Opulus Drift Cruiser Creature 12

Verces has a long history of space exploration stretching back to the ancient dirigible-like vessels known as aetherships. Modern aetherships are designed for recreation, exported to the elite, or commissioned as luxury cruise ships. Decked out with antique brass fittings and hand-upholstered furniture, these ostentatious vessels still boast incredible specs that often outperform more utilitarian starships. Drift Cruisers come equipped with an emergency reorientation system, ensuring the comfort of its passengers and any valuable artwork displayed aboard.

Elite Weak Opulus Drift Cruiser Creature 12

Recall Knowledge DC 28 30 31
Perception +23; Sensor Range 10 zones
Skills Computers +22, Piloting +18
Str +5 Dex +4 Con +8 Int +4 Wis +5 Cha +6
Battle Stations generator (Fortify Shield Points), gunnery (EMP cannon, flak thrower), pilot's console (Boost Thrusters, Change Heading, Emergency Reorientation)

AC 30
Fort +26
Ref +20
Will +23
HP 216, SP 30 (fortify 15)
Emergency
Reorientation
[reaction] Trigger The Opulus Drift Cruiser would become off-kilter; Effect The Opulus Drift Cruiser automatically rights itself, losing the off-kilter condition.

Speed 5 zones
Ranged [one-action] EMP cannon +24 (nonlethalrange increment 3 zonestech), Damage 3d10+14 electricity plus system shock
Area Fire [two-actions] flak thrower (1-zone burstconcussiverange 5 zonestech), Damage 5d8 bludgeoning (DC 29 basic Reflex save) plus micrometeor cloud
Micrometeor Cloud The nearest zone to the Opulus Drift Cruiser affected by the flak thrower’s Area Fire becomes filled with flak for 1 round. The flak deals 5d4 piercing damage to Medium or smaller starships that move through that zone (DC 29 basic Reflex save). A starship that ends its movement in the zone or starts its movement in the zone is unaffected.
System Shock A starship that takes damage from the Opulus Drift Cruiser’s EMP cannon must succeed at a DC 29 Fortitude save or its generator battle station becomes malfunctioning (DC 29 to Repair Station). On a critical hit, Repairing the Station requires a DC 31 Computers or Crafting check.

All Creatures in "Pact Worlds"

Pact Worlds

The strength of the Pact Worlds is in the diversity of its signature planets and the inclusiveness of its allied systems. Its starships are prime examples of the advantages of integrating both magic and technology from a variety of cultures. While each corporation relies on branding based in the traditions of their home world, beneath the chassis of these ships lie both components and weaponry engineered from what was once alien technology. And thanks to the sensible regulatory standards set by AbadarCorp, the equipment used in most Pact World ships is cross-compatible with other starships, including the preinstalled language packs and accessibility settings. Nearby worlds wanting to capitalize on the availability of Pact World merchandise often include patches and extra ports to allow for Pact World technology, but this varies not only from system to system, but starship to starship.