Okay, it's rough, but functional: a worksheet to help you design a mech
Instructions: Start on the "PCs" tab and fill in the level of each party member, as that determines how many points you can spend. Then go over to the other tab and start making choices.
Choices are green fields.
Light Grey fields do calculations for you.
This worksheet will NOT replace knowing how the rules work, and it lacks the capacity to make you follow the rules when designing your mech. But if you know how the design rules function, this should help you keep track of it all till it's done. If you find any serious errors, please let me know and I'll correct them. Otherwise I will probably leave it as is till the non-playtest rules come out.
A Role-Playing Game blog by Phil Forbes. For the player or DM who wants to daydream about things they may or may not ever use.
Thursday, July 30, 2020
Monday, July 27, 2020
The Last Starfighter Conversion
The
Last Starfighter Conversion
In 1984 the movie industry gave us a groundbreaking
scifi story about someone who won an arcade game, and as a result was launched
into an interstellar war between a technologically advanced, but pacifistic
society, and a much lower tech, but warlike society.
To defend itself the Star League recruited talented
people to pilot their Gunstar fighters. Fighters so powerful and dangerous,
that the Kodan Armada wouldn’t even consider an invasion unless they were able
to destroy every last one of them before the fighting even started. When they
found out one of them had survived the sneak attack on the gunstar base, they
almost retreated.
So what kind of fighter would it have to be if just
one was a serious threat to an armada?
If you examine the fighter craft Paizo have
published, they range from tier ¼ to tier 2. So presumably, a fighter that
would make an armada afraid would simply have to be much, much higher tier. It
also might not really be a fighter. Operated by a pilot and gunner, yes, but
using the fighter frame, no. If you watch this movie, at the end you see it
land near a multistory motel. This fighter towers over the human structure when
landed. It is positively massive… compared to something like a more
contemporary x-wing or colonial viper anyway. In addition to that, it carried
at least one weapon that could cause major damage to a capital ship, the
Carrier of the Kodan Armada. For these reasons, I chose to use an explorer
frame when converting this craft, the smallest frame that could mount a heavy
weapon.
The next design consideration was the fact that the
fighter has spherical coverage from 5 laser weapons. To replicate this, I made
use of gyrolasers. However, since we see these weapons one-shotting enemy
fighters, I made them the heavier Pulsed Gyrolasers. With one on the front, one
on each side, and 2 in the aft, it can point 3-4 of them at any one target,
making it extremely dangerous for any fighter craft to get too close. And while
they are short range, the gunner can use them at increasingly larger range
increments thanks to the state-of-the-art mk 10 duonode computer. As long as
this is operating as it did in the movie, against a large number of much lower
tier enemies, it should be dangerously lethal.
To combat the capital ship, the gunstar boasted a
particle weapon it saved specifically to fire on the carrier. This is
represented on my gunstar by a twin-linked Persistent Particle Beam, which can
unleash a devastating 20d6 point attack on an enemy ship, enough to make anyone
sit up and notice.
But that’s not all…
In the climactic scene of the movie, with
overwhelming numbers of fighters closing in, the gunstar activated a hidden prototype
system called death blossom, which unleashed so much firepower into the oncoming
fighters it simply erased them all from the map. To represent this, I installed
8 heavy laser arrays. Theoretically they would remain behind their panels until
needed, and most combat would be with the gyrolasers or particle beam.
Various other features were added based on my
observation of certain behaviors in the movie, like the quick ease with which
the ship was repaired, the difficulty anything had making passes at the
gunstar, or the durability it showed when the opposing capital ship rammed the
protagonist in the movie.
Anyway, I hope you all enjoy this beast of a “fighter.”
