TEXT: PIRATE CRUISER
  Evil Robot Games
  
  1
  Eldred Pirate Cruiser
  A rare Light Cruiser modified by an Eldred Captain 
  turned pirate. This ship has never attacked other 
  Eldred ships.
  ELDRED PIRATE CRUISER TIER 6
  DESTROYER
  Size Large
  Speed  8; Maneuverability average (+0 Piloting, turn 2)
  AC 19; TL 19
  HP 170; DT —; CT 34
  Shields basic 60 (forward 20, port 10, starboard 10, aft 20) 
  Attack (Forward) fire linked Heavy Laser Cannons (8d8)
  Attack (Forward) light torpedo launcher (2d8)  
  Attack (Port) gyrolaser (1d8)
  Attack (Starboard) gyrolaser (1d8)
  Attack (Aft) none
  Attack (Turret) coilgun (4d4) 
  Power Core Arcus Max (200 PCU); Drift Engine Signal Basic;
  Systems basic computer, budget mid-range sensors, crew
  quarters (good), mk 4 armor, mk 4 defenses; Expansion
  Bays rec area (gym), medical bay, escape pods, cargo bay
  Minimum Crew 6; Maximum Crew 20
  Modifiers +0 Piloting; Complement 12
  CREW
  Captain Bluff +18 (6 ranks), Computers +13 (6 ranks), Diplomacy 
  +18 (6 ranks), Engineering +13 (6 ranks), gunnery +13, Piloting +13 
  (6 ranks)
  Engineer Engineering +13 (6 ranks)
  Gunners (5) gunnery +13
  Pilot Piloting +18 (6 ranks)
  Science Officer Computers +13 (6 ranks)
  Light Cruiser – Large Destroyer Computer check DCs
  DC 20 – Large Destroyer, Speed 8, Average Maneuverability, Crew 
  Twelve.
  DC 25 – AC 19, TL 19, 170 Hull Points, 60 Shields, Power Core 200
  DC 30 – Two forward facing Heavy Laser Cannons
                  Port and Starboard Gyrolasers
                  Turreted Coilgun
                  Forward facing Light Torpedo Launcher
  DC 30 – Rec area (gym), Medical Bay, Escape Pods, 1 cargo bays.
  Intermediate Model Cruiser
  Designed by the Eldred Admiralty as a light, well-armed craft 
  intended to bridge the gap between the older and newer 
  generations of Light Cruiser, this ship and her small crew 
  complement was intended to test new systems and design 
  techniques. Limited and plagued by power distribution 
  problems, the ship’s trials were cut short when it was deter-
  mined that this model couldn’t power its shields, weapons, 
  and thrusters concurrently. The Admiralty quickly revised 
  their requirements, settling on those found in the New Model 
  Cruiser (Eldred Light Cruiser Tier 5).  
  This ship, liberated by its new owner, sports an array of 
  wide-arc capable gyro lasers on each side of the vessel, and 
  a set of fixed-forward Heavy Laser Cannons on the wings. 
  The new owner also somehow convinced an engineer to 
  cram a reactor powerful enough to power everything on 
  the ship into the vessel without compromising the hull. The 
  design-specified Marine barracks has been replaced with an 
  ample amount of cargo space. This custom configuration also 
  rounds out the changes with newer-model Gravitic Induction 
  Engines, and tops off its offense with a pair of Torpedo tubes. 
  
  2
  Spark Ecology
  Sparks are curious lizards that are found all over 
  the galaxy, any world that has ruins from the Old 
  Empire will also have Sparks. Due to interstellar trade 
  and colonization efforts, Sparks have also been found 
  on other inhabited worlds as well. Every Spark ever 
  examined is genetically identical with variations in 
  members of the species due to environmental, not 
  inherited factors. It is theorized the scientists of the 
  Old Empire tampered with the Sparks genetic code, 
  but no one knows for certain.
  A Spark has a pale gray underside, with bright 
  cobalt blue scales elsewhere on its 3-foot-long body, 
  and weighs about 25 pounds. Sparks tend to live in 
  groups, as their power grows in when they are in 
  close proximity to others of their kind.
  Spark colonies are often found near water, but 
  other than that, they will flourish in deserts, moun-
  tains, forests, cities, swamps, etc. When a colony has 
  been established, sparks become territorial. Sparks 
  will attack anyone or anything that intrudes on their 
  territory.
  Sparks teeth never stop growing so they will gnaw 
  on hard materials to keep them short and sharp. 
  This gnawing is often detrimental to the fences and 
  wiring of remote colonies. The Sparks have a very 
  powerful bite force for their size, exerting pressure 
  equal to animals ten times their size. The spiny tails 
  of the Spark are a powerful weapon. When cornered 
  the Spark may bite its own tail while curling up into a 
  ball, the creature’s overlapping scales protect it while 
  electric shocks deter its enemies and summon allies.
  Habitat & Society
  Sparks live in cracks in rock formations, burrows or 
  nests they build themselves from native materials.
  Sparks live in colonies with 30-60 members of all 
  ages. They nest and spawn in the most protective 
  formations they can find, youth will return to the 
  same spawning location when they reach adulthod.
  Campaign Role
  Often found on colony worlds and the ruins of Old 
  Empire planets, Sparks are small scavengers that live 
  off smaller creatures and trash left behind by others. 
  However, the electrical abilities of the Sparks were 
  genetically enghineered into them by the Old Em-
  pire to slow the spread of robotic invaders from the 
  Saggitarius galaxy.
  Predation
  A solitary Spark is a timid and hesitant creature—
  but when several of them band together they are 
  formidable opponents capable of killing creatures 
  several times their own size.
  A Spark relies on its electrical abilities in combat, 
  the lizard tends to use its tail or bite only after its 
  shock has rendered an opponent unconscious, or 
  when the shock seems to have no effect at all. A 
  solitary lizard flees once it delivers its shocks, but if 
  other Sparks are nearby, they all home in on their 
  comrade’s discharges and attempt to administer 
  lethal shocks to their foe. 
  Sparks will typically scavenge alone, eating insects 
  and hunting small prey by themselves. However, if 
  either nearby predators or prey are much larger than 
  an individual Spark, they will hunt in packs of 3-4 
  for mutual protection and better sucess at hunting 
  overall. 
  Sparks live for up to twenty five standard years, 
  breed every two to three years and lay as many as 
  a half dozen eggs in a clutch. They do not breed in 
  captivity.
  Emergent Behaviors
  Sparks are territorial, defending their nests and 
  hunting grounds. Sparks will sense the electrical 
  discharges of another member of their colony in 
  distress and move swiftly to protect them. Sparks are 
  unusually hostile to robots and drones intruding on 
  their territory.
  Sometimes bits of old robots or technology are 
  found in a Spark warren, the lizards are drawn to 
  technology by its energy signature while scaveng-
  ing. Once acquired, many odds bits of scrap become 
  chew toys and nesting material. 
  
  3
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  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason 
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  Schneider, Amber E. Scott, and Josh Vogt.
  PIRATE CRUISER
  Authors • 
   
   
  Paul Fields and Jim Milligan
  Cover Artist • 
  Adam Kopała
  Interior Artists •                                                                                                                       Nicole Cardiff, Keith Curtis 
  Layout and Production • 
  Jim Milligan for Atomic Rocket Games
  Evil Robot Games
  Evilrobotgames.com
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Eldred Pirate Cruiser.pdf