How do you handle Advancing multiple PC starships


Advice


So there is a situation comming up in my campaign they the PCs will have an opertunity to get there hands on another starship. There is really no reason for them to not take it and no reason to leave there old one. I know the CRB has rules for handling encounters with multiple PC starships but what about tier, build points and level. Splitting the build points between the two ships seems like they would be really week considering the APL would need to be 9 to have two tier 4 ships. There are 6 PCs in my group all level 3 would it be reasonable to have both ships be tier 3 and consider the group 2 parties of 3 since that's most likely the way it will split? Or should I calculate the build points for both ships at Highest tier+1 (so tier 4 for both ships) and as they level have them upgrade one ship and then the other?


The only sane way to do it currently would be to reverse the CR calculation. So if the current party is APL 3, reverse the calculation to figure out what tier of ships would have a pair give you an APL of 3. Then give each ship that many BP. IIRC, this basically comes out to "two Tier 1 ships".


I would make it a pair of identical tier also. Not the part of adding one if it is within 2 of you.

Tier 6 should be 2 Tier 4. Not a Tier 5 and a Tier 4.


The big question is do they plan on operating both ships at the same time and can they meet minimum crew requirements for both.

If they plan on operating both at the same time and as a single party I would say use build points based on CR and split them however the party wants to. By single party I mean all members are working the same mission/ adventure even if the party is split for that mission.

If they only plan to operate one at a time, like one is exploration the other cargo, then I would make both ships at full BP for the party CR. I would also balance and justify it by saying the unused ship was being leased out to pay for maintenance and upgrades. This could be used to GM advantage. The party is out exploring and finds something they need o bring back but will not fit. They return to base two weeks earlier than expected and find the cargo ship is unavailable for another week and a half. However they can meet the cargo ship at planet xx in a week. While you are there you may want to check out this job my cousin mentioned. If the party abuses this too much you could say one or both ships are at 3/4 CR.


hire adbarcorp to take other ship back to base and take the best of the two with you.

that is how I'd do it.

but then that would also depend on the size of the ship too


Lane_S wrote:

The big question is do they plan on operating both ships at the same time and can they meet minimum crew requirements for both.

If they plan on operating both at the same time and as a single party I would say use build points based on CR and split them however the party wants to. By single party I mean all members are working the same mission/ adventure even if the party is split for that mission.

If they only plan to operate one at a time, like one is exploration the other cargo, then I would make both ships at full BP for the party CR. I would also balance and justify it by saying the unused ship was being leased out to pay for maintenance and upgrades. This could be used to GM advantage. The party is out exploring and finds something they need o bring back but will not fit. They return to base two weeks earlier than expected and find the cargo ship is unavailable for another week and a half. However they can meet the cargo ship at planet xx in a week. While you are there you may want to check out this job my cousin mentioned. If the party abuses this too much you could say one or both ships are at 3/4 CR.

One ship is a small freighter and the other is a medium transport. So min crew is 1 max is 6. The small ship was stolen from pirates. Kinda like an assault suply ship really. The other is a medium long range troop carrier/ explorer so the weapons took a hit for things like a tech workshop med bay, guest quarters an upgraded computer, drift drive, and more utility stuff. As far as weapons go the small ship has linked forward gyro lasers, port and starbord light laser cannons. And an added turret with light Toledo launcher. The medium ship as front light laser cannon and heavy torpedo launcher, aft light laser cannon and a turret with linked light laser cannons. They are very different ships.


It should be made clear that, if you do split the BP between two hulls, the result is going to be a *much* weaker party than with a single ship. So much weaker that they will almost certainly get destroyed by level-appropriate challenges. It depends on their exact level, but they'll typically be running a full 2 tiers behind.


Metaphysician wrote:
It should be made clear that, if you do split the BP between two hulls, the result is going to be a *much* weaker party than with a single ship. So much weaker that they will almost certainly get destroyed by level-appropriate challenges. It depends on their exact level, but they'll typically be running a full 2 tiers behind.

yeah that's what I figured. I looks at the chart and by 9th level they would have 2 tier 4s so a level appropriate encounter based on APL would be TWICE the tier of both ships and that's a huge power gap. I may just reduce the tier of their ships by one and keep em even I figure two tier 4 ships should be able to handle a tier 5 ship and it should be a decent challenge especially if the ship has multiple gunners and turrets. I'll have to test it though


Pathfinder Starfinder Roleplaying Game Subscriber

So then is there no viable way for a party of pilots to fly a squadron of Vipers/X-Wings? Or Megazords?


The Mighty Khan wrote:
So then is there no viable way for a party of pilots to fly a squadron of Vipers/X-Wings? Or Megazords?

Well BP and tier are supposed to follow APL right so maybe keep the tier APL -1,2,or3 test it out for a ehile and adjust from there just to see how combat would function thats how i would run it


Again, the sanest way to handle it right now would be, use the CR rules in reverse. If you have two ships, than each one's tier would be APL -2. Etc.

That said, given there are no rules to support party controlled fleets right now, this really shouldn't be shocking. Your trying to kludge something that isn't currently covered by the rules.


The Starship encounter table lists "PC starship tier". If the party is APL 9 in a tier 4 ship a CR 6 encounter should be about right. If the party had 2 ships totaling CR 9 they may still do well against a single CR 9 enemy.


Yeah, but if they are splitting their BP budget in half, they won't have two ships that total CR 9. They'll be closer to CR 7.

Scarab Sages

Pathfinder Adventure Path Subscriber
Alundrell wrote:
And an added turret with light Toledo launcher.

You should add Holy to that Toledo launcher. LOL

I'm sorry, typos make me laugh.


Reebo Kesh wrote:
Alundrell wrote:
And an added turret with light Toledo launcher.

You should add Holy to that Toledo launcher. LOL

I'm sorry, typos make me laugh.

I am now going to stat up a holy Toledo launcher!!! And make it a goblin weapon

Community / Forums / Starfinder / Advice / How do you handle Advancing multiple PC starships All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice