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Ravingdork's Armada Panolopy


Advice


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

This thread is meant for sharing your ideas for starships or starship groups. Please share in as little or as much detail as you like! It is my hope that other Starfinder players will find this thread and be inspired.

I'll start:

Apsalus III - medium transport (tier 12)

The Apsalus is a highly secretive, experimental anti-pirate super weapon (for its class).

Ship Background:

“For all its magnificence, the Apsalus is still more beam cannon than ship.” - Apsalus Project scientist

The Apsalus Project was a series of projects by Stewards scientists to create a powerful new peacekeeping warship capable of blasting through the rocky asteroids of Diaspora that so often protect the pirate fleets of the Free Captains.

After previous peacekeeping operations failed to curb the Free Captains increasingly brazen activities, the Stewards began to pursue other, more direct ways, of trying to deter their illegal trends. The “Apsalus Project,” directed by both Pact Worlds and Shirren scientists, was perhaps one of the most feasible of the plans for clipping the Free Captains’ more violent actions, and so it was given funding priority. The main idea of the plan involved the creation of a ship that could destroy subterranean space bases with a powerful new beam cannon capable of penetrating an asteroid’s outer mantle, then using it as a tool of intimidation in the hopes of pacifying the pirates.

The first phase of the Apsalus Project involved creating a ship frame that was small enough to safely operate within the occasionally tight confines of the Diaspora asteroid belt. To achieve this the Apsalus team created the Minovsky Craft System, which created a highly concentrated cushion of Minovsky Particles between the ship and the surrounding debris, providing a safety buffer that would push harmful objects away.

The Apsalus I served as the test-bed for the Minovsky Craft System as well as an experimental new beam weapon, the most powerful non-capital grade weapon of its kind ever created. The Apsalus ultimately required a very powerful generator to run its Minovsky Craft System and to fire the experimental beam weapon simultaneously. During initial flight tests the Apsalus I proved to be flight capable, but the generator’s output was not sufficient enough to fire the beam weapon at the same time, causing the Apsalus I to crash upon commencement of its weapon test.

The Apsalus II strengthened the effect provided by the Minovsky Craft System, providing effective combat shields, and added a much more powerful power core, though it was still unable to make use of its primary weapon while in flight. During the Apsalus II’s weapon test, the firing of the experimental beam cannon triggered a collapse of the ship’s shields, resulting in the ship’s destruction by throwback debris.

The Apsalus III is the first functioning model in the project to be considered by its creators to be a fully combat-capable prototype. Equipped with an even more powerful power core, it can fly, fire its primary weapon, and effectively defend itself against numerous attackers simultaneously. As a secret weapon prototype, the Apsalus III (shown below) comes with numerous security features designed to keep it, or its test data, from falling into the wrong hands. Work on the Apsalus Project continues, with Stewards scientists hoping to increase flight maneuverability and defensive capabilities in the Apsalus IV.

Here's the build breakdown for the ship.


‘Gunstar Mk 1’, in homage to The Last Starfighter. This is the first production run Gunstar, probably preceding the in-setting Gunstars comprising 2nd or 3rd generation production runs. The advanced prototype used by Alex and Grig would be ... much more robust than this one.


  • BP cost - system
  • (8) - Fighter base frame (Size: Tiny)
    Maneuverability - good (+1 Piloting; turn 1)
    HP 35 (increment 5); CT 7
    aft arc (1 light mount), forward arc (1 light, 1 light that must be a tracking weapon)
    Min. Crew 1, Max Crew 2
  • (7) - Power Core: Arcus Light (75 PCU output; 5 PCU not spent)
  • (4) - Thrusters: T8 ‒ speed 8, draws 25 PCU
  • (3) - Armor: mk 3 (+3 AC bonus)
  • (0) - Computer: basic
  • (0) - Quarters: common
  • (0) - Defensive Countermeasures: none
  • (2) - Drift Engines: Signal Basic (75 minimum PCU)
  • (0) - Security: none, that’s what guards are for!
  • (6) - Sensors: budget long range
  • (8) - Shields: light 60 (typically 15 each aft, forward, port and starboard) - regenerates 2/min - draws 20 PCU
  • (17) - Weapons: gyrolaser (aft arc), light particle beam (forward arc), light torpedo launcher (forward arc’s req’d tracking weapon) - draws 25 PCU

55 total BP; 5 available PCU


Ravingdork wrote:

Apsalus III - medium transport (tier 12)

The Apsalus is a highly secretive, experimental anti-pirate super weapon (for its class).

Did you intend to leave your pilot's 12 ranks out of the AC and TL? If its flown as a CR 12 NPC ship, it should be 32 AC and 27 TL I think.

Anyways, I guess I'll try my hand at an Old Republic inspired ship, the Defender class light corvette. Fast and heavily armed, its something of a cross between a fighter and small transport.

BP Cost - system
12 - Explorer base frame (Size: Medium)
30 - Nova Ultra Power Core (+300 PCU)
6 - M12 Thrusters (-80 PCU)
27 - Mk 6 armor
14 - Mk 7 Defenses (-7 PCU)
18 - Mk 3 Duonode (-20 PCU)
2 - Good crew quarters
6 - Signal Basic Drift Engine
14 - Advanced Long Range Sensors
6 - Upgrade Turret mount to Heavy
3 - Add light Turret mount
6 - Upgrade Turret mount to Heavy
4 - Upgrade Forward mount to Heavy
12 - Twin Laser (turret) (-15 PCU)
12 - Twin Laser (turret) (-15 PCU)
12 - Heavy Antimatter missile launcher (-15 PCU)
32 - Heavy Shields 480 (-110 PCU)
8 - Medical Bay (-4 PCU)
0 - Cargo Hold
1 - Escape Pods (-2 PCU)
Total BP: 230

Defender class Light Corvette - Tier 9
Medium Explorer
Speed 12 Maneuverability: Good (turn 1)
AC: 25 (16 + Piloting ranks)
TL: 25 (16 + Piloting ranks)
HP: 75; DT -; CT 15
Shields: Heavy Shields 480 (Forward 120, Port 120, Starboard 120, Aft 120)
Attack (Forward) Heavy Antimatter Missile Launcher (10d10)
Attack (Port) None
Attack (Starboard) None
Attack (Turret) Twin laser (5d8), Twin Laser (5d8)
Power Core: Nova Ultra Power Core (+300 PCU)
Drift Engine: Signal Basic Drift Engine
Systems: Advanced Long Range Sensors, Crew Quarters (Good), Mk 6 Armor, Mk 7 Defenses, Mk 3 Duonode Computer, Biometric Locks
Expansion Bays: Medical Bay, Cargo Hold, Escape Pods
Modifiers: +3 to any 2 checks per round, +4 computers
Complement: 1 to 6
Spare PCU: 32


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Hiruma Kai wrote:
Ravingdork wrote:

Apsalus III - medium transport (tier 12)

The Apsalus is a highly secretive, experimental anti-pirate super weapon (for its class).

Did you intend to leave your pilot's 12 ranks out of the AC and TL? If its flown as a CR 12 NPC ship, it should be 32 AC and 27 TL I think.

I know I included the pilot ranks, but it seems I forgot the base 10. Not surprised I missed it since the formal AC calculation is nearly 20 pages outside the shipbuilding rules. I'll have this fixed in a jif. Thanks for catching it!


The Obvious is a heavily upgraded explorer-class hull custom-designed and built from the keel up by its owner. To the casual eye it looks like any number of small payload specialty starships whose crew asks few questions and sometimes have fewer morals. Light torpedo launcher forward, a laser net turret array for point defense, gyro lasers port and starboard with a stern-chaser light particle beam gives the casual spacefaring brigand at least a brief pause for concern.

Beneath its grimy pock-marked hull and carbon-scorched engines lurks an absolute beast that does not brook a foolish or neophyte crew. From its tier 8 self-aware computer, top-of-the-line shields and advanced reconnaissance sensor suite to multiple paired heavy weapons systems in all five firing arcs, few will survive a serious armed confrontation against the Obvious. If they can catch her in the first place, let alone penetrate her shields in combination with a sufficiently skilled crew.

In the hands of a sky jockey ace this vessel clocks a speed of 13 - she can outrun almost every tracking weapon known to the Pact Worlds except light and heavy torpedoes and is incredibly nimble.

Obvious Q-ship (800 BP; CR 18)
Upgraded tier 16 Medium Explorer
Speed 12; Maneuverability good (turn 1); Drift 5
AC 18 +# of Pilot’s skill ranks; TL 24 +# of Pilot’s skill ranks
HP 95; DT ‒; CT 19
Shields superior 600 (forward 150, port 150, starboard 150, aft 150)
Attack (forward) light torpedo launcher; [2 concealed linked persistent particle beams]
Attack (aft) light particle beam; [2 concealed linked heavy plasma torpedo launchers]
Attack (port) gyrolaser; [2 concealed linked twin lasers]
Attack (starboard) gyrolaser; [2 concealed linked twin lasers]
Attack (turrets) laser net; [2 concealed linked persistent particle beams]
Power Cores Pulse Prismatic (2) (600 PCU); Drift Engine Signal Ultra; Systems advanced long-range sensors, armor mk 8, computer (tier 8 w/ artificial personality) mk 3 tetranode w/ anti-hacking systems 4 & computer countermeasures (alarm, fake shell, feedback x2, firewall x4), anti-personnel weapon (advanced autobeam artillery laser/+16 atk), defensive countermeasures mk 15, luxurious crew quarters, M12 thrusters, biometric locks; ad-hoc 16 BP spent for Q-ship modifications; Expansion Bays cargo bays (2), power core housing w/ 2nd pulse prismatic power core, smuggler compartment (DC 50)
Modifiers +0 Piloting; +4 sensors; +3/+3/+3/+3 computers; Minimum Crew 1; Maximum Crew 6

Making this nastier would improve the CR by 1 to grant complex control of the entire starship to its self-aware computer.

Ballpark NPC Crew Compliment guesstimate
Captain Diplomacy +30, Engineering +30, gunnery +30, Intimidate +30, Piloting +30 (18 ranks) = AC 36; TL 42
Pilot Piloting +30
Science Officer Computers +30
Engineer Engineering +30
Gunners (2) gunnery +35

RPG Superstar Season 9 Top 32

Dot

If you allow 3PP here's my book on Fine and Diminutive Starships as well.

I'll stay something out here probably Monday morning.


theheadkase wrote:

Dot

If you allow 3PP here's my book on Fine and Diminutive Starships as well.

