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Player > Starships > Supercolossal
Supercolossal starships have two typical forms: base ships and ultranoughts. Base ships are effectively floating cities, ideal for colonization or long-range exploration—some are even independent political entities in their own right. Ultranoughts are the most powerful vessels their respective militaries can field, designed to carry unprecedented firepower, armor, and durability while supported by cruisers, escorts, scouts, supply tenders, and other ships. Supercolossal vessels are over 6 miles long and take a –8 penalty to AC and TL. Except as detailed here, these starships use the normal rules presented in Chapter 9 of the Starfinder Core Rulebook.
Each base frame determines a starship’s size, maneuverability, hull strength, starting weapon mounts, number of expansion bays, and other capacities.
Name | Size | HP | DT | CT | Mounts | Expansion Bays | Crew | Cost | Source |
---|---|---|---|---|---|---|---|---|---|
Base Ship | Supercolossal | 450 (75) | 15 | 90 | forward (4H), port (4H), starboard (4H), turret (2C) | unlimited* | 150 (100000) | 250 | DS06 p.45 |
Ultranought | Supercolossal | 550 (100) | 20 | 110 | forward (2C, 2H, 1S), port (2C, 3H), starboard (2C, 3H), turret (1C, 2H) | unlimited* | 250 (5000) | 350 | DS06 p.45 |
Supercolossal ships follow special rules for starship systems.
Power Core: Supercolossal ships require massive power. A Supercolossal
ship can mount one of the Supercolossal power cores shown in the following table.
If a Supercolossal starship has a Supercolossal power core, the vessel can also
have up to four backup cores; those cores must be designed for Huge or Gargantuan
starships. If a Supercolossal starship doesn’t have a Supercolossal power core,
the vessel can instead mount up to five power cores designed for Colossal ships.
Name | PCU | COST (In PB) | Source |
---|---|---|---|
Titan Light | 700 | 50 | DS06 p.45 |
Titan Heavy | 950 | 60 | DS06 p.45 |
Titan Ultra | 1200 | 70 | DS06 p.45 |
Thrusters: Supercolossal ships depend on enormous thrusters that focus on speed, since the maneuverability of ships of this size is hard to improve.
Name | Speed (In hexes) | Piloting modifier | PCU | Cost (In BP) | Source |
---|---|---|---|---|---|
SC4 thrusters | 4 | 1 | 300 | 16 | DS06 p.45 |
SC6 thrusters | 6 | 0 | 400 | 20 | DS06 p.45 |
SC8 thrusters | 8 | -1 | 500 | 24 | DS06 p.45 |
Armor: A Supercolossal ship has a size multiplier of 8 for
determining its armor’s Build Point cost.
Computers: A Supercolossal
starship’s main computers and integrated control module (ICM) function in the
same way as other starships’ computers do, with three exceptions. First, such
an immense starship requires a mk 4 computer or better. Second, a Supercolossal
starship can support a second computer system so long as the second system has
a lower mark value than the primary system (e.g., a mk 4 trinode computer with
a secondary mk 2 mononode computer, granting bonuses of +4/+4/+4/+2).
Third,
a Supercolossal starship can augment its primary computer with network nodes—subordinate
systems that increase the number of officers who can benefit from the ICM each
round by one—so a mk 6 duonode computer with two mk 6 network nodes can grant
a +6 circumstance bonus four times each round. A network node functions only
if connected to a computer of an equal mark value. Network nodes could represent
any number of means of supplementing a computer’s processing power and accessibility,
such as a dedicated technological system, a hardwired cybernetic undead creature,
a biotech calculating organism, a magitech information crystal, or any of myriad
other devices.
Name | Bonus | Nodes Maximum | PCU | Cost (In BP) | Source |
---|---|---|---|---|---|
Mk 4 network node | +4 | 2 | 8 | 4 | DS06 p.46 |
Mk 5 network node | +5 | 2 | 10 | 5 | DS06 p.46 |
Mk 6 network node | +6 | 3 | 11 | 6 | DS06 p.46 |
Mk 7 network node | +7 | 3 | 13 | 7 | DS06 p.46 |
Mk 8 network node | +8 | 4 | 15 | 8 | DS06 p.46 |
Mk 9 network node | +9 | 4 | 17 | 9 | DS06 p.46 |
Mk 10 network node | +10 | 5 | 19 | 10 | DS06 p.46 |
Crew Quarters: On a Supercolossal ship with common crew
quarters, the vessel’s size enables 10% of the crew to have good quarters and
1% to have luxurious quarters at no additional cost. On a Supercolossal ship
with good quarters for the majority of the crew, 10% have luxurious quarters
at no additional cost.
Drift Engine: A Supercolossal starship
can mount only a Signal Basic Drift engine, at a cost of 16 BP.
Expansion
Bays: A Supercolossal ship uses the same expansion bays as other starships
do, but can hold an unlimited number of expansion bays. Any expansion bay in
a Supercolossal ship represents numerous chambers grouped together over a wide
area, augmented with reserve systems and retaskable configurations. For example,
an arcane laboratory on a Supercolossal ship indicates not a single lab, but
the facilities that allow the entire crew to perform tasks requiring an arcane
lab. That said, some expansion bays work differently for Supercolossal ships.
Cargo Holds: Supercolossal ship frames have one cargo hold for every
10 BP of the frame’s cost. Additional holds cost 5 BP each.
Hangar Bay:
A Supercolossal ship’s hangar bay can accommodate up to eight Medium ships,
with two Small ships or four Tiny ships taking the same space as one Medium
ship. Expanding an existing hangar bay to accommodate eight more Medium ships
increases the hangar bay’s cost by only 1 BP.
Exclusive Expansion
Bays: A few expansion bays are available only to Supercolossal ships.
Name | PCU | Cost (In BP) | Source |
---|---|---|---|
Drift booster | 40 | 20 | DS06 p.46 |
Recycling system | 2 | 1 | DS06 p.47 |
Tactical sensor tank | 2 | 1 | DS06 p.47 |
Drift Booster: A Drift booster is a rail for launching smaller ships
into the Drift from within a Supercolossal vessel’s hangar bay. A smaller ship
that launches from within the Supercolossal vessel’s hangar bay using the Drift
booster can temporarily raise its Drift engine rating by 1. This increase lasts
only as long as the smaller ship stays in the Drift and on the same course after
launching using the Drift booster. If the boosted ship changes course or leaves
the Drift, this temporary increase ends.
Recycling System: A recycling
system enables a Supercolossal starship to be nearly self-sustaining, operating
independently for decades or even centuries. A combination of smelters, biomass
processors, manufacturing, and UPB converters enables the ship to convert almost
all its waste into goods and materials.
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