Gunstar
T18 Medium Explorer
Speed 12;
Maneuverability good (turn 1); Drift 2
AC 36; TL 35
HP 95; DT 0; CT 11
Shields heavy 480 (forward 120, port 120, starboard 120, aft 120)
AC 36; TL 35
HP 95; DT 0; CT 11
Shields heavy 480 (forward 120, port 120, starboard 120, aft 120)
Attack (Forward) Twinned
Persistent Particle Beam (Long 20d6), Pulsed Gyrolaser (Short 3d8 Broadarc)
Attack (Port) Pulsed
Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array), Heavy
Laser Array (Short 6d4 Array)
Attack (Starboard) Pulsed
Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array), Heavy
Laser Array (Short 6d4 Array)
Attack (Aft) Pulsed
Gyrolaser (Short 3d8 Broadarc), Pulsed Gyrolaser (Short 3d8 Broadarc), Heavy
Laser Array (Short 6d4 Array)
Attack (Turret) Heavy
Laser Array (Short 6d4 Array), Heavy Laser Array (Short 6d4 Array), Heavy Laser
Array (Short 6d4 Array)
Power Core 2 Nova
Ultra (600 PCU); Drift Engine Signal Booster; Systems Ultra
long-range sensors, mk 8 armor, mk 8 defenses, mk 10 Duonode Computer;
Security
Systems Biometric Locks, Emergency Accelerator
Expansion
Bays Power Core Housing, Ghost Drive
Other Systems
Slime Patch System
Driving Off into the Sunset
Driving Off into the Sunset
Any time I talk about driving in an RPG, my min always comes back
to Mad Max. Starfinder is no different in that respect. Today’s offering in my
line-up of vehicle-based class features covers the mystic. It is partly
inspired by Mad Max himself, and partly inspired by the pseudo-religious
beliefs of the antagonists of Fury Road.
Mystic Connection - Shiny and Chrome
Associated Deities - Angradd and Besmara
Spells - 1st—Remote Operation, 2nd—Make Whole, 3rd—Burning Ash Cloud,
4th—Wall of Fire, 5th—Holographic Terrain, 6th—Shadow Walk
1st - Road Warrior - You gain a circumstance bonus to all
skill checks during a vehicle chase equal to +1. This increases by an
additional +1 at 3th level and every 3 levels after. As long as you are
piloting that vehicle, and it is in a chase, it gains a bonus to its hardness
equal to half your level.
3rd - Realm of Chrome - You are immune to the Flatfooted, Off
Balance, and Off Kilter conditions while on the outside of a vehicle. You gain
a climb speed equal to your base speed, which is only usable to climb vehicles.
When performing a boarding action during a vehicle chase, you count any failure
of 5 or more as if it were a failure of 4 or less instead.
6th - Chrome Rage - If you are driving a vehicle during a
vehicle chase, you may spend a standard action to create a hazard for all
vehicles in the next zone back to encounter. Make a piloting skill check and
compare it to the KAC of each vehicle in the following zone. Each one suffers a
hazard of a CR equal to the difference between the numbers. If the number would
be negative the hazard is ignored. This hazard only occurs once (until this
action is performed again) and you may choose whether it knocks vehicles off
course or does damage, but it must do the same to each vehicle it
affects.
9th - Tarnishing Fire - When you deal fire damage to a vehicle
with any spell or a weapon that uses petrol, you may ignore an amount of
hardness on that vehicle equal to your level. It also does damage to the crew
and passengers of the vehicle equal to the damage inflicted on the vehicle's
hit points, ignoring even total cover.
12th - Purity of Chrome - When you spend a resolve point and
rest to recover stamina points, you may spend an extra resolve point to have
your vehicle recover the same number of hit points as the number of stamina
points you recover.
15th - Summon Pothole - Any time you damage a vehicle with a
weapon that has the explode special property or an instantaneous spell with a
burst area that vehicle’s driver must make a piloting check DC 10+half your
level+the damage you dealt, or lose control of the vehicle.
18th - Wrath of the Road Warrior - You may spend 1
resolve point when you damage a vehicle with the broken condition. If you do,
that vehicle explodes dealing 1d10 bludgeoning and fire damage per item level
of the vehicle to everything within 5 feet of it per item level of the vehicle.
If that vehicle is in a chase it affects all vehicles in the same zone as it.
This also triggers Summon Pothole.
That's it for this week's entry into vehicle options. I hope you all enjoy it!
