
Nejrael |

I have been tinkering a bit with a system that might or might not work. But I would like someone else to take a look at it as well to see if I am on the right track.
Here goes:
Before a ship encounter in space the GM rolls a d20 (+1 for every ship after the first) and follows this table:
1: 0
2-4: 1 weapon, 1 expansion bay
5-10: 1 weapon, 1 System, 2 Expansion Bay
10-15: 2 weapon, 1 System, 2 Expansion Bay
15-19: 2 weapon, 2 System, 2 Expansion Bay, 1 Shield, 1 drift engine
20: 3 weapon, 2 System, 2 Expansion Bay, 1 Shield, 1 Power Core, 1
drift engine
(Add +1 module for every 5 tiers (or encounter level) divided equally starting with weapons then system and last Expansion Bays)
DM rolls 1d20 + modifiers (as mentioned above) in secret before the fight so he knows how much salvage is available to the players if they succeed.
During the encounter he explains the cinematics what happens to the ships and if it seems like something can be salvaged from it.
After the encounter he decides from the results whats on the "menu" and the players may now rub their greedy little hands.
If it's not enough modules (f.ex. you roll a 14 and there is only 1 weapon installed on the ship) The next module in line get's an extra pick and so forth.
Roll Engineering or Profession: Salvager\Engineer DC 15 + ship tier.
A success means 1 + tier\5 (ECL) modules is salvaged +1 more for every 5 you beat the DC. Takes 1 hour per module to be salvaged.
Players can then choose which components\modules to save from the alotted "menu".
Not available for salvaging:
Armor (any\DM's discretion)
Cargo holds (it just an empty room, although it's content can be salvaged)
This probably has a lot of exploits. But when I checked that against a tier 5 encounter (single ship) for a tier 5 group it looked decent on paper.If the GM rolls a 10 (for the sake of argument) a lvl 5 engineer probably has around 15 in engineering at this point so on an average roll of 10 they would recieve 3 modules. The modules with any value (shields, weapons etc.) cost around 8-12 BP so the sell value would be around 2-3 BP unless they choose to install the thing, but then they need to get rid of something else on the ship anyway. I have not checked this against higher tiers. It just an idea for now. I have also been thinking about cargo space and I based it on sizing vs number of cargo holds. So with weapons I did this:
Weapon:
Light needs 2 Cargo Holds and weighs BPx200kg
Heavy needs 4 Cargo Holds and weighs BPx300kg
Capital needs 6 Cargo Holds and weighs BPx400kg
Spinal-Mount needs 8 Cargo Holds and weighs BPx500kg
Other modules:
Tiny needs 1 cargo holds and weighs BPx50kg
Small needs 1 cargo holds and weighs BPx100kg
Medium needs 2 cargo holds and weighs BPx200kg
Large needs 4 cargo holds and weighs BPx300kg
Huge needs 6 cargo holds and weighs BPx400kg
Colossal needs 8 cargo holds and weighs BPx500kg
Modules that has no size is considered small (at DM's discretion)
The whole idea is that the ship hull is not really worth anything since anything can practically be 3D printed. Any shipyard can make a specific body but they just don't because of copyright (or whatever legal reasons).
At least it's the start of idea that doesn't seem to complicated and hopefully not too exploitative. I would like some constructive criticism on this. I don't have too much experience with Starfinder, but I have too much with Pathfinder. Since english is not my native language I hope you can forgive spelling errors and also if this is to confusing to understand.