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GM > Starship > Starship List > Reptoid Changeling

Reptoid Changeling TIER 3

Starfinder Adventure Path #27: Deceivers' Moon (The Threefold Conspiracy 3 of 6) p.52

Medium explorer
Speed 8; Maneuverability average (turn 1); Drift 1
AC 16; TL 17
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard, aft 10)
Attack (Forward) tactical nuclear missile launcher (5d8; 20 hexes)
Attack (Turret) light particle beam (3d6; 10 hexes)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (good), mk 3 armor, mk 4 defenses, mk 2 mononode computer, security (holographic mantle); Expansion Bays cargo bay, cultural preparation facility, escape pods, recreation suite (trivid den)
Modifiers +2 to any 1 check per round, +1 Piloting; Complement 6 (minimum 1, maximum 6)

Crew


Captain Diplomacy +8 (3 ranks), gunnery +7 (3rd level), Intimidate +13 (3 ranks), Piloting +9 (3 ranks)
Engineer Engineering +8 (3 ranks)
Gunners (2) gunnery +7 (3rd level)
Pilot Piloting +14 (3 ranks)
Science Officer Computers +13 (3 ranks)

Description


Thanks to their utility and versatility, changelings make up the bulk of the reptoid fleet. A holographic mantle allows a changeling to enter the territory of another species or organization undetected, carry infiltration personnel to their destination, and provide mission support services for the smaller chameleons. They often linger in orbit, where they serve as a base of operation for reptoid agents in the field, providing support and extraction when necessary. changelings can defend themselves in battle, but unless they have field agents to protect or rescue, they usually flee to the nearest nest platform instead.

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