Drone Launch Tube and Drones


Rules Questions


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In AP7 the Drone Launch Tube expansion was introduced. I really only have one question:

I understand it launches up to 2 drones per round, but how does one build these drones?

Are they the Klokworx Drones you see on the following pages? Do you simply get 5 of those drones?

They don't give a basic blank statblock for drones as a whole. Is this supposed to be built and split from the party's BP pool?

It's worth noting that the drone weapons work wildly differently from the launch tube. The drones used in Large/Captial weapons look to merely be specially-flavored missiles/torpedoes/tracking weapons.


Drone Tube rules, spoilered for length.

Spoiler:
Source Starfinder #7: The Reach of Empire pg. 47
PCU 15; Cost (in BP) 5
A drone tube is a hangar modification designed to facilitate the use of automated drones, such as the Klokworx drone. A drone tube can be installed only in an existing hangar bay and doesn’t take up additional expansion bays. If a hangar bay has a drone tube, the bay can hold one additional Tiny starship, but five of those ships must be drones. One hangar bay can hold up to two drone tubes and thereby hold up to ten drones.

Each drone tube can launch up to two drones per round of starship combat. To launch a drone, a science officer can take an action during the helm phase to attempt a Computers check (DC = 10 + the tier of the launching ship). If the science officer succeeds, up to two drones emerge in different hexes adjacent to the launching ship, and the drones can act last in the helm and gunnery phases of that same round. On a failure, the drones still emerge but don’t act until the next round. In either case, each round after a drone is launched, the drone attempts its own Piloting check to determine when it acts.

The drone tube also facilitates the launching ship’s communications with its drones in combination with the vessel’s sensors. A science officer on a ship that has active drones can take an action during the helm phase to aid drone attacks. If the science officer succeeds at a Computers check (DC = 10 + 1-1/2 × the launching ship’s tier), up to five of the ship’s drones can use that science officer’s ranks in the Computers skill plus the officer’s Intelligence modifier for gunnery checks during the next gunnery phase.

A science officer can take an action during the helm phase to jam drone communications. Doing so takes an improve countermeasures action, targeting the drone-launching ship. Succeeding at this check means the target’s drones can’t benefit from an action to aid drone attacks until the next round.

So, yes to the Klokworx drones, and I assume there will be more ship combat drone examples later on.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Pantshandshake wrote:

Drone Tube rules, spoilered for length.

** spoiler omitted **

So, yes to the Klokworx drones, and I...

So, yes to the Klokworx drones?

As in, yes you get 5 just off the bat? It doesn't explicitly say for or against them. Building a hangar does not entitle you to 4 tiny ships it can hold, so why would a launch tube simply give you 5 drones upon creation?

With the drone weapons they are limited fire 5, meaning every Starship combat you gain 5 to use, hence the question (however that is specifically called out in Starship combat rules).

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