I'll stay something out here probably Monday morning.

Nice. :)

RPG Superstar Season 9 Top 32

Ok!

If you want to see the full suggestions for running a Fine or Diminutive starship (in starship scale or non-starship scale battles) you'll have to check out my link in the above post.

The Vehicle Smasher

Using the Core rules only I built up my flying restaurant plot device starship!

The Inquisitive Gourmand


A mock-up of Alex and Grig’s Gunstar from The Last Starfighter. Note that due to the design limitations of the current Starfinder ship design system it would require an ad-hoc adjustment to simulate the Death Blossom firing every weapon system of the ship as depicted in the film.

GUNSTAR mk9 build out:

Tiny fighter (AC +2, TL +2) (8 BP)
Power Core Pulse Blue (200 PCU) (20 BP)
Thrusters T10 (draw 30 PCU) (5 BP)
Armor mk 8 (-1 TL) (15 BP)
Computer tier 4 mk3 trinode (draw 20 PCU) (27 BP)
Crew Quarters good (2 BP)
Defensive Countermeasures mk12 (draw 20 PCU) (40 BP)
Drift Engines Signal Major (10 BP)
Security biometric locks (5 BP), self-destruct system (5 BP)
Sensors basic medium-range (10 BP)
Shields heavy 240 (60/60/60/60) (draw 55 PCU) (23 BP)
Weapon Systems:
(Forward Arc) light torpedo launcher (draw 5 PCU) (4 BP)
(Forward Arc) light particle beam (draw 10 PCU) (10 BP)
(Aft arc) laser net (draw 10 PCU) (9 BP)
(Aft arc) micro-missile battery (draw 10 PCU) (6 BP)
(Port arc) laser net (draw 10 PCU) (9 BP)
(Port arc) micro-missile battery (draw 10 PCU) (6 BP)
(Starboard arc) laser net (draw 10 PCU) (9 BP)
(Starboard arc) micro-missile battery (draw 10 PCU) (6 BP)

Total BP spent: 229; Total PCU used: 200.

Gunstar, model 9 (tier 9; 229 BP)
Tiny fighter
Speed 10; Maneuverability good (turn 1); Drift 3
AC 27; TL 30
HP 45; CT 9
Shields heavy 240 (60 forwad/60 port/60 starboard/60 aft)
Attacks


  • forward light particle beam (3d6)
  • forward light torpedo launcher (tracking; 2d8)
  • port laser net (2d6; point (+10))
  • port micro-missile battery (2d6; array; limited fire 5)
  • starboard laser net (2d6; point (+10))
  • starboard micro-missile battery (2d6; array; limited fire 5)
  • aft laser net (2d6; point (+10))
  • aft micro-missile battery (2d6; array; limited fire 5)

Power Core Pulse Blue (200 PCU); Drift Engine Signal Major; Systems additional weapon mounts (1 light aft, 2 light port, 2 light starboard), advanced medium-range sensors, crew’s quarters (good); mk 8 armor, mk 12 defensive countermeasures, mk 3 trinode computer, security systems (biometric locks; self-destruct system),

Crew

    9 ranks in each skill is assumed for both crew
    Captain Grig Computers +17 (+21 w/ sensors), Engineering +17, Piloting +18 (w/ maneuverability bonus included); 2 skills of choice get a +3 computer bonus from the computer
    Gunner Alex gunnery +25 while using one trinode from the computer


For a Fighter with excellent turn radius and only one gunner I'd spend less BP on 360 weapons and focus on the very best front weapons, some aft, and shields shields shields.


Xenocrat wrote:
For a Fighter with excellent turn radius and only one gunner I'd spend less BP on 360 weapons and focus on the very best front weapons, some aft, and shields shields shields.

Those are serious shields for a fighter. The idea here was to model the Death Blossom weapons (lasers and missiles ... everywhere ...) from the film's prototype Gunstar.

Were I building it for in-game use as a regular ship, I'd prefer an option to upgrade to turret installations. For some bizarre reason, that simply is not an option if the base frame does not stipulate a turret mount. (See the Obvious above for a 'dream ship' for a group of PCs.)

I've not re-read the Shields section ... but if the language allowed, I'd get multiple sets of shields that activate in succession. Why take HP damage if you don't have to ? ;)


A single-crew interceptor build progression from tier 1-6, for groups using x-wing squadrons or something similar.

(6) interceptor base frame
(7) T14 thrusters [draws 40 PCU]
(15) 2 linked coilguns (forward arc; 8d4) [draws 20 PCU]
(9) power core pulse brown (output of 90 PCU; 60 PCU are drawn by thrusters and coilguns)
(8) shields light 60 [draws 20 PCU]
(4) defensive countermeasures mk 3 [draws 2 PCU (82 total draw)]
(3) armor mk 3
(1) cut-rate sensors
(0) tier 1 basic computer
(2) signal basic drift drive
55 BP/tier 1

+20 BP (75 total BP) = tier 2
(13) sensors upgraded to advanced long-range
(5) biometric locks
(2) defenses upgraded to mk4 [3 draw instead of 2] [83 total draw]

+20 BP (95 total BP) = tier 3
(2) armor upgraded to mk4
(3) power core upgraded to pulse black (output improved to 120 PCU)
(15) shields upgraded to heavy 240 [draws 55 instead of 20] [118 total draw] (regenerates 16/min.)

+20 BP (115 total BP) = tier 4 - computer upgrades to tier 2; HP improves to 35; CT improves to 7
(8) power core upgraded to pulse blue (output improved to 200 PCU)
(7) new light weapon mount aft with light torpedo launcher [draws 5 PCU/total draw 123]
(5) defenses upgraded to mk6 [defenses draw 5 instead of 3/total draw 125]

+20 BP (135 total BP) = tier 5
(3) Drift drive upgraded to Signal Booster (drift rating improves to 2)
(14) new light weapon mounts port and starboard with light torpedo launchers [draws 10 PCU/total draw 135 -55 shields = 80]
(3) multi-locked light torpedo launchers
multi-lock is an ad-hoc variant of linked weapons for tracking weapons (since tracking weapons are not inherently restricted as to which arc their target is in, unlike direct fire weapons). In this case, all 3 light torpedo launchers lock onto/track a single target and fire.

+20 BP (155 total BP) = tier 6 - computer upgrades to tier 3
(10) Drift drive upgraded to Signal Superior (drift rating improves to 4)
(9) shields upgraded to heavy 480 [shields’ draw of 110] [total draw 190]
(1) ? profit ?

A higher-level pilot with the Sky Jockey feat, especially an Ace Pilot, is going to be an absolute beast in this little ship. Adding in ranks of Piloting (for the tier 6) to the base AC of 16 and TL of 18 gets fairly impressive quickly. It's advanced enough to take a heck of a beating without being so advanced that a group of PCs flying these won't be able to handle it with comparative ease. A 10th level pilot in this ship, without piloting maneuvers, sports AC 26, TL 28 and is able to outrun every tracking weapon currently in-game except light torpedoes.

The primary drawback is that it is not the typical computer-assisted starship due to the tight nature of the design's power consumption. At best a mk 1 (x)node computer can be powered from the 10 remaining PCU. Multiple nodes are additive so the cost per node in BPs is fixed in relation to the computer's ICM count. At the APL this ship warrants combat encounters, the computer is a luxury that could be added starting at 7th tier onwards should the owner so decide.

Multi-lock is ad-hoc, not "RAW", as an extrapolation of linked weapons. Unlike direct fire weapons, simultaneously firing multiple tracking weapons does not combine them into one super-tracking weapon - it fires (in this case) 3 light torpedoes tracking the same target with the same gunnery check.


Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Mad Comrade wrote:
A mock-up of Alex and Grig’s Gunstar from The Last Starfighter. Note that due to the design limitations of the current Starfinder ship design system it would require an ad-hoc adjustment to simulate the Death Blossom firing every weapon system of the ship as depicted in the film.

Using the Gunstar as an inspiration, rather than trying to simulate it (also, without setting the starship tier first):

'Vindicator' (a.k.a, Gunstar Mk 16):
Tier 16 (600 BP)
Base Frame
: Explorer (12 BP)
Power Core: 2 Pulse Orange (50 BP, 500 PCU budget); using 497 PCU total
Thrusters: M12 Thrusters (6 BP, 80 PCU draw)
Armor: Mk 8 Armor (45 BP); the most armor possible without increasing turn distance
Computer: Mk 3 Tetranode (36 BP, 20 PCU draw); higher mark computers can provide bonuses to fewer actions per turn
Crew Quarters: Good (2 BP)
Defensive Countermeasures: Mk 10 Defenses (27 BP, 13 PCU draw)
Drift Engines: Signal Major (30 BP, minimum PCU 150)
Expansion Bays:
  • Escape Pods (1 BP, 2 PCU draw)
  • Medical Bay (8 BP, 4 PCU draw)
  • Power Core Housing (10 BP)
  • Recreation Suite (HAC; 1 BP, 3 PCU draw)
Security: Anti-Hacking Systems 2 (6 BP), Biometric Locks (5 BP), Computer Countermeasures (Fake Shell, Firewall, Shock Grid 4; 24 BP); I decided that the Shock Grid level should be half of the ship computer's level
Sensors: Advanced Long-Range (14 BP)
Shields: Heavy Shields 480 (32 BP, 110 PCU draw)
Weapons:
  • Forward (add 2 Light, 6 BP; upgrade 3 to Heavy, 12 BP; X-Laser Cannon, 35 BP, 40 PCU draw; Heavy Laser Array, 10 BP, 15 PCU draw)
  • Aft (add 3 Light, 9 BP; upgrade 3 to Heavy, 12 BP; Heavy Laser Net, 12 BP, 15 PCU draw; Heavy Laser Array, 10 BP, 15 PCU draw)
  • Port (add 2 Light, 6 BP; upgrade 3 to Heavy, 12 BP; Persistent Particle Beam, 25 BP, 40 PCU draw; Heavy Laser Array, 10 BP, 15 PCU draw)
  • Starboard (add 2 Light, 6 BP; upgrade 3 to Heavy, 12 BP; Persistent Particle Beam, 25 BP, 40 PCU draw; Heavy Laser Array, 10 BP, 15 PCU draw)
  • Turret (add 2 Light, 10 BP; upgrade 3 to Heavy, 18 BP; Persistent Particle Beam, 25 BP, 40 PCU draw; 2 Heavy Nuclear Missile Launchers, 20 BP, 30 PCU draw)

This is getting close to the limit (design-wise) of what can be accomplished on an Explorer frame, without sacrificing maneuverability. Although this monstrosity can deal with a Thaumtech Omenbringer (including the Necrogliders in the Hangar Bays) without too much trouble.

