[AP] Dead SunsThe following ships may contain spoilers for the Dead Suns Adventure Path - read at your own risk! Source Starfinder Dead Suns Adventure Path pg. 292, Starfinder #3: Splintered Worlds pg. 0 Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1 AC 15; TL 15 HP 65; DT —; CT 13 Shields light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) light particle beam (3d6) Attack (Port) light laser cannon (2d4) Attack (Starboard) light laser cannon (2d4) Attack (Turret) chain cannon (6d4) Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget long-range sensors, crew quarters (common), mk 1 duonode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo hold, medical bay, smuggler compartment, synthesis bay; Modifiers +1 to any 2 checks per round, +1 Piloting; Complement 4 (minimum 1, maximum 6)CrewCaptain Computers +10 (4 ranks), gunnery +10, Intimidate +15 (4 ranks), Piloting +10 (4 ranks) Engineer Engineering +10 (1 rank) Gunner gunnery +10 Pilot Piloting +11 (1 rank)DescriptionThe classic and widely manufactured Nebulor Outfitters Starhopper is a light and scrappy middle-of-the-road spaceship model with all of the fight and many of the luxuries of a larger ship. In service since practically the dawn of Drift travel, the Starhopper is a tried-and-true starship that is still widely flown throughout the Pact Worlds, where it serves as a commuter vessel, hauling rig, long-distance transport, packet smuggler, and even pirate raider. The Starhopper is especially reliable in close-space systems such as the Diaspora and smaller asteroid belts; it is as capable in dodging space debris as it is in fending off unwanted pursuers.
The Starhopper’s durable explorer frame features sturdy armor, cutting-edge defensive countermeasures, light shields, and a supremely customizable interior. The factory-standard model comes fully equipped with a Pulse Green power core and Signal Basic Drift engine, and it offers four weapon mounts for customized armaments. Spacious and comfortable crew quarters easily accommodate up to six crew members, though the ship is easily navigable by a single pilot. Four roomy and customizable expansion bays round out Starhopper’s suite of options.
Many Starhopper owners and captains personalize their ships with expanded capabilities, such as upgraded long-range sensors to detect approaching vessels or a duonode computer to offset shortcomings among their crews. Starhoppers are well suited for ferrying freight, with space for up to four dedicated cargo holds, though medical and synthesis bays are popular choices for additional expansion bays. On the other hand, many privateers and smuggler captains add a smuggler compartment to conceal illicit cargo or ill-gotten plunder.
Source Starfinder Dead Suns Adventure Path pg. 298, Starfinder #6: Empire of Bones pg. 0 Supercolossal ultranought Speed 4; Maneuverability clumsy (turn 4); Drift 1 AC 28; TL 28 HP 1050; DT 20; CT 210 Shields heavy 280 (forward 70, port 70, starboard 70, aft 70) Attack (Forward) mass driver (2d6×10), ultra plasma cannon (9d6×10) Attack (Port) mass driver (2d6×10), negative-energy cannon (5d8), quantum missile launcher (2d8×10) Attack (Starboard) mass driver (2d6×10), negative-energy cannon (5d8), quantum missile launcher (2d8×10) Attack (Turret) gravity cannon (2d6×10), negative-energy cannon (5d8), negative-energy cannon (5d8) Power Core Heavy Titan (950 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters (common), mk 6 armor, mk 7 defenses, mk 10 mononode computer, mk 10 network nodes (3), slime-patch system; Expansion Bays cargo holds (35), hangar bays (24 Medium ships), arcane laboratory, arcane mortuary, escape pods, general science lab, sealed environment chamber, tech workshop; Modifiers +10 to any 4 checks per round, +2 Computers, –1 Piloting; Complement 3,000 (minimum 250, maximum 5,000)CrewCaptain Diplomacy +34 (20 ranks), Engineering +30 (20 ranks), gunnery +26, Intimidate +34 (20 ranks), Piloting +30 (20 ranks) Engineers (5 officers, 150 crew each) Engineering +34 (20 ranks) Gunner (10 officers, 150 crew each) gunnery +31 Pilot (1 officer, 150 crew) Piloting +34 (20 ranks) Science Officers (4 officers, 150 crew each) Computers +34 (20 ranks)DescriptionOnly a few Blackwind Annihilators exist, and their origins are lost in the Gap. These mighty ultranoughts were already in orbit around Eox, fully armed and operational, when the first bone sages realized they had no memories of their previous centuries. The Cruel Perdition participated in the Magefire Assault; the damage it sustained from Absalom Station’s defenders took several decades to repair, but it is now back online. Heart’s Decay was lost during one of the major early battles in the war between the Pact Worlds and the Veskarium. Shortly after Eox signed the Absalom Pact, the then-captain of the Empire of Bones mutinied against his admiral, taking the vessel and most of its support ships to form the rebellious Corpse Fleet. In the years since then, Blackwind Engineering began construction on a new Annihilator, but has since left the vessel unfinished in its shipyards due to a lack of potential buyers.
