Ship Build General Advice and Help


Advice


So currently me and hte rest of my player group jsut hit level 7 and have a chance ot ugprade our ship. We'rea group of 4 with an 18-20 crew (including us). In your guys's experience, what is the best build to have fora ship? We're throwing around this following ship build idea, maxmize mobility and range, also, anyone know where I can find a ship building optimization/benchmarks?

Large Heavy Freighter
Speed 10; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 140; DT n/a; CT 28
Shields Light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) Twin laser (5d8)
Attack: (Forward): coilguns linked (8d4)
Attack (Turret) Coil gun (4d4)
Power Core(s) Arcus Maximum (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defences, mk 2 trinode computer (tier 2); Expansion Bays medical bay, recreation suite (trivid den), tech workshop, arcane laboratory, 4 cargo bays (technically)
Modifiers +2 any three checks per round, +4 Computer

For our given level, do we have enough damage and speed output as well as shielding? Or should we shift some things around to improve some stuff?


MagicA wrote:

So currently me and the rest of my player group just hit level 7 and have a chance to upgrade our ship. We're a group of 4 with an 18-20 crew (including us). In your guy's experience, what is the best build to have for a ship? We're throwing around this following ship build idea, maximize mobility and range, also, anyone know where I can find a ship building optimization/benchmarks?

Large Heavy Freighter
Speed 10; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 140; DT n/a; CT 28
Shields Light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) Twin laser (5d8)
Attack: (Forward): coilguns linked (8d4)
Attack (Turret) Coil gun (4d4)
Power Core(s) Arcus Maximum (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defences, mk 2 trinode computer (tier 2); Expansion Bays medical bay, recreation suite (trivid den), tech workshop, arcane laboratory, 4 cargo bays (technically)
Modifiers +2 any three checks per round, +4 Computer

For our given level, do we have enough damage and speed output as well as shielding? Or should we shift some things around to improve some stuff?

Just on a quick look over I think your shields are far too low and that you should always put your best offensive weapon option in your turret so it can be brought to bear every turn.

As for benchmarks why not look at the ships provided in the core rules?

Also it seems like your ship is over on Build Points. May I suggest this website for a free ship builder?

Also your AC and TL should both be one less (12) due to your ships size.


Funny enough I used that ship builder and it didnt prevent me from using the mark 3 armor and defensive measures


You can always build an optimized ship, but I made the experience that sub-optimal builds are always more fun, because you have to work with the flaws of it and this creates character.

Take a look at Battletech: You can buy your own heat-neutral optimized mechs, but this removes one intressting mechanic from the game. Thats why the standard mechs aren't heat neutral - so you have to take this into considerations.

So I have to say I love your build. The shields are a little weak and the strong weapons are front. So positioning will become very important. (Neitherless I would boost the shields a little bit (at least to 150).

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