Highest possible starship damage threshold?


Rules Questions


Checking to see if I missed anything on this:

Ultranaught starts with DT 20. Hypothetical 15 ranks of Adamantine armor adds +15 to that (for a "mere" 405 BP, which is why this just theorycrafting). Vanguard with 28 Con as Captain with the Mitigate TIM adds another +9.

Totals up to DT 44. Quite immune to hull damage from light weapons, and fairly resistant to heavies. Even capital guns bounce on a 4 or less, which is pretty unlikely but hilarious when it happens.

Is that everything you can stack up on this, or is there some other DT adder I missed in an AP or something?

And before anyone says it, this is just a thought exercise. Although I might look at what you could do with a 2-level Vanguard multiclass with some class that's natively good at being a captain to see what an actual PC ship could look like mid-to-late game with that combo. It's a fascinating TIM, trying to stick Vanguards in a role they aren't super-good at.


Add on deflector shields and you might have a quasi-invincible ship.


Garretmander wrote:
Add on deflector shields and you might have a quasi-invincible ship.

They'd jack the already ridiculous AC up and the DV would reduce heavy weapons to being impotent until they hammer the deflectors down with multiple hits, but eventually you'll chop through just like regular shields. Probably depends mostly on how many individual weapons with anti-deflector traits (buster, line, array, vortex) the enemy is packing.

Of course, that assumes you subtract the DV before checking to see if the DT triggers. Eg, take 60 points with DV 20 and DT 44 and you'd take nothing but some DV degradation. If it's supposed to work the other way around, then you'd check, see that 60 exceeds the DT, and take 40 HP past the DV and DV would degrade as well. So still impactful, but regular shields might be better there.

Really kind of a moot point, since this isn't a "real" build.

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