Take inspiration from the 'Biotech Vehicles' supplement and apply to spacecraft, I guess...
Making a suitably disconcerting 'squid-thing' shouldn't be too hard.
I'm working off the assumption that the players are still in the
Harrier and haven't somehow acquired a
Sylea-class battleship or something silly.
A space-borne lifeform isn't impossible, and squid-ish isn't too bad. It seems a highly improbable thing to evolve, but is something one of the ancients might create (essentially a - literally - uplifted squid species) as a sort of 'system denial' weapon.
A shell, with soft bits inside (void-protected) with hardened skin covering tentacles and sensory organs protruding from one side.
The shell would be starship alloys. I've had mundane, non-genetically-enhanced whelks break apart titanium bolts that they happened to settle on (which was annoying as they were holding something rather important shut), and subsequently incorporate that material into their shell as they grew (cyborg whelks. Seriously. The world is doomed). The Kraken would therefore have a layer of titanium, crystaliron or bonded superdense, depending on the local diet.
Tentacles and ink clouds are the weapons - I have a couple of suggestions for those - snaring tentacles and ripping tentacles.
Sensory organs - I'd assume something in that environment would be adapted to 'see' heat and radio, although when dealing with biological tissue, the obvious option is a psionic analogue to an NAS. Place one set of sensory organs on tentacle tips and you have extended arrays, quite useful for a lurking predator.
Manouvrability is the big thing. In order to close and grapple, it has to be Thrust-6 (at least). Which means a reactor rating of 6. I can just about get an organic 'grav organ' but a biological fusion reactor seems to be pushing it. The thing is that a chemical plant requires a ludicrous quantity of fuel...
One possibility is to provide it with both a solar sail and solar panels that it can unfurl (either held vorlon-fashion from the carapace or in a membrane between the tentacles) - this allows it to 'drift' indefinitely without consuming power, until it either sees prey or needs to swing by a gas giant to 'drink'.
Weapons - well, it should have tentacles. Half grabby and half rippy.
The grabby ones can be modelled as magnetic harpoons from S&P 57:
Brian Steele said:
Only usable at short range, the magnetic harpoon is used to pull a targeted ship closer so that a seal can be made and assault troops sent across in a boarding action. Any ship successfully hitting its target with magnetic harpoons before boarding will receive a +4 DM bonus to the roll used to initiate the boarding action itself.
Range - Short
Damage - D6
The rippy ones can be considered a Breaching tube plus something nasty to come aboard through it. Using the predator generation rules, we'll consider the 'tip' to be something akin to the worms from Deep Rising - but big.
Prey Tendril
Size: 12 (3,200 kg)
STR: 25 (+6)
DEX: 4 (-1)
END: 21 (+5)
INS: 11 (+1)
Armour: 5
Weapons: Thrasher, 3D6+2
Skills: Melee (Natural Weapons)/1, Recon/2, Explosives/1
Special Rules: Low Metabolism (initiative-1, life support requirements halved) Secrete chemical fumes which work as Tranq Gas (in low quantities) or TDX explosive (in larger quantities).
Now that thing is approximately equivalent in volume to 32 humans, halved to 16 so we'll say the organs supporting and storing it are equivalent to 8 double staterooms, so 32 dTons for each one. Add in the breaching tube and that's a nice round 35 dTons per 'tearing arm'.
Net idea:
Astrateuthis Majoris ("Space Kraken")
Body - Partially Streamlined Stealth Class A, Aerofins and Fuel Scoops (10 Hull, 10 Structure, Atmosphere Piot DM+2)
Shell - Single Layer of armour from common prey ships (Titanium Steel, Crystaliron or Superdense)
Propulsive Organ - TL15 Manouvre-X equivalent (Thrust 6)
Digestive System - TL15 Chemical-X equivalent (Rating 6), 22 dTons fuel processors, 1 dTon Mining Drones
Fuel Sac - 440 dTons - 1 week's endurance.
Tentacle Membranes - Combined Solar Sail and Solar Panels (Thrust 0, Rating 1)
Stomach - 40 dTons space
Healing Cell Marrow - 1 dTon Repair Drones
Eyes - Basic Military Sensors x2 (Sensors DM+0)
Forebrain - Model/7 Computer, Auto-Repair/2, Intellect/3, Expert Pilot/3, Expert Sensors/3, Expert Tactics (Naval)/3
Hindbrain - Model/7 Computer, Fire Control/4, Evade/2, Manouvre/0
Tongue - Grappling Arms x4
Beak - 50 dTon docking clamp
Ink Cloud - 4 x Single Turret (Sandcaster), 40 Sandcaster Barrels
Sensory Tentacles x2 - Advanced Extended Arrays (Sensors DM+1, long range, +2 to detect)
Grasping Tentacles x4 - Single Turret (High Yield, Accurate Magnetic Harpoon)
Ripping Tentacles x4 - Breaching Tube + Prey Tendril (above)
Infesting gas giants, beast will drift in close proximity to the jovian, rarely venturing far from its source of nourishment, emerging to attack anything attempting to refuel. It can subsist off the thin chemical fuels extracted from the gas giant's atmosphere and the occasional asteroid to provide metalic elements, but the possiblity of a starship - with its processed metals, complex biochemicals and warmth - provides and irresitable temptation and can provoke a bezerk feeding frenzy.
Furling in its delicate membranes and sensory tendrils, it will accelerate in fast - very fast - and attempt to spear the target with one or more metal-clawed tentacles. As it closes, it can spit out clouds of ink like its marine counterparts - these jets, however, instantly turning in the airless void into sprays of crystalline vapour not dissimilar to a sandcaster burst, which can be used to protect it from laserfire or missiles.
Once caught, the beak will lock on and the four main tentacles will go to work, ripping at the hull of its prey and trying to burn their way inside. Once in, any useful material (fuel and...organic material...) will be consumed before the hull will be broken down and used to patch any wounds in the creature's carapace.
If you want to make it particularly deadly, give the Prey Tendrils psionic strength and Awareness and/or telepathy, and - if you really want to make it scary, look at the
Psion book - add in some K-Vault organs and a psionic stateroom for a psi-organ; you can even make it jump-capable this way!
The space kraken is, indeed, hungry this year....
...Perhaps a small-craft version for the young? :twisted: