[AP] Horizons of the Vast Source Starfinder #42: Whispers of the Eclipse pg. 0 Small pioneer Speed 8; Maneuverability good (turn 1); Drift — AC 23; TL 22 HP 40; DT —; CT 8 Ablative Armor Interposed Defenses* active 50 Shields aeon shields* 50 (forward 15, port 10, starboard 10, aft 15; recover 5/round) Attack (Forward) linked aeon casters (6d4; 10 hexes) Attack (Aft) flak thrower (3d4, 5 hexes), rotary cannon* (2d4; 10 hexes) Power Core Pulse Red (175 PCU); Drift Engine onos drive*; Systems additional light weapon mount, autodestruct system, basic medium-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 trinode computer; Expansion Bays quick-skip module*; Modifiers +3 to any 3 checks per round, +2 Computers (sensors only), +1 Piloting; Complement 3 (minimum 1, maximum 3)CrewEngineer Computers +13 (6 ranks), Engineering +18 (6 ranks) Gunner gunnery +11 (6th level) Pilot gunnery +11 (6th level), Piloting +18 (6 ranks)DescriptionThe Elion Explorer served as the workhorse of the Imperial Fleet during the late Azlanti space age. Explorers were deployed to every major colony of the time, serving a variety of functions. They provided firepower to defend colonies and quell rebellions among the Star Empire’s newly conquered neighbors and were frequently used as fast transport between nearby outposts and even back to New Thespera. Fittingly, the Explorer served as the primary vehicle for exploration and surveying of the Aristia system. A small research station might have a single Explorer, which the station would reconfigure frequently to serve a variety of tasks, while larger outposts had small, dedicated fleets of them. Colonial military commanders often had Explorers outfitted to their specifications and reserved for their personal use. Though the Explorer was eventually replaced by larger, faster ships in the majority of the Imperial Fleet, the Explorer’s durability and inexpensive upkeep kept the model in use for decades, particularly in remote outposts throughout the Aristia system.
Fast and durable, the Explorer was small enough to be maintained and launched by colonial outposts. Outfitted with a fuel synthesizer, the Explorer did well in extended survey missions, though its lack of creature comforts made it best suited for use by seasoned spacefarers. Built instead with additional weapon mounts and defensive systems, the Explorer was a formidable gunship, suitable for colonial defense and suppressing insurrection among the Azlanti Star Empire’s newest subjects. With only one expansion bay, it lacked the size to be an effective troop transport or cargo hauler, though with guest quarters or passenger seating installed, it could ferry small groups of key personnel. Like ships of the modern Imperial Fleet, every Elion Explorer was outfitted with an autodestruct system to prevent it from being used against the Empire.
Source Starfinder #45: The Culling Shadow pg. 0 Large heavy freighter Speed 10; Maneuverability average (turn 2); Drift 2 AC 28; TL 25 HP 160; DT —; CT 32 Shields medium shields 200 (forward 50, port 50, starboard 50, aft 50) Attack (Forward) gravity gun (6d6; 10 hexes), linked light particle beams (6d6; 10 hexes) Attack (Port) particle beam (8d6; 20 hexes) Attack (Starboard) particle beam (8d6; 20 hexes) Power Core Gateway Light (300 PCU); Drift Engine Signal Booster; Systems advanced long-range sensors, crew quarters (common), mk 2 duonode computer, mk 8 armor, mk 6 defenses; Expansion Bays cargo holds (8); Modifiers +2 to any two checks per round, +4 Computers (sensors only); Complement 13 (minimum 6, maximum 20)CrewCaptain Diplomacy +25 (11 ranks) Engineer (1 officer, 3 crew) Engineering +20 (11 ranks) Gunners (3 officers, 1 crew each) gunnery +16 (11th level) Pilot Piloting +20 (11 ranks) Science Officer Computers +20 (11 ranks)DescriptionATech produces this sturdy long-haul freighter for the transport of large amounts of goods across the galaxy. Like many ATech vessels, the Keystone is modular and versatile, with eight expansion bays for a variety of purposes, depending on the needs of the crew. Most crews use at least half the bays as cargo holds and fill the remaining bays with recreational suites to stave off boredom on long journeys through the Drift. Crews who make deliveries to the more dangerous areas of space convert their remaining expansion bays into combat training simulators and armories to better fend off space pirates and other attackers. A vanishingly few Keystones are used as passenger transports, with either large luxury guest rooms for those looking for more privacy or smaller bunks for those seeking a cheaper option. However, no matter how fancy the interiors, these Keystones’ bulky and practical exteriors tended to put off wealthier clients, who instead sought other, more elegant transports. As such, most passenger-focused Keystones have been decommissioned or converted to standard cargo haulers. At least one ATech Keystone, the Golden Key, transported settlers to New Harmony. When the crew decided to make new lives on the planet, the ship gathered dust in a hangar for months. With the approach of the Order of the Culling Shadow’s armada, that Keystone has been taken out of mothballs. To defend their new home, the crew quickly retrofitted the Golden Key with new weapons, heavier armor, and an expanded power core. It wasn’t a perfect job. Wires hang from the ship’s corridors, and the power core’s expansion required removing some safety systems, but the Golden Key is ready for combat and is one of the best outfitted ships in the New Harmony armada.
Source Starfinder #40: Planetfall pg. 0 Huge bulk freighter Speed 4; Maneuverability poor (turn 3); Drift 1 AC 15; TL 15 HP 180; DT 5; CT 36 Shields Basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) heavy laser cannon (4d8; 10 hexes) Attack (Aft) heavy laser array (6d4; 5 hexes) Attack (Turret) light laser cannon (2d4; 5 hexes) Power Core Nova Light (150 PCU); Drift Engine Signal Basic; Systems basic computer, basic short-range sensors, crew quarters (common), mk 2 armor, mk 2 defenses; Expansion Bays cargo holds (6), guest quarters (4, common); Modifiers +2 Computers (sensors only), +1 Piloting; Complement 20 (minimum 20, maximum 50)CrewCaptain Computers +8 (5 ranks), Diplomacy +11 (5 ranks), Engineering +8 (5 ranks), gunnery +10 (5th level), Intimidate +11 (5 ranks), Piloting +10 (5 ranks) Engineer (1 officer, 4 crew) Engineering +11 (5 ranks) Gunners (3 officers, 2 crew each) gunnery +10 (5th level) Pilot (1 officer, 1 crew) Piloting +11 (5 ranks) Science Officer (1 officer, 2 crew) Computers +16 (5 ranks)DescriptionThe Compiler Enterprises Star Settler is a versatile and spacious transit ship designed in line with that company’s aim of helping civilization spread to uninhabited worlds. Slow and ungainly, as its anacite builders did not particularly see the need for hurry, a Star Settler comes fitted with life-support systems to carry breathing crews and ferry cargo with efficiency. Not much else in the way of comfort can be found on board.
A Star Settler is capable of long-term operation with minimal power and features vast solar panels on its exterior that gather enough energy to maintain basic functionality even in the darkest depths of space. It is also fitted with a Drift engine for when such long-term travel isn’t practical. While not intended for combat by any stretch of the imagination, the Star Settler does possess armament for defense should the need arise. But the most interesting feature of the vessel is its modularity: though a Star Settler is too large to make landfall on a planet, it can be broken down into individual pieces in orbit to provide ready-made structures for settlers to inhabit and use.
According to CompEnt market research, weapons systems are among the first upgrades to most independently owned Star Settlers (with faster thrusters a close second). The company has recently begun manufacturing variant models to adapt to customers’ needs, but the reliability and affordability of the Star Settler keeps it in production.
Source Starfinder #41: Serpents in the Cradle pg. 0 Medium explorer Speed 10; Maneuverability good (turn 1); Drift 2 AC 17; TL 18 HP 65; DT —; CT 13 Shields light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) flak thrower (3d4; 5 hexes) Attack (Port) gyrolaser (1d8; 5 hexes) Attack (Starboard) gyrolaser (1d8; 5 hexes) Attack (Turret) light particle beam (3d6; 10 hexes) Power Core Pulse Green (150 PCU); Drift Engine Signal Booster; Systems advanced long-range sensors, crew quarters (common), mk 3 armor, mk 4 defenses, mk 1 trinode computer, security (countermeasures [firewall]); Expansion Bays cargo holds (2), science lab (general), surveying sensors; Modifiers +1 to any 3 checks per round, +4 Computers (sensors only), +1 Piloting; Complement 6 (minimum 1, maximum 6)CrewCaptain Diplomacy +10 (4 ranks), gunnery +9 (4th level), Intimidate +10 (4 ranks), Piloting +10, Physical Science +10 Engineer Engineering +10 (4 ranks) Gunner gunnery +9 (4th level) Pilot Piloting +10 (4 ranks) Science Officers (2) Computers +15 (4 ranks)DescriptionDesigned and built under a partnership between the Aspis Consortium and the Terminator starship company based on Verces, the Terminator Sidewinder is exclusively available to buyers representing the Consortium, per contractual agreement. The Sidewinder is primarily intended for exploration missions carried out by small teams who assess a planet’s atmosphere, resources, and potential opposition to the Consortium. It boasts a state-of-the-art Signal Booster Drift engine and unusually powerful thrusters for a ship of its class, ensuring the Consortium obtains its research before the competition. Though not a warship, the Sidewinder’s weapons array—flak thrower, two gyrolasers, and a light particle beam—ensures it’s far from helpless. The ship’s sensors are specialized for detailed planetary-level scans, and its crew can assess their findings in an onboard science lab, where they can decide if the planet is worth further exploration and eventual exploitation. Two cargo bays store any important finds. Quarters for the crew and captain are on the ship’s upper deck, accessible by port-side lift. Accommodations are utilitarian but serviceable, while the captain’s cabin offers a luxurious living space as well as a private bath. Due to the Sidewinder’s reputation as a premier exploration vessel, some corporations—such as the Norikama Syndicate—have attempted to reverse-engineer the ship and design their own models; on the rare occasion a Sidewinder pops up on the black market, it’s quickly snapped up. The Aspis Consortium responds to the production of knock-offs with swift litigation, and those who buy a Sidewinder on the secondary market tend to mysteriously disappear within a few months of purchase—along with the starship in question. Still, the ship’s impressive design specs tempt many to risk Aspis retaliation, and it’s rumored that there are several buyers who will pay handsomely for a Sidewinder they can disassemble and analyze, no questions asked.
Source Starfinder #43: Icebound pg. 0 Medium explorer Speed 8; Maneuverability good (turn 1); Drift 2 AC 21; TL 21 HP 75; DT —; CT 15 Shields light 80 (forward 20, port 20, starboard 20, aft 20) Attack (Forward) linked plasma cannons (10d12; 10 hexes) Attack (Turret) light plasma mines (2d12) Power Core Arcus Maximum (200 PCU); Drift Engine Signal Booster; Systems basic medium-range sensors, crew quarters (luxurious), holographic mantle, mk 3 armor, mk 3 defenses, mk 3 trinode computer, TIM (trick attack, pilot);; Expansion Bays guest quarters (luxurious, 2), recreation suite (HAC), smuggler compartment (DC 20); Modifiers +3 to any three checks per round, +2 Computers (sensors only), +1 Piloting; Complement 6CrewCaptain Bluff +21 (8 ranks), Diplomacy +16 (8 ranks), gunnery +12 (8th level), Intimidate +16 (8 ranks), Piloting +15 (8 ranks) Engineer Engineering +16 (8 ranks) Gunner gunnery +14 (8th level) Magic Officer Mysticism +16 (8 ranks) Pilot Piloting +17 (8 ranks) Science Officer Computers +16 (8 ranks)DescriptionThe Amber Mariner is a luxury explorer traditionally manufactured by Dashadz Industries and coveted as a status symbol by wealthy vesk socialites. However, Directive 9—the Veskarium’s military intelligence agency—produces its own variant of these starships for covert missions, assigning them on a case-by-case basis when a mission requires stealth and the hidden threat of overwhelming firepower. To maintain their cover, these modified ships boast a holographic mantle that projects a shell around the ship to conceal its weapons and a false transponder to mask the ship’s true owner. The crew of a Directive 9 starship are drawn from throughout the Veskarium but are always highly trained intelligence agents with years of experience; they’re protected by extensive cover identities that allow them to travel within the Pact Worlds and other interstellar societies without fear of detection… as long as nothing goes wrong.
