source: Starfinder Core Rulebook

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Idaran Vanserai

Big-bellied Vanserais resemble starfighters gone to fat. With prominent wing guns and a bridge canopy made to look like a much smaller cockpit, a Vanserai’s appearance is designed to make it clear that while it may be a freighter, it’s no easy target.

large None

Speed: 6

Maneuverability: average

Drift: 1

AC: 16

TL: 15

HP: 140

DT:

CT: 28

Shields: light 40 (forward 10, port 10, starboard 10, aft 10) Attacks

  • Forward: heavy laser cannon (4d8)
  • Port: heavy laser cannon (4d8)
  • Starboard: heavy laser cannon (4d8)

Power Core: Arcus Ultra (150 PCU)

Drift Engine: Signal Basic

Systems: basic computer, budget short-range sensors, crew quarters (common), mk 4 armor, mk 3 defenses

Expansion Bays: cargo holds (8)

Modifiers: +1 Piloting

Complement: 10

Crew

  • Captain: Bluff +15 (4 ranks), Computers +10 (4 ranks), Diplomacy +15 (4 ranks), Engineering +10 (4 ranks), gunnery +10, Piloting +11 (4 ranks)
  • Engineers (3): Engineering +10 (4 ranks) Gunners (3) gunnery +10
  • Pilot: Piloting +16 (4 ranks)
  • Science Officers (2): Computers +10 (4 ranks)

Idaran Voidrunner

Few ships can match the speed and maneuverability of a Voidrunner, making it the perfect ship for daredevils, elite combat pilots looking to rely on skill rather than heavy arms and armor, and criminals in need of a fast getaway.

tiny None

Speed: 12

Maneuverability: perfect

AC: 15

TL: 14

HP: 20

DT:

CT: 4

Shields: basic 10 (forward 3, port 2, starboard 2, aft 3) Attacks

  • Forward: gyrolaser (1d8)

Power Core: Micron Heavy (70 PCU)

Drift Engine: None

Systems: basic computer, basic mid-range sensors, mk 2 armor, mk 1 defenses

Expansion Bays: None

Modifiers: +2 Computers, +1 Piloting

Complement: 1

Crew

  • Pilot: Computers +7 (1 rank), gunnery +5, Piloting +11 (1 rank)

Identify
Level:

Mystic 1

,

Technomancer 1

School: divination Casting Time: 1 standard action Range: 5 ft. Duration: 1 round/level (D) Saving Throw: none Spell Resistance: no
Illuminating
[Level: 1]

The illuminating fusion causes a weapon to gain the bright weapon special property (see page 181). You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action).

IMDS Missile Launcher
Level: 10 Price: 18,200 Bulk: 2 Damage: — None Critical:

Range: 80 ft. Capacity: 1 missile Usage: 1 Special:

Impactful Attack
[Level: 17]

As a full action, you can make a ranged attack that knocks enemies back. Targets you hit are knocked back 5 feet from you. If you use a weapon with the explode special property, all targets that fail their saving throws are instead knocked back 5 feet from the center of the explosion. An enemy that you critically hit or that rolls a natural 1 on its saving throw is also knocked prone. You can’t make an impactful attack with an automatic weapon, but you can use this ability with a weapon that has the blast special property.

Impenetrable Defense
[Level: 17]

As a standard action, you can set up a strong defense for yourself and an adjacent ally. Until the start of your next turn, you gain three benefits: your damage reduction increases to DR 10/—; you and the chosen ally each gain a +4 bonus to AC; and if you use guard’s protection, you direct all the damage to yourself such that your ally takes none.

Implant Data
Level:

Technomancer 2

School: illusion Casting Time: 1 standard action Range: touch Duration: 1 hour/level or until triggered; see text Saving Throw: none Spell Resistance: no
Improve Countermeasures
Prerequisites: Computers, 12 ranks

If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1½ × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons).

Improved Combat Maneuver
Prerequisites: Base attack bonus +1.

You are particularly skilled with a specific combat maneuver.