ok well, I decided not to make the carrier - but we are at about the limits of what we can do with a single ship with a crew of 5 (6 minimum even for the Destroyer we are in now). I might be able to squeeze a little more out of it and of course some weapons could be swapped, but generally this is going to be the top we can do without NPC crew, or running multiple ships.
Frame
Destroyer
Power Core
Gateway Heavy
thrusters
L 10 (horicalcum)
Shields
Hvy 420
drift engine
Signal Basic
computer
mk 5 trinode
sensors
Advanced Long Range
crew quarters
Luxurious
armor
MK 12
Armor Ablative
Light (100)
Bulkheads
MK 5
Fortified Hull
Nanocarbon plate (+20 CT)
defenses
MK 15
fwd Arc hvy
Hvy Buster
fwd Arc hvy
Gatling Cannon (Adamantine Mount)
port light
Magic Torpedo Unit
starboard light
Magic Torpedo Unit
aft light
Magic Torpedo Unit
turret light
Scrambler
Expansion Bays (4)
Life Boat
Life Boat
Rec Suite, HAC
Tier 17 VI
Skill Expander (Profession Cook)
Spines MK4
AutoDestruct
Now as much fun as i have making the ship. I would like to recommend that unless there is some fail mechanic that you just narrate the space combat @Rando, for everyone elseā sake. With the exception of the pilot actually maneuvering the ship - it really boils down to a dozen dice rolls per person and a lot of youtube being watched between rolls. I know this will impact what you are prepping for the session so I am suggesting it now before you cram in any prep you might do tomorrow. Guys if I spoke out of place and you enjoy space combat speak up, but I didnt get the feeling that anyone was really that engaged with it.
Iām ok if @Rando wants to narrate it or not. Of course that will get us to the end that much sooner. Which Iām of two minds on.
To to be perfectly frank though, I played Star Fleet Battles in the past and one battle could just take 2+ hours between 2 ships. But everyone involved was involved for the whole time. And I was never bored. Why I kept going back every time someone wanted to do it.
And there is boredom in the FG Starfinder Space battles Iām afraid. It might be nicer if it had multiple actions allowed per player per turn but it doesnāt.
Even though I donāt mind Starship combat I can understand the dislike for it as well. I am fine if @Rando hand waves it or narrates it or whatever. Starship combat is rather basic for my character as I just shoot a gun. But I like playing other roles in Starship combat, I am the captain in our Dead Suns campaign.
So like I bought Foundry (VTT) and itās pretty fān slick.
I bought the pre-made Abomination Vaults AP for PF2 in Foundry and its umā¦ pretty fān slick. They re-did the maps all hi-res and custom for the Foundry version of the module wish kinda pisses me off since we donāt have access to those in FGU nor in the PDFs. Itās the only official Paizo adventure available for Foundry (besides the PF2 Beginnerās Box) that Iām currently aware of. Starfinder is the redheaded stepchild and itāll probably be a while before we get any official Starfinder adventures ported to Foundry (if ever). Iām guessssing that the updated and consolidated Dead Suns AP weāre getting this fall (Sept?) will be the first thing ported to Foundry.
I have not looked at the Starfinder ruleset nor any Starfinder specific Foundry add-ons. There is a tool/add-on that greps the (Paizo) PDFs and imports the images/maps/encounters/statblocks/etc āproperlyā into Foundry. I havenāt tried it yet.
Iām leaning towards finishing this campaign in Fantasy Grounds 'cause Iāve already go the modules there that I paid for (and all of the Starfinder splat books that Iāve paid for). And with the exception of starship combat (which per Findyās suggestion Iām probably just going to mostly hand wave from now on) the ruleset works pretty good in FGU.
And I/we have discovered (maybe too late?) that just like Fantasy Grounds players donāt actually have to make any purchases. To connect to a Foundry game (as a player) you connect via your browser of choice (Chrome is preferred.)
So I pose the question to yāall: if I can figure out how to get the remaining 1 1/2 modules of The Devastation Ark into Foundry, do we want to try that or just stick it out in Fantasy Grounds?
AHEM Pardon me sire, but I think I said that back when I was talking up Foundry awhile back. Heck I even reiterated that recently.
Nobody listens
But seriously, Iām all for moving over to Foundry (took ya long enough)
In fact, Iām gonna start remaking Zabraxas in Foundry so I can import him into your Foundry game and have less work for you to do @Rando because I am so swell.
PDFtoFoundry is the addon that pulls info from Paizo products into Foundry; it only works with PF2. So Iād have to enter everything by hand. 1 1/2 modules left, weāll finish in Fantasy Grounds.
Thereās nothing to run (for Foundryā¦ yet). I doubt theyāll ever back-port anything; no AP for 2E has sold well enough with the exception of Abomination Vaults.
I have no desire to run Outlaws of Alkenstar. Ditto for the forthcoming Bloodlords. Next year weāll be getting the Mana Wastes/Nex adventure.
Between now and then weāve only got: Iād never want to play it personally, but I could be convinced to run the updated Kingmaker coming Sept-ish and I bet itāll probably get the full Foundry treatment too.
Iām not familiar enough with Foundry (yet) to consider porting/implementing a 1E AP like say, Hellās Rebels, by hand.