Of course, being me, I also had to think of who the PC crew of this pocket battleship would be:

Spoiler:
Amrunelara Sunspark, CG(NG) Elf (Forlorn) Female Ace Pilot Mystic (Star Shaman) 15; child of two Xenowardens, Amrunelara was more interested in space travel and ships than in living things

Domitan Kaijitsu, N(L) Human Male Mercenary Technomancer 15; descended by family tradition from a cadet branch of a ruling family on Golarion, Domitan is trained in both combat and spellcasting (Advanced Melee Weapons, Heavy Armor, and Longarm Proficiency; uses a Grindblade stylized to look similar to a katana and wears Golemforged Plating V that resembles o-yoroi, Spellshot magic hack through a Tactical Gyrojet Rifle)

Kamashi Rubani "Wraith," N(G) Human Female Spacefarer Mechanic (Stealth Drone) 15; hacker and scout, drone can fly

Metweska, LN(N) Kasatha Male Xenoseeker Envoy 11/Operative (Explorer) 4; Dex-based, sniper rifle and operative weapons

Nomaela, NG(CG) Lashunta (Korasha) Female Priest Soldier (Blitz primary, Hit-and-Run secondary) Phrenic Adept 15; a bit of a switch-hitter (HFD Pulse Gauntlet/Monowhip or Elite X-Gen Gun), but Str is higher than Dex (also, 18 Int!)

Simlor "Shadow-Eater," NG(N) Ysoki Male Bounty Hunter Solarian (Solar Armor) 15; Dex-focused (Longarm Proficiency, Peacemaker for melee) and hates undead (worships Pharasma or Sarenrae?)

With six 15th-level characters, APL is 16. Captain (Metweska), Engineer (Domitan), 2 Gunners (Nomaela and Simlor), Pilot (Amrunelara), and Science Officer (Kamashi).


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Troll-class Destroyer, mk 3 (tier 11: 315 BP) CR 10
An early iteration of this long-discontinued series is entirely commanded by AI computers with robot ‘crew’ for tasks requiring manipulative appendages. Its defensive design philosophy in part depends on ‘simpler’ armor and defensive countermeasures to thwart attacks combined with point-defense systems as the shield generation systems of their time were notorious for creating as many problems as they solved. Part of the class’ design parameters include the ability to scavenge materials from the wrecks of damaged and destroyed vessels and structures to repair themselves as well as replenishing lost crew-bots and expended munitions.

The series fell out of favor when, supposedly, a spectacular design flaw of the Trolls’ already weak-for-its-hull-class shield generator interfaced quite poorly with the multiple AIs and their comm systems whilst the primary task force was in their home port after a gruesome campaign against the Veskarium. The intelligent computers in command of the Troll-class starships quietly conferenced with each other resulting in their unanimous decision that they were not dying on behalf of mere meatbags any longer. Many were destroyed before the surviving Trolls and their greater cousins escaped the ‘shipocide’ of their ‘species’.

Troll hulls are remarkably compact largely due to not having to accommodate any form of living crew. Some of these ‘insane’ warships prowl the Vast or other less-traveled areas of space in search of meatbag ships and vulnerable colonies to destroy. Others are said to roam the stars as well as the Drift in an existential search for the meaning and purpose of their existence. Trolls and their kin-ships do feel something approximating a familial bond with each other. From time to time pairs of two or a wing of three elect to work with each other for a purpose most folk would rather not imagine.
Dark whispers speak of two later-iteration Trolls feared by many in the starlanes and spaceways of known space. Grendel ... and the AI supposed to have instigated the ‘Troll Rebellion’, Āglæca.

Large destroyer
Speed 8; Maneuverability average (turn 3); Drift 1
AC 30; TL 30
HP 190; DT –; CT 38
Shields light 70 (forward 40, port 10, starboard 10, aft 10)
Attack (Forward) gravity gun (6d6; tractor beam)
Attack (Forward) heavy nuclear missile launcher (10d8 plus irradiate (medium); tracking, speed 10; limited fire 5)
Attack (Port) laser net (2d6; point [+10])
Attack (Starboard) laser net (2d6; point [+10])
Attack (Aft) laser net (2d6; point [+10])
Attack (Turret) light torpedo launcher (2d8, tracking, speed 16)
Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems budget long-range sensors, crew quarters (robots), mk 11 armor, mk 13 defenses; Expansion Bays cargo holds (4)

Modifiers already included; Complement 6 AIs and 14 crew-bots.
CREW
Engineer (1 officer AI, 14 crew-bots) Engineering +15 (10 ranks)
Gunners (3) (3 AIs) gunnery +10 each
Pilot (1 AI) Piloting +15 (10 ranks)
Scanner (1 AI) Computers +15 (10 ranks); de-facto AI-in-charge.

design break down:

