Xenowarden ShipsA cross between conventional starship design and massive plant creatures, the ships of the Xenowardens are undeniably unique. Grown in orbital nurseries owned by the Xenowarden-sponsored Unified Conservatory (UC for short), these vessels are living things. The larger vessels also have a form of consciousness, although it is closer to animal empathy than actual sentience. Xenowarden crews and captains regularly take part in a deep bonding ritual with their starships.
Technology is incorporated into Xenowarden vessels from the beginning, although they are fueled in ecologically conscious ways. These vessels draw on solar power to recharge their batteries, which use a specialized form of electrostatic algae to hold a charge. This has the unfortunate side effect of making their vessels extremely susceptible to radiation weapons, which can drain their power sources and leave the ships adrift and dead. One of the most common vessels in the order’s fleet is the Arkship. These vessels are formed of up to eight smaller Pod ships merged together. Most of them retain the ability to “shed” a few of their vessels to be used as shuttles when needed. This design also allows them to be very easily repaired. If one Pod is particularly damaged, it can be replaced with a brand-new, fully functional Pod in less than an hour.
The largest Xenowarden vessels are the Gardenships, marvels of bioengineering that are capable of supporting their crews without any power at all as long as they receive enough solar radiation to sustain their hydroponic gardens. These vessels are still comparatively rare, and the Xenowardens view them more as ecological orbital platforms than conventional ships. Unfortunately, Gardenships take a long time to grow, and the bonding process can be grueling for some species.
Biomechanical Ships The ships of the Xenowardens are not so much constructed as they are grown in orbital nurseries. Unique blends of technology and nature, they’re capable of healing themselves over time and responding to threats in ways unlike any other vessel. These abilities cannot be added to other vessels and, as of yet, no one else in the Pact Worlds has managed to unlock the secrets of their creation.
Empathetic Response: A biomechanical ship can respond like a sentient creature when wounded or in danger. Once a biomechanical ship has taken critical damage, its speed increases by 2 hexes (which may affect its Piloting modifier; see page 319 of the Starfinder Core Rulebook). In addition, if the pilot of a biomechanical ship successfully performs the evade stunt, the ship receives a +3 circumstance bonus to its AC and TL (instead of +2).
Radiation Sensitive: Weapons with the irradiate property deal tremendous damage to a biomechanical ship. In addition to the radiation damage dealt to the crew, the ship takes critical damage effects, depending on the level of the radiation. If the radiation level is low, the ship takes one critical damage effect. The ship takes two critical damage effects from medium radiation, and the ship takes four critical damage effects from high radiation.
Self-Repair: While not traveling or in combat, a biomechanical vessel automatically regains 1 Hull Point per hour. This can be increased to 2 Hull Points per hour if the ship’s regrowth is being tended by someone with a number of ranks in the Engineering skill equal to the ship’s tier; that engineer can do nothing else during this time. The vessel requires the light from a nearby star, and therefore the ship must be in the same solar system as a star. Less light will delay or even halt this process (subject to the GM’s discretion). If this healing raises the ship’s HP over a multiple of its Critical Threshold, the critical damage condition of one randomly determined system is reduced by one step. Source Pact Worlds pg. 163 Huge biomechanical bulk freighter Speed 4; Maneuverability poor (turn 3); Drift 1 AC 26; TL 23 HP 200; DT 5; CT 40 Shields medium 160 (forward 40, port 40, starboard 40, aft 40) Attack (Forward) heavy laser array (6d4) Attack (Aft) heavy laser array (6d4) Attack (Turret) light spore pod launcher (special), light spore pod launcher (special) Power Core Nova Heavy (200 PCU); Drift Engine Signal Basic; Systems budget mid-range sensors, crew quarters (basic), mk 3 mononode computer, mk 6 defenses, mk 8 armor; Expansion Bays hydroponic gardens (4), medical bay, synthesis bay; Modifiers +3 any one check each round, +1 Piloting; Complement 27CrewCaptain Computer +24 (10 ranks), Diplomacy +24 (10 ranks), Engineering +19, gunnery +16, Piloting +20 (10 ranks) Engineers (2 officers, 3 crew each) Engineering +24 (10 ranks) Gunners (2) gunnery +21 Pilot Piloting +25 (10 ranks) Science Officers (3 officers, 4 crew each) Computer +24 (10 ranks)DescriptionA UC Gardenship is a sight to behold drifting through space, a mass of bright green set against inky darkness and bringing life wherever it goes. Its foliage is protected from the harshness of vacuum by powerful (and nearly invisible) forcefields.