A Blackwind Annihilator is often used as a flagship for its navy and is always assigned at least a small flotilla of other capital ships and smaller support craft. The ultranought is rarely risked in battles with large enemy armadas, instead being used as a blunt instrument to crush smaller fleets. When not employed as a weapon, it is often kept in reserve to protect major outposts and shipyards or to act as a mobile headquarters for task forces undertaking special missions.
Source Starfinder Dead Suns Adventure Path pg. 294, Starfinder #4: The Ruined Clouds pg. 0 Medium explorer Speed 10; Maneuverability good (turn 1); Drift 2 AC 21; TL 20 HP 65; DT —; CT 13 Shields light 70 (forward 18, port 17, starboard 17, aft 18) Attack (Forward) light plasma cannon (2d12) Attack (Port) light plasma cannon (2d12) Attack (Starboard) light plasma cannon (2d12) Attack (Turret) light aeon torpedo launcher (3d6) Power Core Pulse Green (150 PCU); Drift Engine Signal Booster; Systems basic long-range sensors, crew quarters (good), mk 4 armor, mk 3 defenses, mk 2 duonode computer, self-destruct system; Expansion Bays cargo holds (2), recreation suites (gym, trivid den); Modifiers +2 on any two checks per round, +2 Computers, +1 Piloting; Complement 2 (minimum 1, maximum 6)CrewGunner gunnery +14 Pilot Piloting +19 (7 ranks)DescriptionLittle is known about the Azlanti Star Empire or its vast fleet of starships, except for rushed, garbled transmissions from ill-fated starships before they went missing and unverified reports from space-addled miners. However, we do have a few reliable accounts of this particular vessel—we assume it is a scouting ship of some kind due to its speed and its tendency to be spotted alone. We’ve had to make some assumptions, but our best analysis notes that the ship is Drift capable and most likely has facilities for its small crew to remain away from their home base for extended periods of time. The vessel is armed with a trio of light plasma cannons, and the ship’s turret holds a unique tracking weapon launcher. Reports state that the torpedoes fired from this turret are surrounded by a ring of smaller projectiles that glow when the torpedoes veer off-course, and sometimes cause them to strike when they would otherwise miss. Getting ahold of this weapon and studying it would be quite a boon to the Pact Worlds, but all attempts so far to capture any Azlanti Star Empire vessel have failed, as most of their crews activate self-destruct mechanisms before they can be captured.
Source Starfinder Dead Suns Adventure Path pg. 296, Starfinder #5: The Thirteenth Gate pg. 0 Large destroyer Speed 6; Maneuverability average (turn 2); Drift 2 AC 22; TL 20 HP 170; DT —; CT 34 Shields medium 90 (forward 24, port 22, starboard 22, aft 22) Attack (Forward) heavy laser cannon (4d8), particle beam (8d6) Attack (Aft) coilgun (4d4) Attack (Turret) high explosive missile launcher (4d8) Power Core Arcus Maximum (200 PCU); Drift Engine Signal Booster; Systems basic long-range sensors, crew quarters (common), mk 1 tetranode computer, mk 5 defenses, mk 6 armor; Expansion Bays cargo holds (4); Modifiers +1 to any 4 checks per round, +2 Computers, +1 Piloting; Complement 6 (minimum 6, maximum 20)CrewCaptain gunnery +13, Intimidate +13 (7 ranks), Piloting +13 (7 ranks) Engineer Engineering +18 (7 ranks) Gunners (2) gunnery +13 Pilot Piloting +13 (7 ranks) Science Officer Computers +13 (7 ranks)DescriptionAbadarCorp subsidiary ATech is the industry leader in crafting sturdy and dependable military vehicles for the Pact Worlds’ fighting forces—for the right price! Variations on the standard Bulwark destroyer model can be found within the fleets of the Knights of Golarion, the Skyfire Legion, and the Stewards, each crewed with a well-disciplined unit of 10 to 20 soldiers.