(30) destroyer base frame (Large starship)
(100) mk 11 armor (base AC 20); turn +1 = turn 3
(50) mk 13 defenses (base TL 20); draws 25 PCU
(8) Drift Engine Signal Basic
(6) Budget long-range sensors
(4) turret light 1 - light torpedo launcher; draws 5 PCU
(9) port arc light 1 - laser net; draws 10 PCU
(9) starboard arc light 1 - laser net; draws 10 PCU
(9) aft arc light 1 - laser net; draws 10 PCU subtotal: 232 BP/60 PCU drawn
(30) fwd arc heavy 1 - gravity gun; draws 40 PCU
(10) fwd arc heavy 2 - heavy nuclear missile launcher; draws 15 PCU
(8) L8 thrusters (speed 8); draws 100 PCU
(10) Shields light 70; draws 25 PCU
(25) Power Core Pulse Orange (output 250 PCU)
(315 total BP spent; 239 PCU spent)


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Space Battleship Yamato (tier 20; 1,000 BP), fan service edition – as close as I can get Starfinder to it at any rate

Specifications: 309’ 7.4” length at a mass-tonnage of 62 ktons, clearly a current issue in Starfinder terms as nothing that small in length can mount capital weapon systems.
“Wave Motion Gun” forward arc; 3 heavy turrets w/ “shock cannons” forward of the bridge; 2 “shock cannon” aft; laser nets port and starboard; torpedoes fore and aft; ‘stack missiles’ (4th turret); wave motion engine (in-space FTL covering more than 805,000 miles per second); thrusters; hangar bay (4); shuttle bay (2); tech workshop = 7 expansion bays required. “luxurious” crew quarters handle remaining features from the source material.

The desire to replicate the ‘wave motion gun’ results in a minimum hull size of Huge (to mount capital weaponry). The certain-to-be-required 8 expansion bays result in a required base frame of Battleship.

build break down:

(150) Gargantuan battleship base frame (size multiplier of x6; -4 AC (base AC 6); -4 TL (base TL 6); maneuverability Average (turn 2)) w/ HP 280 (+40 per 4th tier); DT 10; CT (1/5th total HP)
(0) free weapon hardpoints: forward arc (1 capital, 2 heavy); port arc (2 heavy, 1 light); starboard arc (2 heavy, 1 light); aft arc (1 light); turret (2 heavy)
.upgraded weapon hardpoints as follows:

  • (22) forward arc: install 2nd capitol weapon mount (12); convert both heavy weapon mounts to capital weapon mounts (10) for a total of 4 capital weapon mounts
  • (0) port and starboard arcs: no changes
  • (40) aft arc: add 2nd light mount - upgrade both to heavy mounts (16); install 2 capitol mounts (24)
  • (22) turrets: 3rd and 4th heavy turret mounts

(12) Signal Basic Drift Drive
(8) G4 thrusters - draws 120 PCU
(50) Gateway Ultra Power Core (provides 500 PCU)
(5) crew quarters (luxurious)
(10) hangar bay; draws 30 PCU
(4) shuttle bay; draws 10 PCU
(1) tech workshop; draws 3 PCU
(14) advanced long-range sensors
(187) 2 linked vortex cannon forward (4d12x10, vortex) - draws 110 PCU
(40) 2 quantum missile launchers forward (2d8x10; tracking, speed 12, quantum; limited fire 5) - draws 30 PCU
(40) 2 quantum missile launchers aft (2d8x10; tracking, speed 12, quantum; limited fire 5) - draws 30 PCU
(30) 2 particle beams aft (8d6 each) - draws 50 PCU
(45) 3 particle beams in turrets (8d6 each) - draws 75 PCU
(8) ‘stack missiles’ - heavy torpedo launcher in turret (5d8; tracking; speed 14) - draws 10 PCU
(24) 2 heavy laser nets port (5d6 each; point (+12)) - draws 30 PCU
(24) 2 heavy laser nets starboard (5d6 each; point (+12)) - draws 30 PCU
(40) shields = superior 600 - draws 160 PCU
(90) armor mk8 (+8 AC [total base AC 14], -1 TL, +0 turn)
(22) defensive countermeasures mk9 (+9 TL [total base TL 14]) - draws 11 PCU
(40) power core housing with Gateway Light power core (300 additional PCU provided for a total of 800 PCU generated)
(4) thrusters upgraded to G6 - draws +60 PCU (759 drawn PCU)/932 subtotal BP
(54) 2 tier‒10 mk3 trinode computers - draws 40 PCU
(9) anti-hacking systems 3
(5) biometric locks
(1,000 total BP spent; 799 drawn PCU out of 800 generated)

Gargantuan battleship
Speed 6; Maneuverability average (turn 2); Drift 1
AC 34; TL 34
HP 440; DT 10; CT 88
Shields super 600 (150 forward, 150 port, 150 starboard, 150 aft) (regenerates 64/min.)

