New Starship Options


Homebrew


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So, I'm still fairly new to Starfinder and looking through the rulebook, when I got to the Starship section I was very happy to see what was there. But, also unhappy at how few options were there.
I would assume that there will be a future book that will have additional options, but until then, I'm curious What other options people have come up with.
The one idea I have I'm not sure how it would stated out. We have the Hanger Bay and Shuttle Bay options. They both take up multiple Expansion Slots, and (at least to me) feel very much options that are in the interior of the ship. I'm curious what BP and PCU cost would be for an exterior docking ring/clamp. Something secure enough to hold a smaller ship through Drifting.
What I'm picturing is a ship that has a fairly powerful drift engine that has as many of these docking clamps as they can fit that could hold a ship two categories smaller with no (or slower) drift engine. The larger ship acting as a ferry if you will.
Anyone with thoughts on my Expansion Bay option or have some of their own? New Frames, New Starship Weapons, New Bay Options?


Cool


Vidmaster7 wrote:
double post!

Nope, it was a triple post. But I deleted the other two.


The book with more options btw will be The Pact Worlds


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In the meantime, third-party publishers have released some stuff you might like.


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Fleet Logistics Expansion (FLEX) Bay
A military version of guest quarters used on many smaller transports. The FLEX bay counts as common quarters for six troops and includes sanitation and minimal meal preparation areas. All bunks, lockers and other facilities are designed to fold into the walls and ceiling or moved to create more open space. This process can be performed by a single man in 20 minutes , less with assistance. Once cleared the FLEX bay may be used as a Cargo Bay or training facility. Military standard load handling equipment is included.

Cost 1 BP, 1 PCU in all modes.
Troops debate if it actually counts as berthing. Fleet claims it's always in cargo mode.
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Probe Launcher
Probes are high endurance missiles with sensor package payloads. The launching ship may use the probes sensors, both passive and active, instead of it's own for a single action each turn. Probes have a range of 100 hexes but their active sensors only extend to 4 range bands. Actions take with probes suffer a -2 per 10 hexes from launching ship. Probes may be fired upon by point defense weapons using standard rules.

Stealth variants exist but are highly restricted.

Mk I (Light) speed 8, PCU 5, BP 5, Sensors: basic medium
Mk II (Heavy) speed 8, PCU 10, BP 10, Sensors: advanced medium
Mk III (Capital) speed 10, PCU 15, BP 20, Sensors: advanced long

All probes have limited fire 5, 6 hour endurance and takes 24 hours to reload
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Drop Pod Launcher
Drop pods are high speed armored capsules for delivering troops into combat. A single expansion bay holds 6 drop pod launchers an capable of firing all in a single round. Drop pods are available in several models and must be purchased separately. Launchers for large power armor, creatures, or heavy supply drops hold four pods per bay.

Cost 3 BP, 4 PCU
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Extra Crew Stations
A suite of extra control consoles and gear lockers increasing the number of crew that can take actions per round. Normally only used on smaller combat vessels.

Model A 2 stations, 2 berthing, 3 BP, 3 PCU
Model B 4 stations, no berthing, 5 BP, 5 PCU


Docking bay (PCU 10, BP 4, one slot)
A small internal docking system which can hold one tiny. It does not include any room for maintenance or storage of spare parts.


I'm hoping for rules for things such as:
1) starship modules in handheld computers
2) "Plug and play" tiny starships, where they lack their own onboard computer and have to run off one added by the user. Kind of like a car key that doesn't just let you start the engine, but IS the engine.
3) Is it bad to say I'd like some feats that apply to starship combat? or Drift travel etc?


1) what kind of starship module would you want, I think all of them are just regular modules paid in BP.

2) based on real world this is unlikely to work well. A starship computer is likely a network of dozens of systems. Even if there is one master control unit it probably has far more data lines and interface ports than a typical computer.

I could see a tiny racer with negative piloting modifier, no sensors and strictly manual input controls being a popular form of racing.

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