Source Pact Worlds pg. 162 Large biomechanical destroyer Speed 8; Maneuverability average (turn 3); Drift 2 AC 28; TL 23 HP 190; DT —; CT 38 Shields medium 100 (forward 25, port 25, starboard 25, aft 25) Attack (Forward) heavy laser array (6d4), heavy spore pod launcher (special) Attack (Port) coilgun (4d4) Attack (Starboard) coilgun (4d4) Attack (Aft) coilgun (4d4) Attack (Turret) laser net (2d6) Power Core Pulse Orange (250 PCU); Drift Engine Signal Booster; Systems advanced mid-range sensors, crew quarters (common), mk 2 tetranode computer, mk 6 defenses, mk 9 armor; Expansion Bays cargo bays (2), hive bays (2); Modifiers +2 any four checks each round, +4 Computers; Complement 10CrewCaptain Computer +23 (10 ranks), Diplomacy +24 (10 ranks), gunnery +16, Intimidation +19 (10 ranks), Piloting +19 (10 ranks) Engineers (3) Engineering +24 (10 ranks) Gunners (3) gunnery +21 Pilot Piloting +24 (10 ranks) Science Officers (2) Computer +28 (10 ranks)DescriptionThough they are composed of several UC Pod ships fused together, UC Arkships have a single sentience that acts in a very protective manner toward its component vessels. A crew must learn to comfort an Arkship when these pods are lost in battle.
Source Starfinder #20: The Last Refuge pg. 50 Small biomechanical light freighter Speed 8; Maneuverability good (turn 1); Drift 2 AC 22; TL 22 HP 50; DT —; CT 10 Shields medium 160 (forward 40, port 40, starboard 40, aft 40) Attack (Forward) linked light plasma cannons (4d12; 5 hexes) Attack (Port) light spore torpedo launcher (special; 10 hexes) Attack (Starboard) light spore torpedo launcher (special; 10 hexes) Power Core Arcus Heavy (130 PCU); Drift Engine Signal Booster; Systems basic short-range sensors, crew quarters (luxurious), mk 5 armor, mk 6 defenses, mk 2 duonode computer, pheromone system; Security biometric locks; Expansion Bays guest quarters (luxurious), life boats, smuggler compartment (DC 30); Modifiers +2 any two checks per round, +2 Computers (sensors only), +1 Piloting; Complement 5CrewCaptain Bluff +13 (6 ranks), Diplomacy +18 (6 ranks), gunnery +9 (6th level), Piloting +14 (6 ranks) Engineer Engineering +18 (6 ranks) Gunner gunnery +11 (6th level) Pilot gunnery +10 (6th level), Piloting +19 (6 ranks) Science Officer Computers +18 (6 ranks)DescriptionXenowardens use the Bloom model, a lush raxilite codesign, as a secure ambassadorial or political vessel. The accommodations aboard are the finest the UC installs and the pride of raxilite engineers who value providing such comfort as a positive reffection of their culture and home world. To raxilites, a Bloom is a little piece of Raxil, a planet few have the privilege of visiting. This model spares no expense to make couriers, crew, and diplomats feel at home. A pheromone system keeps the atmosphere serene, and hidden storage ensures delivery of sensitive materials. The Bloom relies more on speed, especially in the Drift, and on strong defenses than on powerful weapons. Traveling raxilites often use Blooms as their means of transport from Raxil to the Pact Worlds.
Source Starfinder #20: The Last Refuge pg. 49 Small biomechanical light freighter Speed 8; Maneuverability good (turn 1); Drift 1 AC 19; TL 19 HP 50; DT —; CT 10 Shields light 60 (forward 15, port 15, starboard 15, aft 15) Attack (Forward) linked connecting tendrils (6d6; 5 hexes) Attack (Port) light spore torpedo launcher (special; 10 hexes) Attack (Starboard) light spore torpedo launcher (special; 10 hexes) Power Core Pulse Black (120 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, basic computer, biocamouflage, crew quarters (common), mk 4 armor, mk 4 defenses, root system; Expansion Bays cargo holds (3); Modifiers +4 Computers (sensors only), +1 Piloting; Complement 5CrewCaptain Bluff +15 (4 ranks), Diplomacy +10 (4 ranks), Mysticism +11 (4 ranks), Piloting +11 (4 ranks) Engineer Engineering +15 (4 ranks) Gunner gunnery +9 (4th level) Pilot Computers +10 (4 ranks), gunnery +8 (4th level), Piloting +16 (4 ranks) Science Officer Computers +15 (4 ranks)DescriptionThe UC Gleaner is an exploration and resource-reclamation starship focused on operating without alerting others in the area. Its biocamouflage helps it to enter hostile systems in disguise, execute salvage missions, and leave undetected. As warships, Gleaners perform well in rescue and recovery missions. These starships operate in teams to accomplish larger jobs with more efficiency.
