Drake (Transport Frame Variant)When a problem can be solved through the liberal application of missiles, the Drake stands ready. This workhorse starship proves the Starfinder Society can bring impressive combat presence to a space battle. It sacrifices scanning capabilities and the built-in expansion bays of the Pegasus, making it less enticing to support landing parties or extended operations. Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 4 Medium transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 18; TL 18 HP 115; DT —; CT 23 Shields heavy 280 (forward 70, port 70, starboard 70, aft 70) Attack (Forward) linked plasma cannons (10d12) Attack (Port) twin laser (5d8) Attack (Starboard) twin laser (5d8) Attack (Aft) heavy laser net (5d6) Attack (Turret) heavy antimatter missile launcher (10d10), heavy plasma torpedo launcher (5d10) Power Core Pulse Prismatic (300 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters (good), mk 4 trinode computer, mk 8 armor, mk 9 defenses; Expansion Bays cargo hold, escape pods; Modifiers +4 to any three checks per round, +2 Computers; Complement 4 (minimum 4, maximum 7)
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 4 Medium transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 17; TL 16 HP 100; DT —; CT 20 Shields medium 200 (forward 50, port 50, starboard 50, aft 50) Attack (Forward) persistent particle beam (10d6), heavy plasma torpedo launcher (5d10) Attack (Port) coilgun (4d4) Attack (Starboard) coilgun (4d4) Attack (Aft) heavy laser net (5d6) Attack (Turret) heavy antimatter missile launcher (10d10), light particle beam (3d6) Power Core Pulse Prismatic (300 PCU); Drift Engine Signal Basic; Systems basic long-range sensors, crew quarters (good), mk 3 trinode computer, mk 7 armor, mk 7 defenses; Expansion Bays cargo hold, escape pods; Modifiers +3 to any three checks per round, +2 Computers; Complement 4 (minimum 4, maximum 7)
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 2 Medium transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 12; TL 12 HP 70; DT —; CT 14 Shields light 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) gyrolaser (1d8) Attack (Turret) coilgun (4d4), high explosive missile launcher (4d8) Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods; Modifiers +1 to any three checks per round; Complement 4 (minimum 4, maximum 7)
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 2 Medium transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 14; TL 14 HP 85; DT —; CT 17 Shields light 70 (forward 20, port 15, starboard 15, aft 20) Attack (Forward) heavy laser cannon (4d8), coilgun (4d4) Attack (Aft) coilgun (4d4) Attack (Turret) coilgun (4d4), high explosive missile launcher (4d8) Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 4 armor, mk 4 defenses; Expansion Bays cargo hold, escape pods; Modifiers +1 to any three checks per round; Complement 4 (minimum 4, maximum 7)
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 3 Medium transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 15; TL 14 HP 85; DT —; CT 17 Shields medium 100 (forward 25, port 25, starboard 25, aft 25) Attack (Forward) particle beam (8d6), coilgun (4d4) Attack (Port) coilgun (4d4) Attack (Aft) coilgun (4d4) Attack (Turret) heavy plasma torpedo launcher (5d10) Power Core Pulse Blue (200 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 armor, mk 5 defenses; Expansion Bays cargo hold, escape pods; Modifiers +2 to any three checks per round, +2 Computers; Complement 4 (minimum 4, maximum 7)
Source Starfinder Society Roleplaying Guild Guide, Version 2.0 pg. 3 Medium transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 16; TL 15 HP 100; DT —; CT 20 Shields medium (160 forward 40, port 40, starboard 40, aft 40) Attack (Forward) persistent particle beam (10d6), coilgun (4d4) Attack (Port) coilgun (4d4) Attack (Aft) laser net (2d6) Attack (Turret) heavy antimatter missile launcher (10d10), light particle beam (3d6) Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 6 armor, mk 6 defenses; Expansion Bays cargo hold, escape po; Modifiers +2 to any three checks per round, +2 Computers; Complement 4 (minimum 4, maximum 7)
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