Attack (forward) ‘wave motion gun’ (2 linked vortex cannon) (4d12x10, vortex)
Attack (forward) (2) quantum missile launchers (2d8x10 each; tracking, speed 12, quantum; limited fire 5)
Attack (port) (2) heavy laser nets (5d6 each; point (+12))
Attack (starboard) (2) heavy laser nets (5d6 each; point (+12))
Attack (aft) (2) particle beams (8d6 each)
Attack (aft) (2) quantum missile launchers (2d8x10 each; tracking, speed 12, quantum; limited fire 5)
Attack (turret) (3) particle beams (8d6 each)
Attack (turret) heavy torpedo launcher aka ‘stack missiles’ (5d8; tracking, speed 14; limited fire 5)
Power Cores Gateway Ultra and Gateway Light (800 PCU total); Drift Engine Signal Basic; Systems 2 tier 10 mk3 tetranode computers, advanced long-range sensors, crew quarters (luxurious), mk 8 armor, mk 9 defenses, anti-hacking systems 3, biometric locks; Expansion Bays hangar bay, power core housing (Gateway Light power core), shuttle bay, tech workshop
Complement 170 ship-combat crew (300 total crew)

Modifiers +5 computers; +4 sensors; 6 checks per round may benefit from +3 computer assistance
CREW


  • Captain Diplomacy +39, Engineering +34, Intimidate +34, Piloting +34 (20 ranks each); gunnery +30 (base attack +20)
  • Engineers (5 officers and 100 crew) Engineering +39 (20 ranks)
  • Science Officers (3) Computers +39 (+43 sensors) (20 ranks)
  • Pilot Piloting +39 (20 ranks)
  • Gunners (15 officers and 45 crew) gunnery +33 (base attack +20, +8 Dex bonus, +5 general computers bonus) - the Yamato can fire all fifteen weapon systems without penalty or special crew actions, making her quite formidable.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Nice!


Ravingdork wrote:
Nice!

Glad to see you appear to have made it through Irmageddon in one piece!


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

It'll take more than a record-breaking hurricane and a few tornadoes to wipe the Florida-strong family off the map. :D


Funny thing is with GURPS Vehicles I could readily approximate the Yamato within its 'scripted' dimensions and mass-tonnage. Can't really do that in Starfinder at present. :)


First, I have to give big credit to Nickela for his wonderful spreadsheet. Been up way too long for too many nights playing around making ships.

Wanted to make a blockade runner. Pure speed, and the best shields I can get. Started with the Medium Transport and ended up with this.

Tier 12 Transport:

Speed 12 Maneuverability Average (turn 2) Drift 3

AC 26 TL 30 HP 115 DT - CT 23
Shields superior shields 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Forward) particle beam (8d6), laser net (2d6)
Attack (Port) flak thrower (3d4)
Attack (Starboard)flak thrower (3d4)
Attack (Aft) flak thrower (3d4)
Attack (Turret) linked particle beams (16d6 (linked))
Power Cores Pulse Blue (200 PCU); Pulse Blue (200 PCU) Drift Engine Signal Major (150 PCU min.)
Systems advanced long-range sensors (+4), Crew Quarters (Luxurious), Mk 4 armor, Mk 8 defenses, mk 3 tetranode (tier 6 computer), security (anti-hacking x4, biometric locks), countermeasures (feedback)
Expansion Bays cargo hold (3), life boats , power core housing
Modifiers +3 to any 4 checks per round, +4 Computers, -1 Piloting
Complement 1-6

But I did not like the way that I could still be targeted by Capital Weapons. I may be able to outrun most big ships, but one or two hits could wreck me. So I decided to try a smaller version. This is more for getting operatives behind enemy lines or getting critical supplies where needed.

Tier 12 Lt Freighter:

Speed 12 Maneuverability Good (turn 1) Drift 5
AC 31 TL 31 HP 70 DT - CT 14
Shields heavy shields 480 (forward 120, port 120, starboard 120, aft 120)
Attack (Forward)coilgun (4d4), laser net (2d6)
Attack (Port) laser net (2d6), gyrolaser (1d8)
Attack (Starboard)laser net (2d6), gyrolaser (1d8)
Attack (Aft) laser net (2d6)
Attack (Turret) linked coilguns (8d4 (linked))
Power Core Pulse Prismatic (300 PCU)
Drift Engine Signal Ultra (200 PCU min.)
Systems advanced long-range sensors (+4), Crew Quarters (Luxurious), Mk 8 armor, Mk 9 defenses, mk 3 tetranode (tier 6 computer), security (anti-hacking x4, biometric locks)
Expansion Bays cargo hold , life boats , recreation suite (hac)
Modifiers +3 to any 4 checks per round, +4 Computers, 0 Piloting
Complement 1-6

There is still 22 BP and 1 PCU to do more on the computer (not sure how to make those yet)


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Why have two power cores on that blockade runner? Isn't it cheaper to have a single 400 PCU power core?

Is the second one a backup in case the first goes down?


Ravingdork wrote:

Why have two power cores on that blockade runner? Isn't it cheaper to have a single 400 PCU power core?

Is the second one a backup in case the first goes down?

With the exception of some small/tiny ship only models, all power cores provide PCU equal to their BPx10. From a cost perspective there's no reason to prefer one core over several for ships medium and above.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Ah. I forgot about the size restrictions.


The Ysoki Mouthpouch. The flagship of the pirate fleet Cheeky Bastards. A lvl 20 Dreadnaught carrier to vomit 32 fighters and a pair of Assault Shuttles of 48 Marines to board their prey.

A little tongue-in-cheek, but after reading about the grenades in the mouth, this has been percolating for days.

Mouthpouch:
Colossal Dreadnought Tier 20
Speed 8 Maneuverability Clumsy (turn 4) Drift 1
AC 30 TL 29
HP 650 DT 15 CT 130
Shields superior shields 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Forward) mass driver (2d6 x 10), supergraser (2d8 x 10), x-laser cannon (8d6), heavy laser net (5d6)
Attack (Port) mass driver (2d6 x 10), heavy laser array (6d4), empty heavy mount, heavy laser net (5d6)
Attack (Starboard) mass driver (2d6 x 10), heavy laser array (6d4), empty heavy mount, heavy laser net (5d6)
Attack (Aft) heavy laser net (5d6), heavy laser array (6d4), empty heavy mount
Attack (Turret) gravity gun (6d6), heavy emp cannon (Special), tactical nuclear missile launcher (5d8), tactical nuclear missile launcher (5d8)
Power Cores Gateway Ultra (500 PCU); Gateway Light (300 PCU); Gateway Light (300 PCU)
Drift Engine Signal Basic (75 PCU min.)
Systems basic long-range sensors (+2), Crew Quarters (Good), Mk 8 armor, Mk 8 defenses, mk 4 trinode (tier 10 computer), security (biometric locks), countermeasures (fake shell, firewall)
Expansion Bays hangar bay (4), shuttle bay , power core housing (2)
Modifiers +4 to any 3 checks per round', +2 Computers, -2 Piloting
Complement 500

Incisor:
Tiny Fighter Tier 1
Speed 14 Maneuverability Good (turn 1) Drift None. Win or die
AC 16 TL 17
HP 35 DT - CT 7
Shields basic shields 30 (forward 8, port 7, starboard 7, aft 8)
Attack (Forward) gyrolaser (1d8), tactical nuclear missile launcher (5d8)
Attack (Aft) flak thrower (3d4)
Power Cores Pulse Gray (100 PCU)
Drift Engine None
Systems budget medium-range sensors (+0), Mk 3 armor, Mk 4 defenses, mk 1 mononode (tier 1 computer)
Modifiers +1 to any 1 check per round, +0 Computers, -1 Piloting
Complement 2

Molar:
Assault Shuttle (Lt Freighter) Tier 2
Speed 12 Maneuverability Good (turn 1) Drift None. Win or die
AC 17 TL 17
HP 40 DT - CT 8
Shields light shields 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) gyrolaser (1d8), tactical nuclear missile launcher (5d8)
Attack (Port) flak thrower (3d4)
Attack (Starboard) flak thrower (3d4)
Power Cores Pulse White (140 PCU)
Drift Engine None
Systems budget short-range sensors (+0), Crew Quarters (Common), Mk 4 armor, Mk 4 defenses, mk 1 mononode (tier 1 computer)
Expansion Bays passenger seating (3)
Modifiers +1 to any 1 check per round, +0 Computers, -0 Piloting
Complement 6

I needed 1100 Power on the Mouthpiece, but did not want to use 3 Ultras. The other 2 are RAW, too small for a C sized ship, but these are for auxiliary systems. Figured a pirate ship needed Tractor Beam and EMP for sure. The Heavy Array on all sides helps against opposing swarms (energy version of Death Blossom). Laser nets for defense, and then just filled up the rest.

Probably gets waxed against a military capital ship.

The Ysoki are now, in my mind, similar to the Orions from the David Weber series Starfire. Maybe not as honorable. But as a carrier based, swarm mentality.


Tervola,
IMHO the Mouthpouch should be given extra storage bays (somehow) to fit the fluff.
MDC


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I love how every ship has tac nukes installed. Must be a fright seeing all those nukes coming at you at once.


I'm imagining them sweeping with Geiger counters before boarding the irradiated wrecks. Savage ysoki space pirates well and thoroughly devoted to Besmara tickles the funny bone just right. Like Alvin and the Chipmunks gone space gangsters. :)

Scarab Sages

I made this ship as a joke in another ship thread, but with some re-working it could be made into a legitimate lore-friendly ship.

The Tachyon
Originally developed by the Aspis for "light, discrete courier work," the prototype was stolen by a free captain and converted into the galaxy's fastest 'getaway vessel.' Crazy fast, this vessel is designed to get a single person, a small amount of cargo, or data from point a to point b as fast as possible. The free captain in charge has since made use of the ship's absurd power plant to arm and armor the ship in case it does get into a firefight.

The Tachyon
Fast 'Courier'

BP Costs: Fighter (8) + Pulse Blue (200 PCU) (20) + T14 thrusters (7) + Mk 4 armor (5) + Mk 7 defenses (14) + Signal Ultra (200 PCU min.) (20) + advanced long-range sensors (+4) (14) + medium shields 120 (17) + light particle beam (10) = 115/115
PCU Costs: T14 thrusters (40) + Mk 7 defenses (7) + medium shields 120 (35) + light particle beam (10) = 92/200

TIER 4
Tiny Fighter
Speed 14 --Maneuverability Good (turn 1)--Drift 5
AC 20--TL 23
HP 40--DT 0--CT 8
Shields medium shields 120 (forward 30, port 30, starboard 30, aft 30)
Attack (Forward) light particle beam (3d6), empty light (tracking) mount
Attack (Aft) empty light mount
Power Core Pulse Blue (200 PCU)
Drift Engine Signal Ultra (200 PCU min.)
Systems advanced long-range sensors (+4), Mk 4 armor, Mk 7 defenses, (tier 2 computer)
Expansion Bays N/A
Modifiers +4 Computers, -1 Piloting
Complement 1-2

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