Due to its many weapon mounts and adequate number of expansion bays, the Bulwark can be used for a variety of purposes. Unfortunately, this versatility makes the Bulwark a target for space pirates and other raiders, particularly the Cult of the Devourer, which has stolen a few Bulwarks over the years. The cultists have modified this stolen Bulwark so much that the original frame is barely recognizable. They painted the exterior red and black and added wicked spikes, skull-shaped graffiti, and obscene trophies of their previous kills. Similar vile souvenirs are hung in the ship’s interior corridors. Maintenance is the last priority for a Devourer crew, so after only a few weeks of operation, the power core has begun to buzz maddeningly, occasionally flooding the crew and cargo decks with radiation. The cultists somehow keep the ship in working order, though, especially when it comes to the weapons, allowing them to rain death and destruction upon the innocents of the galaxy.
Source Starfinder Dead Suns Adventure Path pg. 288, Starfinder #1: Incident at Absalom Station pg. 0 Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1 AC 13; TL 13 HP 55; DT —; CT 11 Shields light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) gyrolaser (1d8) Attack (Port) light laser cannon (2d4) Attack (Starboard) light laser cannon (2d4) Attack (Aft) flak thrower (3d4) Attack (Turret) light particle beam (3d6) Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays cargo holds (2), escape pods, recreation suite (HAC/gym); Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 0 (minimum 1, maximum 6)DescriptionThe Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard complement for the Vagabond, the ship’s coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.
Utilizing the popular explorer frame, the Vagabond is equipped with a Pulse Green power core, high-grade Dakkar M10-E thrusters, and a Signal Basic Drift drive. Standard armament is a Gorkal broad-arc gyrolaser mounted forward, supplemented by two Reinbach light laser cannons port and starboard. In addition, a turret-mounted Arabani Arms light particle beam projector provides 360-degree offensive capability at intermediate range.
One of the Vagabond’s most popular features is its completely customizable modular expansion bays. Sanjaval Spaceflight Systems produces a variety of interchangeable service modules, from technomantic laboratories to deluxe guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes to convert one expansion bay to another on other starships.
The Sunrise Maiden is a stock Vagabond. Captain Moriko Nash’s personal touches to the ship can be seen in the captain’s cabin and the vessel’s customized expansion bays, which include twin cargo holds, six escape pods, and a custom recreation suite incorporating both a gym and a holographic amusement chamber.
Source Starfinder Dead Suns Adventure Path pg. 290, Starfinder #2: Temple of the Twelve pg. 0 Small light freighter Speed 12; Maneuverability good (turn 1); Drift 1 AC 15; TL 15 HP 40; DT —; CT 8 Shields basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) light particle beam (3d6), light plasma torpedo launcher (3d8) Attack (Port) coilgun (4d4) Attack (Starboard) coilgun (4d4) Power Core Pulse Black (120 PCU); Drift Engine Signal Basic; Systems basic computer, budget medium-range sensors, mk 2 armor, mk 2 defenses; Expansion Bays cargo holds (2), sealed environment chamber; Modifiers +1 Piloting; Complement 6 (minimum 1, maximum 6)CrewCaptain Diplomacy +7 (2 ranks), gunnery +7, Intimidate +7 (2 ranks), Piloting +7 (2 ranks) Engineer Engineering +7 (2 ranks) Gunners (2) gunnery +12 Pilot Piloting +8 (2 ranks) Science Officer Computers +6 (1 rank)DescriptionAlthough Thaumtech Unlimited may be most famous for its fearsome Omenbringer battleship, it’s the versatile Cairncarver whose sales have funded the company’s most ambitious research since the Gap. Like many ships of Eoxian design, the Cairncarver is an intimidating ship with an unnervingly skeletal shape that has changed little over the centuries. Cairncarvers remain fairly common ships in Eoxian space, but they’re even more popular in the reviled Corpse Fleet, where they serve as ideal marauders capable of raiding distant settlements and eliminating key targets. This strong association with piracy makes Cairncarvers tempting targets for overzealous law-enforcement patrols, which often harass or even open fire on such ships without authenticating their credentials first.
Of course, with conventional life support limited to only a portion of the ship, the Cairncarver has little appeal to living crews. A typical ship configuration includes a sealed environment chamber for transporting live passengers, and even then, the crew can readily vent that chamber’s atmosphere should they determine the passengers are as valuable dead as they are alive.
Standard armaments include a forward-mounted Alkaria light particle beam affixed to one of the Cairncarver’s arms and a Festik light plasma torpedo launcher embedded in the other, while two Vertebrex coilguns mounted port and starboard provide flank defense. The Cairncarver’s aft quarter is notoriously undefended, however.
With its ample cargo space, the Cairncarver doubles as a well-armed freighter. Eoxians often use the ship’s cargo holds as crude passenger seating for undead troops, who can travel indefinitely without life support.
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