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GM > Starship > Starship List > Sun Diver

Sun Diver TIER 6

Starfinder Adventure Path #15: Sun Divers (Dawn of Flame 3 of 6) p.0

Small light freighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 21; TL 21
HP 50; DT —; CT 10
Shields Heavy shields 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) linked chain cannons (12d4)
Attack (Port) flak thrower (3d4)
Attack (Starboard) flak thrower (3d4)
Attack (Aft) flak thrower (3d4)
Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 3 mononode computer (tier 3, artificial personality), new weapon mount (aft); Expansion Bays cargo hold, science lab, tech workshop
Modifiers +3 to any one check per round, +4 Computers (sensors only), +1 Piloting; Complement minimum 1, maximum 6

Special Abilities


Limited Fire When the Sun Diver is within a star, the physical ammunition that its weapons fire burns up in stellar plasma after the second range increment (10 hexes), preventing these weapons from hitting anything beyond that range.
Overpowered The Sun Diver is designed to draw power from the energies channeled through its solar shields and power core, so it becomes much easier to distribute that power to various systems while the vessel is fully immersed in an active star. While inside such a stellar body, the DC for the engineer's divert and overpower crew actions is 5 lower than normal.
Sensitive System Balance The Sun Diver's systems work in delicate concert, making any adjustment of the ship's systems risky. Each time the Sun Diver is refitted or upgraded with new systems, the vessel takes 5d10–20 virtual damage that can also cause critical damage. Detecting this “damage” requires a successful Engineering check (DC = 15 + 1-1/2 times the Sun Diver's tier). When detected, this virtual damage can be repaired as if it were real, signifying rebalancing the Sun Diver's sensitive systems. If undetected, the damage and critical damage becomes real the next time the vessel enters a stressful situation, such as starship combat. In addition, when the Sun Diver takes critical damage in starship combat, it has a 10% chance to take critical damage a second time in a random system.
Siccatite Degradation Prolonged exposure to internal solar forces can eventually fatigue the ship's siccatite matrix to the point of failure. The Sun Diver takes 1d4 damage each day it remains in contact with solar forces. This damage can be repaired only in a safe harbor and with 1 Bulk of siccatite per 5 damage or fraction thereof repaired.
Solar Shield Channel Because the shield system channels destructive solar forces around and through the vessel, the Sun Diver is considered to have only half its normal shields while within a star (120 for the unmodified Sun Diver). The starship's shields take half damage from starship gravity, laser, and plasma weapons. These shields also block the irradiate weapon special property. Conversely, the Sun Diver can't fire gravity, laser, or plasma weapons through its own shields. The Sun Diver's shields also block the EMP and irradiate weapon special properties of any non-tracking weapon the vessel fires.

Description


The Sun Diver, a ship capable of diving deep into the hostile sun, is the only vessel of its kind known to the Pact Worlds. It was recently invented by a brilliant human engineer named Lurian “Lu” Straza. The ship's plating and shield matrix employ a complex weave of siccatite, which not only protects the Sun Diver from the heat, pressure, and other dangers of a star's interior, but also helps power the ship. To protect herself against loneliness, Lurian gave the Sun Diver's computer an artificial personality—a warm, grandfatherly virtual intelligence with a gravelly voice and Lu's penchant for risk-taking and colorful language.

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