER (Tier 2 – DC18)</p><p>An unusal Verces ship maintenance shuttle, discontinued after technological advances.</p><p>Bought and repurposed by the Starfinder Society as a mobile lab to study planetary anomalies and artefacts in quiet areas.</p><p>The Loreseeker remains a fast and nimble ship, though with weak defenses.</p><p></p><p>Medium Explorer (25HP; Crit 5) – Turn 1 (Pilot +1)</p><p>Core: Arcus Heavy Thrusters: M10 Drift engine: Aether Basic (1X)</p><p>Armor: Mk2 (AC12) Defenses: Mk2 (TL13) Shields: 16 (regen 2)</p><p>Computer: Mk1 Duonode Sensors: budget medium-range (10)</p><p>Crew: 1-6 (Good quarters)</p><p>Bays: Escape pods (6 creatures); physical Science lab (+2); Tech bay; cargo bay</p><p>Starfinder mod: concealed weapons</p><p>Weaponry:</p><p>Forward Swarm missile array (Range 10; Speed 14; 2d6; Limited 5, Point -2, Crit 19-20)</p><p>Concealed light Lasers port and starboard (Range 15; 1d4)</p><p>Concealed Coilgun turret (Range 10; 1d6 mass; Recharge)</p><p></p><p></p><p>Sanjaval SUNRISE MAIDEN (Tier 3 – DC19)</p><p>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.</p><p>This unit was modified with dual rec rooms and her computer has developed a personality of her own.</p><p></p><p>Medium Explorer (25HP; Crit 6/12/18/24) – Turn 1 (Pilot +1)</p><p>Core: Pulse Red (175) Thrusters: M10 Drift engine: Signal Basic (1X)</p><p>Armor: Mk3 (AC14) Defenses: Mk1 (TL12) Shields: 28 (regen 3)</p><p>Computer: Mk2 Mononode (artificial personality) Sensors: Basic medium-range (+2; Range 10)</p><p>Crew: 1-6 (Good quarters)</p><p>Bays: Escape pods (6 small creatures); Gym rec area (+1 athletics or acrobatics); Holographic Amusement Chamber</p><p>Sanjaval Spaceflight Systems design: Deployable combat wings (+1 Swerve checks); Sturdy; Cramped</p><p>Weaponry:</p><p>Forward light Plasma cannon (Range 10; 1d12)</p><p>Turreted light Laser (Range 15; 1d4)</p><p>Port and starboard Laser Nets (Range 10 max; 1d4; Point +2)</p></blockquote><p></p>
[QUOTE="Rolenet, post: 7454771, member: 6874615"] 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) [/QUOTE]
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