The statistics for this model show a typical recovery Gleaner, but these vessels are configurable (8 BP are left over for modifications at tier 4). A given Gleaner might have systems installed for its specific mission. For instance, wartime Gleaners might swap in healing pods and more shields or, perhaps, a medical bay for the benefit of wounded personnel retrieved from the front.
Source Starfinder #20: The Last Refuge pg. 51 Medium biomechanical explorer Speed 12; Maneuverability good (turn 1); Drift 2 AC 22; TL 24 HP 75; DT —; CT 15 Shields medium 160 (forward 40, port 40, starboard 40, aft 40) Attack (Forward) light EMP cannon (special; 5 hexes) Attack (Port) light spore torpedo launcher (special; 10 hexes) Attack (Starboard) light spore torpedo launcher (special; 10 hexes) Attack (Turret) linked connecting tendrils (6d6; 5 hexes) Power Core Pulse Red (175 PCU); Drift Engine Signal Booster; Systems advanced long-range sensors, algal shielding, crew quarters (common), biocamouflage, extra light weapon mount (turret), mk 4 armor, mk 6 defenses, mk 2 tetranode computer, root system; Expansion Bays arcane laboratory, hydroponic garden, science lab (general), tech workshop; Modifiers +2 any four checks per round, +4 Computers (sensors only); Complement 5CrewCaptain Bluff +21 (8 ranks), Diplomacy +16 (8 ranks), Mysticism +16 (8 ranks), Piloting +16 (8 ranks) Engineer Engineering +21 (8 ranks) Gunner gunnery +14 (8th level) Pilot gunnery +13 (8th level), Piloting +21 (8 ranks) Science Officer Computers +21 (8 ranks)DescriptionLike its smaller counterpart, the Gleaner, the Liana model is grown to travel under camouflage. Unlike the Gleaner, the Liana is designed for long-range data gathering, reconnaissance, and espionage missions. The upgraded Drift engine and the highend thrusters allow the starship to get into and out of most locations quickly while avoiding contact with undesirable elements or unwanted observers. Elite teams of Xenowarden or raxilite explorers favor the Liana for their voyages, due to its swiftness and ability to land and disappear into local geography. The Liana also has the facilities to support the needs of its crew absent exterior resources, including the light of a star. For weaponry, the Liana packs an EMP cannon and versatile connecting tendrils to aid in disabling foes for boarding and retrieval actions. A given Liana might have a higher tier, carrying a more experienced crew on a special mission.
Source Pact Worlds pg. 162 Tiny biomechanical interceptor Speed 12; Maneuverability perfect (turn 0); Drift — AC 16; TL 16 HP 30; DT —; CT 6 Shields basic 10 (forward 3, port 2, starboard 2, aft 3) Attack (Forward) gyrolaser (1d8), light spore pod launcher (special) Power Core Micron Heavy (70 PCU); Drift Engine none; Systems basic mid-range sensors, hive joining, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none; Modifiers +1 any one check each round, +2 Computers, +1 Piloting; Complement 1CrewPilot Computers +7 (1 rank), gunnery +6, Piloting +11 (1 rank)DescriptionSleek and maneuverable, UC Pods dart around the battlefield and harry their enemies with spore pod launchers, leaving larger ships to finish the fight. Pods tend to have more flighty empathetic responses, much like those of small birds.
Source Starfinder #20: The Last Refuge pg. 51 Medium biomechanical transport Speed 8; Maneuverability average (turn 2); Drift 1 AC 20; TL 20 HP 85; DT —; CT 17 Shields light 80 (forward 20, port 20, starboard 20, aft 20) Attack (Forward) heavy spore torpedo launcher (special; 10 hexes), connecting tendril (3d6; 5 hexes) Attack (Aft) flak thrower (3d4; 5 hexes) Attack (Turret) linked light plasma cannons (4d12; 5 hexes) Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; Systems basic computer; basic medium-range sensors, crew quarters (good), dendritic bonding, mk 4 armor, mk 4 defenses, root system; Expansion Bays cargo holds (3), guest quarters (good), science lab (general); Modifiers +2 Computers (sensors only); Complement 5CrewCaptain Bluff +13 (6 ranks), Computers +13 (6 ranks), Diplomacy +13 (6 ranks), Mysticism +13 (6 ranks), Piloting +13 (6 ranks) Engineer Engineering +18 (6 ranks) Gunner gunnery +11 (6th level) Pilot gunnery +10 (6th level), Piloting +18 (6 ranks) Science Officer Computers +18 (6 ranks)DescriptionThe UC regularly employs the Rhizome as a general-purpose transport and exploration vessel, most often used to carry Xenowardens on missions in the Pact Worlds and beyond. It features a decent weapons complement and higher-quality quarters than most transports. In addition, thanks to its root system, the Rhizome is especially suited for long-range assignments during which resources, such as the solar energy needed for repairs, might otherwise be limited. The expansion bays can be swapped out for specific needs.
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