Where the Veskarium goes, however, violence is soon to follow, and Directive 9’s Amber Mariners are well-armed, with two powerful plasma cannons and a mine launcher to deter pursuit. The entire vessel is wired with an advanced computer system that learns from its operators and becomes more efficient the longer it is used. Its training interface module is usually modified to accommodate the capabilities of the crew. Finally, weapons and other illicit spy gear are stowed in a cargo hold that seems no different than normal to casual observation, yet contains lockers with external materials that baffle most sensors.
The unmodified Dashadz Industries Amber Mariner is a tier-3 starship; remove all weapons, the TIM system, and the holographic mantle from the stat block above. Replace the smuggler’s compartment with a cargo hold and add biometric locks and an anti-hacking system. The resulting ship has AC 16, TL 16, HP 55, and CT 11; such a ship typically has a crew of only 4 (with no gunner or magic officer), and those crew have skill modifiers of only +8.
Source Starfinder #44: Allies Against the Eye pg. 0 Huge Cruiser Speed 8; Maneuverability average (turn 2); Drift 1 AC 21; TL 22 HP 230; DT 5; CT 46 Shields light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) superlaser (2d4×10, 20 hexes), light EMP cannon (special, 5 hexes) Attack (Turret) gravity gun (6d6, 10 hexes) Power Core Gateway Light (300 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 4 armor, mk 5 defenses, mk 1 trinode computer; Security anti-hacking systems mk 1 (DC +1), computer countermeasures (lockout); Expansion Bays cargo holds (3), shuttle bay, synthesis bay; Modifiers +1 to any three checks per round, +2 Computers (sensors only); Complement 40 (minimum 20, maximum 100)CrewCaptain Computers +15 (9 ranks), Diplomacy +17 (9 ranks), Engineering +15 (9 ranks), gunnery +13 (9th level), Intimidate +17 (9 ranks), Piloting +20 (9 ranks) Engineer (1 officer, 8 crew) Engineering +17 (9 ranks) Gunners (3 officers, 6 crew each) gunnery +15 (9th level) Pilot (1 officer, 3 crew) Piloting +22 (9 ranks) Science Officer (1 officer, 4 crew) Computers +17 (9 ranks)DescriptionThe Umbral Eveskipper is a popular ship among pirates and other criminals within the Shadari Confederacy. Large, but surprisingly spry and discreet, the vessel’s horseshoe design focuses arcanomagnetic energies to capture smaller ships by disrupting and shutting down their systems with an EMP blast and then drawing them in with a tractor beam. This signature aspect of the Eveskipper is known as a gravity yard—often called the gravyard, but sometimes referred to as “the graveyard” as a morbid joke by its crew. With the right pilot, the Eveskipper is also a curiously stealthy vessel for its size; when spotted and engaged in combat, however, it boasts an impressive capital weapon and robust countermeasure defenses to protect against tracking weapons. Its shields are generally weaker compared to other vessels of its size, though, and the crew tends to rely on the ship’s pilot to perform the evasive maneuvers that will keep them from being blasted out of the sky. Most Eveskipper crews consist of ne’er-do-wells who take advantage of the ship’s synthesis bay to produce contraband or dangerous materials and its ample cargo space to transport illegal goods. When considered with the ship’s defenses that prevent malicious computer interference and the faster-than-average thrusters for its frame, it becomes clear why this vessel is such a popular choice for conducting unsavory business in the dark corners of the universe. An Eveskipper’s reputation tends to proceed it, and in systems with knowledgable law enforcement, the ship quickly becomes a target of suspicion. As such, Eveskipper crews stick to the fringes of so-called civilized space where they can ply their illicit trades and prey upon passing vessels to strip for parts. Despite the superstitious link between horseshoes and good luck, encountering an Eveskipper usually means anything but.
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