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Starfinder – Pacific Rim: The Black

I know I said last week I don’t really like giant robot shows, and while that is true, Pacific Rim has a special place in my heart. The Jaegers are a bit goofy (the only way to fight kaiju is in giant robots with psychically linked pilots? Really?) but as a long time Gojira fan I love me some kaiju, and robotjox fighting big inter-dimensional lizard monsters is just my kinda movie. I was hesitant about the new animated show on Netflix, but after giving it a go I can definitely recommend it. Two caveats: One, it is seriously dark. Not kid stuff. Two, it’s short, weighing in at seven episodes averaging 25 minutes. With that said, it has a lot in common with my favorite season of Robotech (season 3 of course), with lots of wandering around a kaiju haunted wasteland scrounging for resources and just trying to survive. So grab some popcorn and get ready to cancel the apocalypse!

dingo kaiju
Say hello to dingo

OK, but while arguably Sci-Fantasy (ahem, psychic stuff and weird inter-dimensional bio-weapon stuff) what does any of that have to do with Starfinder? Well, we don’t have definite giant mech combat rules yet, but that’s no reason you can’t throw some kaiju at your players. Let’s start small, with the least of the beasts to appear in the show, Pacific Rim: Black’s dingo kaiju. Something like a lizardy combination of jackal and horse, with the signature glowy bit and multi-eyed aesthetic of the Precursors. The dingo aren’t really a threat to a Jaeger, but against a normal person on foot they are deadly, and they are pack hunters. Think of them as the Precursor’s pest control, meant to go into an area after major resistance is taken out, to hunt down and eliminate survivors.

dingo kaiju side view
Everybody fails their Perception check sometime

DINGO KAIJU

CR 4

XP 1,200

NE Large magical beast

Init +0; Senses blindsense (scent) 60 ft., darkvision 60 ft., low-light vision; Perception +10

DEFENSE

HP 50

EAC 16; KAC 18

Fort +8; Ref +8; Will +3

DR 5/adamantine

OFFENSE

Speed 50 ft., swim 20 ft.

Melee bite +13 (1d6+9 P plus trip) or claw +13 (1d6+9 S)

Space 10ft.; Reach 5ft.

Offensive Abilities demolish structures, trip

STATISTICS

Str +5; Dex +0; Con +3; Int -4; Wis +1; Cha +0

Skills Athletics +15, Survival +10

Other Abilities amphibious, water breathing

ECOLOGY

Environment any

Organization solitary, packs of three or more

Demolish Structures (Ex) A dingo kaiju has a hide and bone structure that is harder than most metals, and it can therefore use its body against urban structures with deadly effect. A dingo’s natural weapons ignore the hardness of all structures not made of adamantine alloy or a harder material. Against structures made of such materials, a dingo’s natural weapons ignore half of the structure’s hardness.

Trip (Ex) In addition to dealing the listed damage, if a dingo kaiju hits with its bite attack and the attack roll result equals or exceeds the target’s KAC + 4, the dingo also automatically trips the foe (this takes no action).


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Until next time Starfinders!

Categories: Article Writing

Jeremy Corff

Artist and Writer