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Friday, July 24, 2020
Tyranid Hiveship
Tyranid
Hiveship
Tier 16 Gargantuan Biomechanical Carrier
Speed 8; Maneuverability Poor (Piloting --1,
Turn 3); Drift 1
AC 30; TL 21
HP 360; DT 10; CT 48
Shields none
Attack (Forward) Massive Ramming Prow (2d4 x 10),
Ultra Plasma Cannon (Medium 9d6 x 10 Line), Linked Connecting Tendrils (Short 6d6
Burrowing, Connecting, Mystic)
Attack (Port) 2 x Light Spore Launchers (Medium 14
3d6 Limited Fire 5, Spore)
Attack (Starboard) 2 x Light Spore Launchers (Medium
14 3d6 Limited Fire 5, Spore)
Attack (Turret) 2 x Linked Connecting Tendrils (Short
6d6 Burrowing, Connecting, Mystic)
Power Core 2 x Gateway Light (600 PCU); Drift
Engine Signal Basic; Systems Basic Medium-range sensors, Basic
computer, mk 8 armor, no defenses
Expansion Bays 2 Hangar bays with 4 Drone
Tubes (20 drones carried); 2 Drift Shadow Projectors
Other Systems Algal Shielding, Biocamouflage,
Root System, Slime Patch System
Tier 1 Tiny Biomechanical Racer
Speed 8; Maneuverability Perfect (Piloting +2,
Turn 0);
AC 20; TL 13
HP 20; DT -; CT 4
Shields None
Attack (Forward) Connecting Tendril (Short 3d6
Burrowing, Connecting, Mystic)
Attack (Turret) 2 x Flak Spore (Special, 2d4, Flak
Area, Limited Fire 2)
Power Core Micron Light (50 PCU); Drift
Engine -; Systems cut rate sensors, Basic computer, mk 7 armor, mk 1
defenses
Il'Fannor Dal'Yth Tau Merchant Fleet Light Cruiser
Il'Fannor
Dal'Yth
Tau Merchant Fleet Light Cruiser
It was originally designed to become the new workhouse of the fledgling Tau Empire, its Gravitic Drive being able to reach a third of normal warp speed. As the Gal'leath proved ineffective as a military vessel against the Orks, the Merchant was heavily redesigned into a cheap and effective (if rather slow) warship that remained the Tau's mainline military ship until the advent of the Lar'shi class. As a cruiser, it lacks the hard-hitting firepower, speed and durability of those of the other major races, but makes up for it by being very cheap and easy to produce.
Tier 16 Huge Bulk Freighter
Speed 4; Maneuverability Poor (Piloting --1, Turn 3); Drift 1
AC 32; TL 31
HP 240; DT 5; CT 32
Shields Heavy 360 (forward 90, port 90, starboard 90, aft 90)
Attack (Forward) Linked particle beam (Long 16d6)
Attack (Port) Railgun (Long 8d4), Light
particle Beam (Medium 3d6)
Attack (Starboard Railgun (Long 8d4), Light
particle Beam (Medium 3d6)
Attack (Turret) 2 x Linked Coilguns (Long 8d4)
Power Core Nova Ultra, Nova Light (450 PCU total);
Drift Engine Signal Basic; Systems Advanced Long-range
sensors, crew quarters (luxurious), mk 8 armor, mk 8 defenses, mk 3 tetranode
computer;
Security Systems 9 x tier 10 Heavy Antipersonnel
Weapons
Expansion Bays 3 cargo holds, 2 vaults, synthesis
bay, tech workshop, science lab, park, industry
Thursday, July 23, 2020
Nightshade Aeldari Corsair
Nightshade
Aeldari Corsair
Eldar
vessels are sleek and fragile-looking, gliding silently on their solar sails.
They are blisteringly fast, and in the right circumstances are capable of
speeds that far outstrip any other ships of their size. Eldar ships forego the
armor that ships of other races use, and instead rely on their speed and
Holofields to protect them, while using powerful weapons to tear enemy ships to
shreds.
Tier 11 Medium
biomechanical explorer
Speed 12;
Maneuverability good (turn 1); Drift 1
AC 21; TL 21
HP 75; DT —;
CT 11
Shields None
Attack (Forward) 3 x Heavy Solar Cannon (Medium range, 3d6 Sustained 2)
Attack (Turret) 2 x Heavy Aeon Torpedo Launcher (Long Range 12, 6d8 Limited Fire 5, Quantum)
Power Core Nova Ultra (300 PCU); Drift Engine Signal Basic; Sensors Basic long-range sensors; crew quarters (common); Basic computer; No armor, No defenses;
Security Systems: Cloaking Device, Basic; Holographic Mantle, 6 x Tier 10 Heavy Antipersonnel Weapon Mount
Expansion Bays: 3 cargo holds, Ghost Drive
Other Systems: Dendritic Interface, Paraforan Resonator mk 3
Monday, July 20, 2020
Index
Yggdrasil Star System
Starfinder Vehicle Stuff
- Soldier Fighting Style
- Solarian Powers
- Mechanic Custom Vehicle
- Witchwarper, Vanguard, Biohacker, Envoy, and Technomancer Options
- Mystic Connection
Starfinder Megacorp Stuff
Starfinder Summoning
Character Conversions
Spreadsheet Tools
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