gamerprinter
Mapper/Publisher
My first love in Starfinder were starships, of course, right away, I needed more starships rules to fill all the holes, and options I wanted, so Edward Moyer and I started filling them with what essentially became our Starship Operations Manual, 3 years before Paizo released theirs, called Starships, Stations and Salvage Guide. While my station rules were quickly superceded with the appearance of Super Colossal as an infinite bay structure, but only a handful of remaining mechanics have been replaced with official versions by Paizo, the rest is still unreplaced. I needed things like cloaking shields, grappling arms, boarding holds, drop pods, etc. So some of the ships below feature stuff you won't find in the Core nor the SOM. While a lot of the ship deck plans in that book are of weird ships - biohybrids, undead ships, I had to in order focus on the new kinds of ships, Ed created. Most of my ships are more hard sci-fi in design, which I prefer doing.
One of my first favorite ship designs is kind of a cross between the Rasa from Dark Matter, and a Firefly - looks like a small Rasa, with the interior function of the Serenity, if not the plan. I featured this in Rogue's Run, a two-shot I wrote where the PC smugglers are taking illegal cargo to be delivered to an asteroid pirate station, while having to deal with a naval blockade in the Drift preventing or watching all ships approaching the beacon drop point to the asteroid. So the PCs are forced to use a pre-Drift smuggler's route across known space, with natural boosters in places to make the incredible long journey more viable, hence why smuggler's used it. So while it has a place to start and destination for some adventure, the focus of the two-shot is the trip to get there - having to deal with Sector police patrols, naval mine field, and something I call the Sisters, a pair of black holes that counter rotate in their spin, with overlapping event horizons, which can jet a starship riding it at incredible speeds and enormous distances, but there's risk in doing it.
Anyway, the ship is called the Jack of Diamonds, a pitbull class smuggler transport. It's got 3-ish decks, the middle deck is tucked to the rear holding 4 guest quarters, the lower deck being cargo, tech shop and engineering, and fore part intersects where the middle deck would be for taller cargo, also the Smuggler's Cache is split in two, flanking the tech shop bay, and hidden by structurally camoflaged bulkheads as doors, with "traps" like power shorts that knock the deck lights out, when the authorites are trying to find the cache, but their investigations cause "mechanical problems" - they ought to stop what their doing (it's well hidden) . Upper deck is the crew and bridge deck.
One of my first favorite ship designs is kind of a cross between the Rasa from Dark Matter, and a Firefly - looks like a small Rasa, with the interior function of the Serenity, if not the plan. I featured this in Rogue's Run, a two-shot I wrote where the PC smugglers are taking illegal cargo to be delivered to an asteroid pirate station, while having to deal with a naval blockade in the Drift preventing or watching all ships approaching the beacon drop point to the asteroid. So the PCs are forced to use a pre-Drift smuggler's route across known space, with natural boosters in places to make the incredible long journey more viable, hence why smuggler's used it. So while it has a place to start and destination for some adventure, the focus of the two-shot is the trip to get there - having to deal with Sector police patrols, naval mine field, and something I call the Sisters, a pair of black holes that counter rotate in their spin, with overlapping event horizons, which can jet a starship riding it at incredible speeds and enormous distances, but there's risk in doing it.
Anyway, the ship is called the Jack of Diamonds, a pitbull class smuggler transport. It's got 3-ish decks, the middle deck is tucked to the rear holding 4 guest quarters, the lower deck being cargo, tech shop and engineering, and fore part intersects where the middle deck would be for taller cargo, also the Smuggler's Cache is split in two, flanking the tech shop bay, and hidden by structurally camoflaged bulkheads as doors, with "traps" like power shorts that knock the deck lights out, when the authorites are trying to find the cache, but their investigations cause "mechanical problems" - they ought to stop what their doing (it's well hidden) . Upper deck is the crew and bridge deck.
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